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NOD Issue1 May2010

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  • NODTM Issue 1 | May 2010

    AnendeavorofJohnM.Stater,whowouldliketoextendhismostheartfeltthankstohiswifeanddaughter,whohaveputupwithhisincessantwritingandfrettingoverthislittlePDFforweeks.

    TableofContentsFeatureArticle:TheWyvernCoast

    10

    WelcometoNod 1CoinsoftheRealm

    2FightingMenofNod 3

    Iwouldalsoliketothankallofthefolkswhohavefollowedmyblogandencouragedmewiththeircomments.Yourinterestmeansmoretomethanyoucanknow!

    Boons&Benefactions 8WiseWomen&CunningMen 70TheGodsofNod:Ophir 72DenizensoftheDarkContinent 76CheckouttheLANDOF

    NODTMBlogathttp://mattlandofnod.blogspot.com/formorearticles.

    Beastmen,Centaurs&MechanicalMen 78YourMindWillBend 80

    RandomVillageGenerator 82

    Allcontentcopyright2010JohnM.Stater

    AnArabCaravan(1886)byAlbertoPasini(18261889)PasiniwasanItalianpainterintheOrientalistschool.

  • Welcome to NOD!

    Iliketokeepthingssimple.Mypersonalruleforcampaigndesign is: Create nothing you dont absolutely need tocreate, andnothing thatdoesnot facilitate adventure. Ifyourenotrunningagameinwhichadventurersaregoingtoengage indeep,political intriguesat court, thendontbotherdesigningapoliticalsystemandthepoliticalpowerplayersof theaforementionedcourt.Yourewasting timethatcouldbespentdesigningsomethingyourplayersaregoingtosee,hear,touch,smell,taste,fight,etc.Afterall,mostRefereeshavelivesoutsideofthegame,includingfulltimejobsandfamilies.WhenIhavetimetocreate,Iwanttogetthemostbangformybuck.When itcametodesigningTHELANDOFNODTM,Istartedintheveinofmanyclassiccampaigns.Idrewamapofthecontinents, penciled in national borders, threw in somesettlements,grabbedthecoolestheraldrythatIcouldfindandendedupwithanice littleencyclopediaof factsandfigures that never once came into playoncemy playersbootshittheground.Inshort,IforgotthatIwasdesigninga game setting and got caught up in the fun, forme atleast,ofdesigningmyownlittleworld.Itwastimetoretool.Gonewerethenationstatesand incameafewislandsofhumancivilizationsurroundedbyavast,chaoticwilderness.Gonewere the linemapsand incamethehexmaps.Gonewasavastworldwithdozensofregions,andincameatightlyfocusedwell,notsofast.OneofthethingsIlikebestaboutthisplanetweliveonisits diversity. Paging through an atlas, you see things likeUnitedStatesofAmericaand China.Burrowbeneaththe surface of those black lines that crisscross the globeand you discover thousands of unique cultures, subcultures, environments, superstitions, myths and folkstories. The internet makes it possible for an averageperson to discover, on a daily basis, peoples, places andthingsofwhichtheyhadneverheard.Whenyouconsiderhow differentmanymodern cultures are from your ownculture,themindbogglesathowdifferentyouwouldfindculturesthousandsofyearsold.I decided I wanted a fantasy world that was large anddiverse.Whenmy players first sawmy overall campaignmap,therewasimmediateinterestinvisitingtheplacesonit.Places likeAmazonia, theKlarkashMountains and thePlainsoftheEmuRiders.ThatwasthecampaignIwanted;one inwhichadventurers lefttheboundsofcivilizationtosee what was over the next hill, and knowing thatAmazoniaandtheVastwoodweregoingtobedramatically

    differentplaceswithdifferentcultures,differentsightsandsoundsand smellsanddifferent,oftenunique,monsters,despitethefactthatbotharewoodlands.Whatyouseebelow(anditisonlyaportionofthewhole)istheproductofaridiculousnumberofhoursspentfillingin hexes. Every square on that map represents a mapmeasuring approximately 75x45 hexes (the further northorsouthyougo,themorethosemapsarestretched).THELANDOFNODTM isdivided intosixcontinents.TotheeastofMotherOceanaretheMotherlands,myfantasyEurope.To the South is Lemuria, inspired by Africa, India andSoutheast Asia. To the east of the Motherlands andLemuria lies the deadlyMuPan Empire.North of that isUltima Thule, a continent of prehistoric giant mammalsandbarbarians in fur swimwear.To thewestofMotherOcean isAntilia in the north andHybresail in the south.Beneaththesurfaceareunderworldvaultsinspiredbypulpfiction andweird fantasy,with thedeepest vaultholdingsomething akin to Dantes Inferno. BeyondNod is astralspaceandaPtolomaic systemofplanets toexplore.Andmaybe someday, someadventurerwillgetall theway tothe Firmament at the edge of creation and try to drillthroughtowhateverliesbeyond.In short,welcome tomy little cornerof creation. Ihopeyoufindthearticleshereinusefulinyourowngames,orattheveryleastfueltosparkyourownimagination.JohnM.Stater

    1

  • The Coin of the Realm

    CoinsinFantasyGamingbyJohnM.Stater

    TheSizeandValueofCoinsHowbigarefantasyroleplayingcoins?Inoldereditionsofthegame,coinsweremeasuredattentothepound.Thiswouldgiveusacoinweighing45grams;amassivecointobesure.WhilemassivecoinssuchastheLser,aGermancoin of the 17th century that weighed more than 450grams, did exist, they were generally rare. The thalers,whichweresomeof the largercoins inEuropeanhistory,weighedbetween15and30gramseachandstillmeasuredtwicethesizeofamodernU.S.quarter,ora2Eurocoin.Theweightandsizeofsuchcoins,whileimpressiveandnotunlike someof the coins tobe found inHollywood films,canturnintoalogisticalnightmareforplayers(whichsomeRefereeswillseeasafeature,ratherthanabug).OtherRefereesandplayersmightthinkthemassivesizeofthese fantasy coins, as well as their composition (anddevaluation when compared to history), is just toounrealisticfortheirgame.ManypreferasystemofcoinagethatapproximatesMedievalEnglandorFrance.Themostcommon coin in this systemwas the silverpenny,whichweighed1/240ofapound.The shillingwasa larger cointhan thepenny, therebeing20 shillings in apound, andthus 12 pennies to a shilling. Pennies were small coins,weighingalmost1.5grams,andquitethin.Ofcourse,moreancientcivilizationhadothersystemsofcoinage,butmostof them revolved around small silver coins. A Refereemightsimplifythissystembyallowingfor200silverpiecestothepound,andthensimplyconvertingpricesalreadyingold piece prices to prices silver pieces. Moreover, theycanstilltreatagoldpieceasbeingworth10silverpiecesandcoppercoinsasbeingworth1/10ofasilverpiece.Thiswouldgiveyouthefollowingsystem:

    1Pound=20gp=200sp=2,000cpFor my Nod campaign, I chose to maintain the valuerelationshipofgoldtosilvertocopper,anduseastandardof100coinstothepound.Thisgavetheplayersandmyselfan easy, decimal system, and took away most of thelogistical headaches of treasure hordes. In addition, andforoldtimessake,Iaddedplatinumandelectrumcoins.What follows is a brief discussion of the different coinsused in Nod (and in the Wyvern Coast sandbox in thisissue),presentednotonlyforRefereeswhowishtocleave

    to this system,butalso for thosewhowish toaccuratelyconvert the treasures of the Wyvern Coast to whateversystemtheyprefer.PlatinumPiece(pp)Platinum isdifficult toworkand thus fairlyuncommon incoinage or art.Most platinum pieces in circulationwereminted to commemorate specialevents,and thus shouldhavesomehistoricalrelevance.OneplatinumpieceinNodisworthtengoldpieces.GoldPiece(gp)Goldpiecesare less common than silver,andoftenusedforlargetransactions.Theyarethemostcommoncoinagecarried by adventurers,whosewealth often rival that ofthegreatmerchanthousesandminornobility.ElectrumPiece(ep)Electrum is anaturally occurring alloy of gold and silver.Forabrieftimeitwasacommonmaterialforcoinage,butthe inability todetermine theproportionofgold tosilvercausedittofalloutoffavor.Mostelectrumcoinsfoundinhordes are, therefore, of ancient manufacture. Electrumpiecesareworthonehalfagoldpiece.SilverPiece(sp)Themostcommoncoinsincirculationandthebasisforalleconomies.Adventurersprefergold,ofcourse, to lightentheir loads,butthevastmajorityofnonplayercharactersin Nod carry silver coins. One silver piece is worth onetenthofagoldpiece.CopperPiece(cp)Coinswererarelymintedfromcopper.Mostofthecopperpieces in the game would actually have been made ofbronze,brass,billonorpotin.Bronze isanalloyofcopperandtin(80:20).Brassisanalloyofcopperandzinc(90:10).Billon isanalloyofcopperandsilver,withcoppermakingupmorethan50%oftheofthealloy.Potinwasanalloyofcopper, lead, tin and zinc. Coppers are carried by thepeasantry,whopreferbartertocoinage.Onecopperpieceisworthonehundredthofagoldpiece.

    2

  • Fighting-Men of Nod SixClassesbyJohnM.Stater,IllustrationsbyWillyPogany

    Thebravewarrior, sword inhand, isprobably thearchetypal charcter of fantasy literature, from Fafhrd and theGreyMouser toConanofCimmeria toRobinofLocksley.Here,then,aresixclassesmeanttoreplicatesomeofthemostpopularcharactersoffiction.Thefightingmanistheredoubtable manatarms, the soldier who will one daybecomeaking.Thebarbarian is thesavageoutsiderwhocarves a bloody path through the decadent and corruptcivilizations thatwould chain his people. The bard is theheroofromance,wooerofwomenandtelleroftalltales,equalpartsDonJuanandSinbad.Themonkistheeasternwarriormystic, deadlywithout the need for anything socommonasaweapon.Paladinsareparagonsofvirtueandpurity, knights in shining armorquesting for fairdamselsand putting rank villains to the sword. And finally, theranger,explorer,pioneerandruggedindividualist.

    TheFightingManYouareawarrior,trainedinbattleandintheuseofarmorandweapons.Whatever typeof fightingmanyouchoosetoplay,youwillprobablyenduponthefrontlinesofyouradventuringparty,goingtoetotoewithdragons,goblins,and evil cultists, hacking your way through them andtaking the brunt of their attacks. The fightingmancharacter isbest equippedof all the character classes todish out damage and absorb it, too. Clerics heal, andmagicusers cast spells,but thedownanddirtyhack andslashworkisuptoyou.Youregoingtoserveasthepartyssword and shield, protecting theweaker partymembersandtakingdowntheenemiesbeforeyou.Perhapsonedaytheywilltelllegendsofyourbattleprowess,andfollowerswillflocktoyourcastlestrongholdwhereyourevelinyourfame, riches, and newly earned nobility. Fail, of course,and youll die, just another forgotten warrior in adangerousworld.PrimeAttribute:Strength,13+(+5%experience).HitDice:1d6+2perlevel,+3hpperlevelafterlevel9.WeaponsPermitted:Any.ArmorPermitted:Any.Dominate (1st): Against creatures with one hit dice, afightingmanmakesoneattackperleveleachround.Weapon Mastery (1st): Fightingmen may choose oneweapon with which to specialize. For fighters betweenlevel1and6,thisspecialization impartsa+1bonustohitanda+1bonus todamageusing thatweapon.At level7thebonusesincreaseto+2tohitand+2todamage.

    FluryofSteel(10th):Atlevel 10,afighting-man canmake twoattackspercombatroundagainstcreatureswith2ormoreHitDice.The firstattackoccursduring the fightingmansinitiative,thesecondattackattheendoftheround.Level XP HD Attack Save Title1 0 1 +0 16 Yeoman2 2,000 2 +0 15 Warrior3 4,000 3 +1 14 Champion4 8,000 4 +2 13 Duelist5 16,000 5 +2 12 Swashbuckler6 30,000 6 +3 11 Grognard7 60,000 7 +4 10 Freelance8 120,000 8 +5 9 Hero9 240,000 9 +6 8 Warlord10 360,000 +3hp +7 7 Warlord11 480,000 +6hp +7 6 Warlord12 600,000 +9hp +8 5 Warlord

    TheBarbarianSubClassThe barbarian is a subclass of fightingman. Wherefightingmen relyon trainingandskill towin theday, thebarbarian uses ferocity and instinct.Mostbarbarians aremembersofuncivilizedtribesofhumans,demihumansorhumanoids.Civilizedbarbarianscan representmenandwomenwithhairtriggertempersandazestforviolence.PrimeAttribute:Constitution,13+(+5%experience).HitDice:1d6+3perlevel,+3hpperlevelafterlevel9.

    3

  • WeaponsPermitted:Any.ArmorPermitted:Leather,ring,shield.

    omthebackorflankreceivenobonustohitabarbarian.

    at a saving throw or beunnedwithfearfor1round.

    can besedwheneverthebarbarianengagesincombat.

    aerserkfury.Whenthefuryends,sodoesthebarbarian.

    vel Attack

    Reflexes (1st): Thanks to their catlike reflexes, attacksfrSuperstition(1st):Barbariansmistrustthedoingsofmagicusers and illusionists. When presented with displays ofsuch magic they must succeedstBeserker(3rd):Atthirdlevel,thebarbariancangoberserkin combat, gaining a +2 bonus to hit and damage, butsufferinga 2penalty toherarmor class.Thebarbariansberserk fury lasts for a number of rounds equal to thebarbarians level.While inherrage,thebarbarianfocusesonherfoesuntiltheyaredead.Ifherragecontinuesafterher foes aregone, shewill attackhernearest allyunlessshemakes a successful saving throw. This abilityuTenacity (5th):At fifth level,abarbarian can continue tofightafter losingallofherhitpointsso longasshe is inbLe XP HD Save Title1 0 1 +0 15 Tribesman2 2,500 2 +0 14 Savage3 5,000 3 +1 13 Plunderer4 10,000 4 +2 12 Raider5 20,000 5 +2 11 Reaver6 40,000 6 +3 10 ShieldBiter7 80,000 7 +4 9 Berserker8 160,000 8 +5 8 Conquerer9 320,000 9 +6 7 BarbarianPrince10 440,000 +3hp +7 6 BarbarianPrince11 560,000 +6hp +7 5 BarbarianPrince12 680,000 +9hp +8 4 BarbarianPrince

    es, lullinguardsintoadaze,orcharmingladsandlasses.

    Any but battle axes, twohanded

    ArmorPermitted:Leather,ring,shield.

    t

    deatapenaltyequal to the levelofthespellbeingcast.

    TheBardSubClassThe bard is a subclass of fightingman, a warriorpoetwhosemusicworksmagic. Bards are usually charismaticrogues,stealingheartsasreadilyastheycrosssteel.Theyarewalkingrepositoriesoflegendsandstories.Theirmusicis capable of stiffening the resolve of comradgPrimeAttribute:Charisma,13+(+5%experience).HitDice:1d6+2perlevel,+3hpperlevelafterlevel9.Weapons Permitted:swordsandpolearms.Decipher (1st):Bards candecipher and interpret legendsand secret writings by making an saving hrow. Thisincludes unfamiliar languages, codes and incompletemessages.Bards canalsouse thisability todecipherandthen cast spells from arcane scrolls, though the savingthrow todoso isma

    Inspiration (1st): By playing music, singing or recitingheroic verse, bards can inspire listeners to surpass theirnormallevelofperformance,grantingalliesa+1bonustoall saving throws for a number of rounds equal to thebardslevel.Abardcandothisanumberoftimesperdayequaltotheirlevel.Thebonusimpartedincreaseswiththebardslevel,to+2atsixthleveland+3attwelfthlevel.LegendLore (1st):Withasuccessfulsaving throw,abardacquires or remembers some information pertaining tolocalnotables,alegendaryitem,anoteworthyplaceoranyother relevant bit of information. Acquiring theinformation may involve speaking to the locals or doingresearch in a library. This ability cannot reveal the exactpowersofamagicitem,butmaygiveahinttoitshistory,generalfunctionoractivation.TheRefereemaymakethesaveharderbasedontheobscurityoftheknowledge.Fascinate(4th):Atfourth level,abardgainstheabilitytoplacea singlecreature intoa trancewithaperformance.Thebardcanusethisabilitythreetimesperday,andcanmaintain theeffect for anumberof rounds equal to thebardslevel.Whenattempting to fascinate, the targetmakesa savingthrow to resist. If thesaving throw fails, thecreaturesitsquietly and listens to the bard for the duration of theeffect.While fascinated, thecreature isconsideredproneandsuffersa4penaltytosavingthrowsandarmorclass.If the creatures saving throw succeeds, the bard cannotattempttofascinatethatcreatureagainfor24hours.Anyobvious threat to the fascinated creature, such as thecastingofaspell,drawingasword,oraimingofaweapon,automaticallybreakstheeffect.Atfifthlevel,thebardmayattempttocharm(asthespellcharmpersonormonster)afascinatedcreature.Ateighthlevel,thebardmayattempttoimplantasuggestion(asthespell) ina fascinated creature. Ineach case, the creaturereceivesanadditionalsavingthrowtoresisttheeffect.Tofindthenumberofcreaturesthebardcanfascinateatonce, roll 1d6 per bard level (i.e. a level 4 bard canfascinate4d6creatures).Heroism(9th):Atninthlevel,abardcaninspireheroisminoneothercreature.Forevery two levels thebardattainsbeyond ninth level, the bard can inspire heroism in oneadditionalcreature.Toinspireheroism,thebardmustusesong,poetryor some sortoforation.A creature inspiredgainsa+2bonus toattacksandsaving throwsand+2hitpointsperlevelforoneminute.

    4

  • Level XP HD Attack Save Title1 0 1 +0 16 Dilettante2 1,700 2 +0 15 Raconteur3 3,400 3 +1 14 Jongleur4 6,800 4 +2 13 Versifer5 13,600 5 +2 12 Goliard6 25,000 6 +3 11 Poet7 50,000 7 +4 10 Minstral8 100,000 8 +5 9 Troubadour9 200,000 9 +6 8 Meistersinger10 320,000 +3hp +7 7 Meistersinger11 440,000 +6hp +7 6 Meistersinger12 560,000 +9hp +8 5 Meistersinger

    TheMonkSubClassItcannotbedenied thatmonksof thekungfuvarietydonotfitintoamedievalmilieu.Forfolkswhopreferabitofverisimilitude in their campaignworlds, and thus do notpermitanykungfu fighting,allowme tosuggest that themonkisstillausableclass.Thetrickistoignorethenameand the description and just look at the game statistics.Whatyouhave isanonarmoredcombatantwho isquickandhardtokill. Inotherwords,averyacceptablewaytoemulate a swashbuckler or twofisted pulp adventurer.Beforeyou relegate themonk (oranyother class) to thedustbin,thinkabouthowyoucanapplynewflavortotheoldmechanics.The monk is a subclass of fightingman. Monks trainthemselves in the unarmed martial arts, includingwrestling. They develop lightning fast reflexes and ironwills.Mostmonksare trained in specialmonasteries,butsome simply apprentice themselves to a fightingmaster.Different masters and monasteries use differenttechniques,and they (and their students)areoftenquitecompetitive.PrimeAttribute:Constitution,13+(+5%experience).HitDice:1d6+3perlevel,+3hpperlevelafterlevel9.WeaponsPermitted:Any.ArmorPermitted:None.Boxing(1st):Amonk'sunarmedattackinflict1d4pointsofdamageat level1,1d6damageat level2,1d8damageatlevel5and1d10damageatlevel9.Atlevel6,amonkcanmakeasecondunarmedstrikeeachround. The secondary strike'sdamagebegins at 1d4 andimprovesto1d6atlevel9.Dodge(1st):Monks improvetheirunarmoredACby+1atlevels2,5,8and12.Quick (1st):Amonk'smovement improvesby+1ateachlevel.Amonkcarryingamediumorheavy load loses thisextraspeed.StunningAttack (1st):A level1monkcanuseastunningattackonceper round,andnomore thanonceper levelperday.Themonkmustdeclare itsusebeforemakingan

    attack roll. A missed attack roll ruins the attempt, andcounts towards themonks limitation. A foe successfullystruckbythemonkisforcedtomakeasavingthrow.Thosestruckby a stunning attack always takenormalunarmedattackdamage,butafailedsavingthrowresultsinthefoebeingstunnedandunabletoactfor1d4combatrounds.DeflectArrows(2nd):At level2,monksgaintheabilitytodeflectarrowsandothernonmagicalmissiles.Themonkmust have at least one hand empty to use this ability.When a character would normally be hit by a rangedweapon, the charactermaymake a saving throw. If thesavingthrowsucceeds,themonkdeflectstheweaponandsuffersnodamage.Thiscanbedoneoncearoundatlevels26,andtwiceatlevels711andthreetimesat12thlevel.Themonkmustbeawareoftheattacktousethisability.An attempt to deflect a weapon counts as the monksprimaryunarmedattack.Ifamonkishighenoughleveltohave a secondary unarmed attack, the monk may stillmake the secondary attack. This ability cannot be usedagainstsiegeweaponammunition.Mystic Vibrations (3rd): At level 3, a monks unarmedattack can deal damage to creatures only harmed by +1magicweapons.Alevel5monkcandamagecreaturesonlyharmedby+2orbettermagicweapons.Alevel8monkcandamage creatures only harmed by +3 or better magicweapons,and level12monkscandamagecreaturesonlyharmedby+4orbettermagicweapons.SlowFall(4th):Atlevel4,afallingmonktakesdamageasifafallwere20feetshorterthan itactually is,butmustbewithin10feetofaverticalsurfacethatheorshecanusetoslowthedecent.

    5

  • FeignDeath(6th):Atlevel6,amonkcanfeigndeathforaumberofturnsequaltothecharacterslevel.

    7, a monks naturallyealingincreasesto2hpperday.

    lessthemonk isabletoflictdamageonsuchacreature.

    er (oraskedavenger)andswashbucklerfromlevel9on.

    vel Attack

    nNatural Healing (7th): At levelhQuivering Palm (12th): At level 12, the monk gains thefabledquiveringpalmattack.Themonkcanusethisattackonceperweek.Theattackmustbeannouncedbeforeanattackrollismade.Themonkmustbeofhigherlevelthanthe target. If themonkstrikessuccessfullyand the targettakes damage from the monks unarmed attack, thequiveringpalmsucceeds.Thereafter,themonkcanchoosetotrytoslaythevictimatanylatertimewithin1roundperlevelofthemonk.Themonkmerelywillsthetargettodie,andthevictimmakesasavingthrowtoavoidthisfate.Thisattackhasnoeffectonundeadorcreaturesthatcanonlybestruckbymagicalweapons,uninTheSwashbucklerIf you think that a kungfumonk does not fits into yourcampaign, you can rebrand the class as a swashbuckler.Themonk's"unarmedattacks"areinsteadmadewithlongsword (rapier) and dagger, and only with these twoweaponsused together.Thestunningattack representsadizzyingflourishofarmsorpommelguardtothehead.Thequiveringpalmbecomesa lunge, thatmomentwhen theswashbucklerstabshisfoe,whothenstaggersaboutforamomentbeforeexpiringwithalookofdisbeliefinhiseyes.A swashbucklers level titlesmightbe rascal, rogue, rake,romantic, venturer, daredevil, swordsman, avengmLe XP HD Save Title1 0 1 +0 14 Postulant2 2,900 2 +0 13 Novice3 5,800 3 +1 12 Brother4 11,600 4 +2 11 Cenobite5 23,200 5 +2 10 Mendicant6 45,000 6 +3 9 Monk7 90,000 7 +4 8 Canon8 180,000 8 +5 7 Prior9 360,000 9 +6 6 Abbott10 480,000 +3hp +7 5 Abbott11 600,000 +6hp +7 4 Abbott12 720,000 +9hp +8 3 Abbott

    erofblessingsaidthemintheirstruggleagainstChaos.

    3hpperlevelafterlevel9.y.

    ArmorPermitted:Any.

    ra thatrotectsthemasperthespellprotectionfromevil.

    perweek at level 6 andreetimesperweekatlevel12.

    gcanbedividedamongrecipientsasepaladinchooses.

    nstheabilitybanishundeadasaclerictwolevelslower.

    ,aearandadaymustpassbeforeanothercanbecalled.

    Atk1bite(1d3),2hooves(1d4);Move18;Save12;Special:None.

    epaladingaina+2bonusonsavingthrowsagainstfear.

    nessanvil,suchasantipaladins,demonsortheundead.

    paladin canpplythishealingtouchbutonceperday.

    vel Attack S

    ThePaladinSubClassThe paladin is a subclass of fightingman. Paladins arechivalrous champions of Law. They might resemble theknights in shining armor of fairy tales or perhaps thehonorablesamuraiofJapan.Thepointofpaladinsispurity;they do their best to remain mentally, spiritually andphysically pure. From this dedication and the iron willrequiredtomaintain it,theyderiveanumbtoPrimeAttributes:Charisma,13+(+5%experience).

    HitDice:1d6+2perlevel,+WeaponsPermitted:AnAura (1st): Paladins detect evil as the spell merely byconcentrating. Paladins emanate a permanent aupPurity(1st):Paladinsareimmunetoalldiseases,includingmummyrotandlycanthropy.Theirtouchcancurediseaseonceperweek at level 1, twicethLayonHands (1st):Apaladin can cure2hpper levelbylayingonofhands.Thiscanbeusedonthepaladinoronothers,andthehealinthBanishUndead(3rd):Atlevel3,apaladingaitoDestrier(4th):Atlevel4,thepaladingainstheserviceofadivine warhorse (or other mount) if he successfullycompletesaquestto locatetheanimal.Thedivinemountisunusuallystrong,loyal,andreadytoservethepaladininhercrusadeagainstevil.Shouldthepaladinsmountdiey

    DivineWarhorse:HD5;AC6[13];

    Lionheart(6th):Uponreachinglevel6,apaladinbecomesimmunetofear,naturalormagical.Allieswithin10feetofthSmite Evil (9th): Once per day, a paladin of level 9 orhighermayattempt to smiteevilwithonenormalmeleeattack.Smiteevilgivesthepaladina+2bonustohit,andabonus todamageequal to thepaladin's level.ThisabilitycanonlybeusedonsupernaturalcreatureofdarkeHealing Touch (12th): At level 12, a paladin's touch iscapableofremovingallailmentsfromacreature,includingdisease,poison,abilityscoredamage,leveldrain,hitpointdamage, confusion, curses and insanity. TheaLe XP HD ave Title1 0 1 +0 16 Squire2 2,500 2 +0 15 Scutifer3 5,000 3 +1 14 Banneret4 10,000 4 +2 13 Gallant5 20,000 5 +2 12 Companion6 40,000 6 +3 11 Knight7 80,000 7 +4 10 Paragon8 160,000 8 +5 9 Peer9 320,000 9 +6 8 Paladin10 440,000 +3hp +7 7 Paladin11 560,000 +6hp +7 6 Paladin12 680,000 +9hp +8 5 Paladin

    6

  • TheRangerSubClassThe ranger is a subclass of fightingman suited to livingand fighting in thewilderness.Rangersare selfsufficient,cunning and experienced at fighting the barbarian tribes(human,humanoidandotherwise)thatlurkonthefringesof civilization.While rangersmostly operate in thewild,they do so on behalf of civilization, protecting isolatedillagesandchartingtheunknown.

    3hpperlevelafterlevel9.

    ArmorPermitted:Chainmail,leather,ringandshield.

    ger inflictsbonusamagewitheachhitequaltohislevel.

    avoideingsurprised(i.e.surprisedonarollof1on1d8).

    onrollof12on1d6,andaddshiswisdombonus(ifany).

    buildsimplearesandpittrapsthatinflict1d4damage.

    tenumberofcreaturesndtheirtypefromtheirtracks.Rangerscanalsousethis

    to avoid failure.he ranger is always able to neutralize poisons of the

    ed my,manu ure ur

    vel Attack S

    Tracker(1st):Withasuccessfulsavingthrow,arangercanfindandfollowacreaturestracksfor6hours.Therangercanalsodetermine theapproximaaabilitytoconcealtheirowntracks.ArchEnemy(6th):Atlevel6,arangerchoosesonespecifictype ofmonster (i.e. goblin, gnoll, hill giant) as his archenemy.Therangergetsa+2bonus tohithisarchenemyand a +2 bonus to his Armor Class when fighting it.Furthermore, when tracking his archenemy, a rangerreceives a +2bonus tohis saving throw

    vPrimeAttributes:Wisdom,13+(+5%experience).HitDice:1d6+2perlevel,+

    TWeaponsPermitted:Any.favor ene fact dornat al.Le XP HD ave Title1 0 1 +0 15 Woodsman2 2,500 2 +0 14 Scout3 5,000 3 +1 13 Guide

    Wanderer4 10,000 4 +2 125 20,000 5 +2 11 Voyager

    de6 40,000 6 +3 10 Pathfin

    Slayer (1st): Against humanoids (including berserkers,bugbears,gnolls,goblins,hobgoblins,koboldsandorcs),orgiants (includingogres and trolls), a randStalker (1st): Rangers have a +1 bonus to surprise (i.e.surpriseonarollof12on1d6)anda+1bonus to

    r7 80,000 7 +4 9 Warden

    Hawkey8 160,000 8 +5 8 e9 320,000 9 +6 7 Rangerb10 440,000 +3hp +7 6 Ranger

    Survivor (Level 1): A rangers training includes learninghowtosurviveinthewildernessandconcoctandcounteractnaturalpoisons.Wheremostadventurerscansucceedatsuchtasksonarollof1on1d6,therangersucceeds

    11 560,000 +6 hp +7 5 Ranger680,000 +9hp +8 4 Ranger

    12

    aRangers also have a 2 in 6 chance to notice traps andconcealed openings in a natural surrounding merely bypassingwithin30feetofthem.Theycanalsosn

    7

  • Boons & Benefactions SimpleCharacterCustomizationbyJohnM.Stater

    Boonsareasimplewaytoallowplayerstocustomizetheircharacters. As characters advance in level, they pick upspecializedskillsandabilitiescalledboons.Boonsaresmallbonuses that help tomake characters unique, notmakethem unstoppable. Playersmay choose a boon for theircharacteratlevel3,6,9and12.Unlessotherwisenoted,aboon cannot be chosen more than once. This article isdeclaredOpenGameContent.Agile:Youhavea2in6chancetoavoidfallingintopitsanda2in6chancetoescapefromsimplebonds(i.e.ropes).ArmorProficiency:Youlearntouseanarmornormallynotusablebymembersofyourclass.YoucanonlylearntouseanarmoroneArmorClasshigher thanarmoryoualreadyknowhowtouse.Magicuserscannotchoosethisboon.AttributeBonus:Youmay increaseoneofyourattributes(i.e.Strength,Intelligence,etc)by+1.Youcanchoosethisboonandapply it to thesameattributemore thanonce.Youcannotincreaseanattributebeyond18.Cleave: When you drop an opponent to 0 or fewer hitpoints inmelee combat, youmaymake a second attackwith the sameweapon at the end of the combat roundagainstanothercreaturewithinrangeofyourweapon.ClimbWalls:Youcanclimbwallsonarollof1to2on1d6.DelayPoison:Youcandelay(butnotneutralize)poisonona rollof1 to2on1d6. Ifsuccessful, thepoisondoesnottakeeffectfor1minute.Dodge:You improveyourArmorClassby1.You lose thisbonuswhensurprisedorotherwiseunabletomove.EmpowerSpell:Youcancastonespellperdaywithallofitsvariablesincreasedby150%.EnlargeSpell:Youcandouble the rangeofonespell thatyoucasteachday.Expertise:Youcanaccepta2penaltytoyourattackrollsinexchangeforimprovingyourArmorClassby2.ExtendSpell:Youcancastonespellperdaywithadoubleduration.FastMovement:Youimproveyourmovementrateby3.

    Great Fortitude: You gain a +1 bonus to saving throwsagainstpoisonanddisease.HearNoise:Youcanhearnoisesonarollof1to2on1d6(or1to3on1d6ifanonhuman).ImprovedBanishment:Yougaina+1bonusonrollsmadetobanishtheundead.ImprovedDisarm: You gain a +1 bonus tomake attacksthatwoulddisarmyouropponent.ImprovedGrapple:Yougaina+1bonustomakeattackstograppleyouropponent.Improved Overbearing: You gain a +1 bonus to makeatackstoknockyouropponentprone.Improved Pummeling: Your unarmed pummeling attacksdeal1d3damageinsteadof1d2damage.Improved Sunder: You gain a +1 bonus tomake attacksthatwoulddestroyyouropponentsshieldorweapon.IronWill:Yougaina+1bonustosavingthrowsvs.magic.Language:Youlearntospeakorreadanewlanguage.Leadership:Themoraleofyourhenchmenimprovedby2.Legends and Lore: You can recall ancient legends andobscureloreontherollof1on1d6.LightningReflexes:Yougaina+1bonus tosaving throwsagainstbreathweaponsanddeathrays.MagicalAptitude:You learn tocastone first levelmagicuserspellperday.Magicusersmaynotchoosethisboon.Youmaychoosethisboonmorethanonce,applyingittoadifferent spell each time. To use these spells, you mustkeep a spellbook andmemorize your spellor spellseachday.Your refereemay restrictwhich spellsyou can learnwiththisboon,andmagicuserarmorrestrictionsapply.Mounted Combat: You can make attacks atop a mountwithoutpenalty.When fightingatopawarhorse,youcandirectthemountsattacksandstillmakeyourown.MoveSilently:Youcanmovewithoutmakingasoundonarollof1to2on1d6.

    8

  • New Spell: If you are a magicuser, you can add anadditionalspell (ofa levelyoucancast)toyourspellbookwithoutpayingforresearch.PickLock:Youcanpicklocksonarollof1to2on1d6.Youmusthaveburglarytoolstousethisability.PickPockets:Youcanpickpocketsandperformotheractsoflegerdemainonarollof1to2on1d6.PointBlankShot:Yougaina+1bonus tohitwithmissileweaponswhenyourtargetisnomorethan30feetaway.PowerAttack:Youcanaccepta 2penaltytoyourmeleeattackrollsandgaina+1bonustomeleedamage.Silent Spell: You can cast one spell per day withoutneedingtovocalizeit.StillSpell:Youcancastonespellperdaywithoutneedingtomoveyourhands.Survival:Youcanhuntwellenoughtofeed6peopleonarollof1to2on1d6,orjustyourselfonarollof14on1d6.TwoWeaponDefense:Whenwielding twoweapons youcanforgomakinganadditionalattackandinsteadimproveyourArmorClassby1asthoughyouwereusingashield.TwoWeapon Fighting:Yourbonus tohitwhen attackingwithtwoweaponsisincreasedto+2.Toughness:Yougain3hitpoints.WeaponFinesse:Whenwieldingadagger,handaxe, lighthammer, lightmace, short sword, sickleorwhipyou canuseyourdexteritybonus inplaceofyour strengthbonuswhenmakingattackrolls.WeaponFocus:Yougaina+1bonustohitwithaweaponusable by your class. Fightingmen cannotmix this boonwiththeirweaponspecializationability.WeaponProficiency:You learntouseaweaponnormallynotusablebymembersofyourclass.WidenSpell:Onceperday,youcandoublethecoverageofaspellyoucast.

    9

  • The Wyvern Coast ASandboxHexcrawlbyJohnM.Stater

    DuringthePandiluvianAge,what isnowtheNabuDesertand Pwenet savannawas a shallow sea and theWyvernCoastwas a seriesof rocky islands. The elder things andfishmenbuilt their cities in this shallow sea, leaving therockyislandstowyverns,chimeraandafewprimitivemen.When the waters receded, they left a great grasslanddottedwithtreesandarangeofhighlandsandmountainsalongthesea.Theelderthingsandfishmenretreatedwiththe sea, with the ancient lizard kings and their humanslavesfillingthevoid.Forcenturiesthe lizardkingsfoughtover the savanna and left the coast to monsters andprimitivehill tribes.Finally,humanslavesoverthrew theirreptilianmasters and established themselves in the citystatestheyoncebuiltandlaboredinasslaves.In the northern reaches of the savanna, the humansestablished a sorcerousempireunder the commandofamysterious king calledNabu,who ruled from a citystatecalledPerNabu.TheNabuEmpiremadewaragainsttheirneighbors and established colonies and tributary statesalong the Wyvern Coast, into the barbarianinfestedwoodlandsofVenatia to thenorth,and intoPwenet, thesouthernreachesofthegrasslands.Eventually,theycameintocontactwiththerivalempiresofKolos inthe junglesof Cush and Irem far away in the west. These ancientsuperpowers clashed at sea and on the land, andeventually summoned up powers well beyond theircontrol. Kolos became a lost city, its people scatteredthrough the jungles. Irem andNabu, on the other hand,wereblastedby thegods (or so it is said), theirdomainsbecomingwastelands.In the aftermath of the cataclysm that struck Nabu, itscolonies either became independent citystates in theirown right, or simply melted into the wilderness. NabusnorthernfortsinVenatiawereovercomebythebarbariansand destroyed, not to be colonized again until the greatexpansionoftheNomoEmpire.NabusportofIbisontheGoldenSeabecameapowerfulcitystateandremainsonetothisday.ThetributaryportsontheWyvernCoastroseto prominence for a short time, their rulers being calledthe Purple Kings due to the dies that helpmake theirfortune.Nabu itself isnowknownastheCityofDeathonthe aptly named River of Death, its vast treasures andterribleknowledgewaitingtobediscoveredbycourageousadventurers.

    GeographyThewesternportionofMapJ11 ishotandarid,withthecoast,grasslandsandhighmountainsbeing slightlymorepleasant than the sunbaked hills. The three geographicregionsrepresentedonthemaparethePwenetSavanna,theTepidSeaandtheWyvernHills.TheWyvernHillswereoncecontrolledbyadynastythatisnow referred to as the Purple Kings. At the height oftheirpower,thesekingsestablishedmanycoloniesontheTepid Sea. In their later years they fell under thedominance of the Nabu Empire. When that empire wasdestroyedand itsgrasslandsscorched,mostofthePurpleCityStateswereabandonedandfell intoruin.OnlyOphir,thegreatestofthem,existstothisday.The people of the coast and hills are a bronzeskinnedmixtureofMotherlanderandLemurian.Thegrasslandsarehometopureblooded,duskyLemurians.EachdayandnighttheRefereeshoulddiceforthechanceof a dangerous encounter. Generally, there is a 1 in 6chanceofsuchanencounter,ora1in8chanceifaguideispresent.Thereisanequalchanceofbecominglost.

    PwenetPwenetisalandofrollinggrasslandswithscatteredcopsesof aromatic trees and a few rocky outcroppings. Largeherdsof ruminants travel fromwateringhole towateringholewhilebeingstalkedbygiantcentaurs, lionsandevenmore fantastic predators. Pwenet is said to hold both afountain of youth and the source of the River Ish, thusmaking it a popular destination for explorers. A fewmerchantadventurers from the citystates of Ibis andOphir travel intoPwenetannually to trademanufacturedgoods for aromatic resins, ivory and wild animals. Theregion is otherwise untouched by the people of LemuriaandtheMotherlands.Althoughnot themostnumerous folkon the grasslands,the giant centaurs of Pwenet are the regions mostprominent. Pwenet is also home to tribes of gnolls andmanyhumanvillages.The largesttribes,humanandgnollboth, provide most of the regions drama as chiefs andwitchdoctors jockey for power and recognition.Oft toldtalestellofwhenthehumantribesofPwenetunitedunderOuplu the Great and conquered the cities of Nabu. ThepeopleofPwenetbelieve thathistory isa cycleand that

    10

  • they will once again conquer the outside world whenunitedbyagreatleader.Roll Encounter3 Bulette(1d4)4 Impundulu(1d6)5 GiantAardvark(1d4)6 GiantOstrich(2d6)7 Hyena(6d6)orGiantHyena(2d6)8 Cheetahwere(2d6)9 Cheetah(2d6)10 Baboon(3d6)11 Baboonwere(2d6)12 Humanoid(seesubtable)13 Lion(2d6)14 Lionwere(1d6)15 VampireTree(1d6)16 Rhinoceros(1d4)17 Elephant(1d4)18 GreatGhost(1d4)

    Roll HumanoidEncountered1 Abatwa(6d6)2 GiraffeCentaur(2d4)3 Gnoll(3d6)4 Trader(1d6)andMenAtArms(3d6)5 Tribesman(6d6)6 UtuDwarf(6d6)

    Roll BattlefieldTerrain1 Meadownopenalties25 RockyGroundmaylosefootingattopspeed610 SandDuneshalfmovement,maylosefooting

    Abatwa:Theabatwa,orantmen,lookliketinyhumans(2fttall).Theyareusuallymountedongiantantsandarmedwithspearsandshortbows.Abatwahumorlessabouttheirsmall size and bloodymindedwhen they feel they havebeeninsulted.Abatwaareledbyachiefandthereisa1in6chancethattheyarealsoaccompaniedbyashaman. Abatwa:HD1d4hp;AC6[13];Atk1weapon(1d4);Move6;Save

    18;CL/XPA/5;Special:None. LargeAnt:HD1;AC5[14];Atk1bite(1d4+poison);Move12;Save

    17;CL/XP2/30;Special:Poison1d4(savefor0damage). Chief:HP5d4;AC4[15];Atk1weapon(1d4+1);Move6;Save12;

    Special:Troopsare+1tohitinhispresence. Shaman:HD4d4;AC9[10];Atk1weapon(1d6);Move6;Save13;

    Special:Adeptspells(1st),healerabilities.

    Giraffe Centaur: The centaurs of Pwenet are a crossbetweenman and giraffe, rather than aman and horse.Their size gives them one more hit dice than a normalcentaur.Giraffecentaursareledbyahuntsmanandthereisa1in6chancetheyarealsoaccompaniedbyashaman. GiraffeCentaur:HD5;AC5 [14];Atk2kicks (1d6)and1weapon

    (1d10);Move18;Save13;CL/XP6/400;Special:None. Huntsman:HD8;AC4[15];Atk2kicks(1d6)and1weapon(1d10);

    Move 21; Save 12; CL/XP 9/1100; Special: Surprise on 2 on 1d6,track,doubledamagewithmissiles.

    Shaman:HD8;AC4 [15];Atk2 kicks (1d6)and1weapon (1d6);

    Move18;Save13;CL/XP11/1700;Special:Adeptspells(2nd).

    Gnolls:Thesavannaisthickwithgnollwarparties.Thereisonegnollmarauder forevery15gnollsencountered.Thegnollscarrywickershields,spearsandjavelins. Gnoll:HD2;AC5[14];Atk1bite(2d4)or1weapon(1d10);Move

    9;Save16;CL/XP2/30;Special:None. GnollMarauder:HD5+5;AC5 [14];Atk1bite (2d4)or1weapon

    (1d10);Move12;Save14;CL/XP5/240;Special:Berserkerstate.

    Trader:TradersfromOphirandIbisvisitPwenet insearchofrareherbs,animalskinsandgumacacia,thedriedsapoftheacacia treeandausefulsubstance foralchemistsandscribes. Each trader is accompanied by six menatarmsand10bearers.Thetraderandmenatarmsaremountedon horses and have ring armor, shields, battle axes andlight crossbows. Thebearers areon foot andhave slingsandclubs.Thereisa2in6chancethatthe10bearersarereplacedby6droversridingpackcamels.

    Bearer:HD1d6hp;AC9[10];Atk1weapon(1d4);Move12;Save18;CL/XPB/10;Special:None.

    ManatArms: HD 1; AC 7 [12]; Atk 1 weapon (1d8); Move 12

    (Mounted18);Save17;CL/XP1/15;Special:None. Trader:HD3;AC3[16];Atk1weapon(1d8+1);Move9(Mounted

    18);Save14;CL/XP3/60;Special:+1todamage.

    Tribesman: The tribesmen of Pwenet carry shields andspears that are excellent as melee or missile weapons.Most encountered bands are hunting and are led by ahuntsman.Thegroupmightalsobeawarparty, inwhichcasetheleaderwillbeamarauder. Tribesman:HD1;AC8[11];Atk1weapon(1d8);Move12;Save17;

    CL/XP1/15;Special:None. Huntsman:HD5;AC8[11];Atk1weapon(1d8);Move15;Save12;

    CL/XP6/400;Special:Surpriseon1on1d6,track,doubledamagewithmissiles.

    Marauder:HD5+5;AC6[13];Atk1weapon(1d8);Move12;Save

    12;CL/XP6/400;Special:Berserkerstate.

    Utu:Utuhavepitchblackskinandeyesandsmallbeardsofwiry,blackhair.Theyarecapableofseeingthroughbothnormalandmagicaldarknessand their skin isashardasgranite.Utucarryshieldsandshortswordsmadeofwoodstudded with shards of jade. They worship Khnum, thedivinepotterandcreatoroftheuniverseandthecreatureswho inhabit it.Theutuareexpertsatworkingwithwoodand clay andarepracticed in the artof conjuring spirits,fromwhomtheygainmostoftheknowledgetheyrecordontheirclaytablets.Utu clans are led by their priests. Utu priests cancommuneoncepermonthwhen the stars are aligned.Once in a century an utu priest will make contact withKhnum himself to deliver a great prophecy. On theseoccasionstheutusoundtheirdrumsandblow longhornsmade fromhollowedtreestocallallthetribesofPwenettoheartheprophecy.AllthegreatchiefsofPwenetheed

    11

  • this call and travel to the appointed place with theirretinues,swornbytraditiontoobserveanarmisticewhiletheceremonialdancesareperformed,lineagesarerecitedand,finally,theprophecyispronounced. Utu: HD 1; AC 4 [15]; Atk 1weapon (1d6+1);Move 9; Save 17;

    CL/XP1/15;Special:Seethroughalldarkness. UtuPriest:HD4d6;AC4 [15];Atk1weapon (1d6);Move9;Save

    13;CL/XP6/400;Special:Adeptspells(1st),sageabilities.

    TepidSeaThe Tepid Sea is awarm, shallow sea known for its seaturtlesand thedepredationsofcorsairs from theWyvernCoastandfilibustersfromBrigantia.StormsarerareontheTepidSea,andmostofthewaterisclearenoughthatonecanseetheseafloor.TheeasternshoresoftheTepidSeaare home to mollusks that produce a rare (and thusexpensive)purpledyethatremainsinfavorthroughouttheMotherlands.ThePurpleKingsoftheWyvernCoastbuilttheirfortunesuponthetradeinthisdye.Roll Encounter3 GiantSeaTurtle(1d4)4 Nymph(1d6)5 SeaCat(1d6)6 Crocodile,Giant(1d6)7 Mermaid(2d6)andMerrow(1d6)8 GiantCrab(2d6)9 Dolphin(3d6)10 SharkSmall(2d6)11 MerchantGalley(80%)orMerchantCog(20%)12 AquaticHumanoids(seetablebelow)13 GiantElectricEel(2d6)14 PirateGalley(seebelow)15 Scrag(1d6)16 SeaHag(1d3)andMerrow(1d6)17 GiantMantaRay(1d4)18 TuskedWhale(1d4)

    Roll AquaticHumanoidEncounter12 Crabmen(2d6)3 Oktomon(3d6)4 Sahuagin(2d6)5 Triton(2d6)6 Undine(3d6)

    Roll BattlefieldTerrain13 SandyGroundhalfmovement47 RockyGroundchancetolosefootingattopspeed89 KelpForesthalfmovement,obscuringcover10 Chasmchanceoffalling

    MerchantGalley:Amerchantvesselwithasingleoardeckcarrying about 2,000 gp worth of mundane cargo. Thegalleyiscrewedbysixsailorsandtwentyrowers.Theyarecommandedbya ship captainand firstmate.The sailorsarearmedwith lightcrossbowsandhandaxes,while therowers fightwith clubs. Leaderswear leather armor andcarrylongswordsanddaggers. Sailor/Rower:HD1;AC8[11];Atk1weapon(1d8);Move12;Save

    17;CL/XP1/15;Special:None.

    FirstMate:HD3;AC6[13];Atk1weapon(1d8);Move12;Save14;CL/XP3/60;Special:None.

    Captain:HD5;AC4 [15];Atk1weapon (1d8);Move12;Save12;

    CL/XP5/240;Special:Troops+1tohitinhispresence.

    MerchantCog:Amerchant cog is a sailing shipused forvoyagesawayfromthecoast,andthuscarriesmoreexoticcargoes like rarewoods, exotic armor andweapons, silk,spices, etc. Assume 5,000 gpworth of cargo. The cog ismannedbytwelvesailors.Theyarecommandedbyashipcaptainandfirstmate.There isa2 in6chanceofapriestaboard and a 1 in 6 chance of a mage. The sailors arearmedwith light crossbowsandhandaxes,while leaderswearleatherarmorandcarrylongswordsandpistols.Oktomon: The oktomon fulfill a roll in the submarineecologyof theTepid Sea like thatof theancientVikings.They areplunderers, especiallyof the surfaceworld,butalso traders and explorers. They typically lair in lowceilinged caves that other species find difficult tonegotiate, and they stock those cave lairs with anastoundingarrayof traps.Whenencounteredaway fromtheir lairs, the okotomons are either seeking plunder ortrade. In either event, they are equipped with serratedspears, one or two gaff hooks (treat as hand axes),nets(primarilyusedforcarryingitems,butalsousefulinafight)andround,polishedshields.Ifmorethantwelveoktomonsareencountered,theywillbeledbyacaptain.

    Oktomon:HD3;AC5 [14];Atk4weapons (1d6);Move12 (Swim18);Save14;CL/XP4/120;Special:None.

    Captain:HD6;AC5[14];Atk1weapon(1d8);Move12(Swim18);

    Save11;CL/XP6/400;Special:Troopsare+1tohitinhispresence.

    PirateGalley:Apiratevesselwithtwooardecks,thegalleyis crewed by twelve pirates and thirty rowers. They arecommandedby a captain and firstmate. Thepirates arearmed with light crossbows and hand axes, while therowersfightwithclubs.Pirate leaderswear leatherarmorandcarrylongswordsandpistols.Thereisa1in6chanceofamagebeingaboard. Pirate:HD2;AC 7 [12];Atk1weapon (1d8);Move 12; Save 16;

    CL/XP3/60;Special:+1tohitanddamageinround1,backstabforx2damage.

    FirstMate:HD3;AC6[13];Atk1weapon(1d8);Move12;Save14;

    CL/XP4/120;Special:Backstabforx2damage. Captain:HD5;AC6 [13];Atk1weapon (1d8);Move12;Save12;

    CL/XP6/400;Special:Backstabforx3damage;troops+1tohit. Mage:HD2d6;AC8[11];Atk1weapon(1d4);Move12;Save16;

    CL/XP3/60;Special:Adeptspells(1st),backstabforx2damage.

    Sahuagin: Sahuagins are aggressive, territorial fishmen.They are matriarchal and are ruled by priestesses. Asahuaginsettlementwillconsistofabasaltziggurattoppedbyatempletotheirsharkdeity,Omoo.Withinthezigguratarethelivingquartersofthepriestqueen,herattendants,her consorts and other minor nobles. The ziggurat is

    12

  • surrounded by dozens of stone huts and slave quarters.Sahuagin encountered away from their settlements arealwaysonthehuntformeat,plunderorslaves.Asahuaginwarpartyisalwaysledbyanoble.Ifmorethan8sahuaginare encountered, they will also be accompanied by apriestess ridingatopashark.Sahuaginareequippedwithobsidianaxesandnets. Sahuagin:HD2+1;AC5[14];Atk1weapon(1d8);Move12(Swim

    18);Save16;CL/XP2/30;Special:None. Noble:HD4+1;AC5[14];Atk1weapon(2d6);Move12(Swim18);

    Save13;CL/XP4/120;Special:None. Priestess:HD3+1;AC5[14];Atk1weapon(1d8);Move12(Swim

    18);Save14;CL/XP4/120;Special:Adeptspells(1st),goberserk. SmallShark:HD4;AC6[13];Atk1bite(1d4+1);Move0(Swim24);

    Save13;CL/XP4/120;Special:Feedingfrenzy.

    Triton: Tritons look like larger, more frightening merpeople. They have green hair and eyes. Bands of tritonsencounteredatseaareequippedwithshields,tridentsanddaggersandalways ridehippocampi.Tritonsare ledbyaknight.Ifmorethaneighttritonsareencountered,theyarealsoaccompaniedbyapriest. Triton:HD3;AC5[14];Atk1 trident (1d8+1);Move1 (Swim18);

    Save14;CL/XP4/120;Special:Magicresistance90%. Knight:HD6;AC5[14];Atk1 trident (1d8+2);Move1 (Swim18);

    Save11;CL/XP7/600;Special:Magicresistance90%. Priest:HD4;AC5[14];Atk1 trident (1d8+1);Move1 (Swim18);

    Save13;CL/XP6/400;Special:Magicresistance90%,adeptspells(1st).

    Hippocampus:HD4;AC5[14];Atk1bite1d4);Move (Swim24);

    Save13;CL/XP4/120;Special:None.

    Undine:Undinesareaquaticelves.Unsulliedbythebloodofmortals,theundinearetallerthantheirsurfacecousins,withpaleskin,silveryhair, long,webbed fingersand toesand large, violet eyes. Undine live in exquisite castlesdecorated with banners made of linked, multicoloredscales.Most undines use giant seahorses asmounts andkeep smallhunting squidsand swiftbarracuda foruse intheirhunts.Undines encountered away from theirhomeareusuallyonahunt,andthehuntingpartywillhaveonehuntingsquidorbarracudaperthreeundines.Ifmorethantwelveundinesareencounteredtheyareledbyawarlock.Undinesareequippedwithtridentsanddaggers.

    Undine:HD2+1;AC5 [14];Atk1weapon (1d8);Move12 (Swim15);Save16;CL/XP2/30;Special:Telepathiccommunicationwithhumanoidsandaquaticcreatures.

    Warlock:HD5;AC5 [14];Atk1weapon (1d8+1);Move12 (Swim

    15); Save 12; CL/XP 7/600; Special: Adept spells (1st), telepathiccommunicationwithhumanoidsandaquaticcreatures.

    Barracuda:HD1;AC6[13];Atk1bite(1d8);Move(swim24);Save

    17;CL/XP1/15;Special:None.

    Giant Seahorse:HD4;AC7[12];Atk1bite (1d6);Move 0 (Swim24);Save13;CL/XP4/120;Special:None.

    WyvernCoastThe Wyvern Coast is a range of sunbaked badlandsbetweentheNabuDesertandtheTepidSea.Itsshorelinehostsamultitudeof cavesand coves thatprovidehidingplaces for the pirates that roam the Tepid Sea. The hillsprovide littleofvalueother thanvolcanicglassandsomefancy stones. The only citystate on theWyvern Coast isOphir, infamous for itsbazaars,slavemarketandguildofassassins.Ophirwasonce themainseatofpower for thePurpleKingsthatruledthecoastinancienttimes.Roll Encounter3 Cyclops(1d4)4 Lamia(1d4)5 GiantScorpion (1d4)6 Insectaur(1d6)7 GiantEagle (2d6)8 Pirates(3d6)andFirstMate(seebelow)9 DragonMan(2d6)andWarlock(seebelow)10 Lion(2d6)11 GiantLizard (2d6)12 GiantTick (2d6)13 Igniguana(1d6)orShockerLizard(2d6)14 Slavers(6d6)andSlaveMaster(seebelow)15 Wyvern(1d4)16 Leucrota(1d6)17 Basilisk(1d4)18 Shedu(1d4)

    Roll BattlefieldTerrain1 Meadow nopenalties25 GentleSlope slightchancetolosefooting69 SteepSlope chancetolosefooting,highergroundbonus10 Cliff chanceoffalling

    DragonMen:ThedragonmenoftheWyvernCoastliveinsettlements composed of bronze domes surrounded bygardens of colored stones and succulents. Dragon menwear no armor, relying instead on their thick scales andnimblereflexes.Theyarmthemselveswithbattleaxesandlongbows.Dragonmenencounteredoutside theirvillagesareledbywarlocks. DragonMan:HD1+1;AC6[13];Atk1bite(1d4+1d4)or1weapon

    (1d8);Move15;Save17;CL/XP3/60;Special:Spell(1level1),bite. Warlock:HD5;AC6 [13];Atk1bite (2d4)or1weapon (1d8+1);

    Move15;Save12;CL/XP7/600;Special:Adept(2nd).

    Pirates: The pirates of the coast are found in secludedcoves, licking their wounds and preparing for their nextventure. They sometimes have established campsprotected by earthworks that they share with campfollowers traders, craftsmen andwenches.Other timestheysimplyhidetheirgalleyandheadforahighcavethatgives them a good view of the sea.Groups encounteredawayfromthislairareusuallyonhuntingexpeditionsandarmedwithcrossbowsandaxes.

    13

  • If fewerthan fifteenpiratesareencounteredtheyare ledbyafirstmate. Ifmorethanfifteenpiratesare inagrouptheyareledbyacaptain.Thefirstmateandcaptainwillbearmedwithalongsword,musketandthreepistols. Pirate:HD2;AC 7 [12];Atk1weapon (1d8);Move 12; Save 16;

    CL/XP3/60;Special:+1hitanddamage in first roundof combat,backstabforx2damage.

    FirstMate:HD3;AC6[13];Atk1weapon(1d8);Move12;Save14;

    CL/XP4/120;Special:Backstabforx2damage. Captain:HD5;AC6 [13];Atk1weapon (1d8);Move12;Save12;

    CL/XP6/400;Special:Backstabforx3damage,troops+1tohit.

    Slavers:Abandofslaversisprobablymovingtheirvictimstoamineortoasecret lairwithinthehills.Therewillbeten shackled slaves for every slaver encountered. Slaversare equipped with leather armor, whip, light crossbow,club and mancatcher. Slave masters are equipped withleatherarmor,whip,shortswordandlightcrossbow. Slaver:HD1;AC7 [12];Atk1weapon (1d8);Move12; Save 17;

    CL/XP2/30;Special:Backstabforx2damage,mancatchers. SlaveMaster:HD5;AC6[13];Atk1weapon(1d8);Move12;Save

    12;CL/XP6/400;Special:Backstabforx3damage.

    KeyedLocations0132 Makronissos: Although King Philostos was a nobletriton,hisunrulysonswereashametotheentirekingdom.Aseachcameofage,thekingdutifullygrantedthemleaveto construct a fortress and attract whatever followerswouldhavethem.Naturally,Philostomes,theeldest,choseto stayby his fathers side, and it is hewho nowwiselyrules Nimos in [0631]. His brother Mathian is thequarrelsome lord of Makronissos, while the youngest,Sthenelaus, lusty rascal thathe is, rules Fleves in [0231].The three rarely have anything to dowith one another,thoughMathian and Sthenelausdelight inoutdoing theirolderbrotherandfoilingtheplansoftheother.Prince Mathians fortress is a threestory shell keepconstructed frommarble blocks on a trefoil pattern, thecourtyardstoppedbyonionshapeddomesofglassysteel.Thekeep issurroundedby thehomesofhis fightingmenand women. These homes are constructed of marbleblocks, resembling the courtyard homes of the ancientRomans. Makronissos is home to 99 triton warriors, 82females and 110 young. Prince Mathian, in a fit ofmadness,constructedabasalttempletoOceanus,TitanoftheSea.ThetempleisoverseenbyMartawiththehelpoffour assistants. The household is overseen by Erigone,Mathianswifeandasorceressinherownright.Mathiansnine household knights,who ride sea horses into battle,canbe identifiedby thedeep crimson kelp theywear assashes. All of the howlingwarriors ofMakronissos carrytridents and shields.They glory inbattle.PrinceMathianhimselfrides inabronzechariotpulledbysevenseacats.

    The treasuryofMakronissos lies inapitbeneathaheavystone slab that takes six tritons to lift. It contains20,000sp,29,000gp,500ppandfiveamphoraeoffinewine.

    PrinceMathian,TritonFightingManLvl9:HP52;AC4[15];Save8;Special:Magicresistance90%;Shield,trident.

    Marta,TritonAdeptLvl10:HP40;AC5[14];Save5;Special:Adept

    spells(2nd),healerabilities,magicresistance90%;Shield,trident,goldconchholysymbol.

    Assistant Adepts, Lvl 3: HD 3d6+3; AC 5 [14]; Save 12; Special:

    Adept spells (1st), magic resistance 90%; Shield, trident, silverconchholysymbols.

    Erigone,TritonMagicUserLvl8:HP19;AC6[13];Save8;Special:

    Magicuser spells (4th), magic resistance 90%; Silver dagger,grimoire.

    HouseholdKnights:HD6;AC5[14];Atk1trident(1d8+1);Move1

    (Swim18);Save11;CL/XP7/600;Special:Magicresistance90%.

    0134ExpensiveRubble:A largemoundofmarbleblocksrestshere, the remnantsofconstructionby the tritons in[0233]and[0631].0136CrackedDome:Aglassdomeoftheundinelieshere,cracked and flooded. The gardens it once supported aredeadandthekeepwithin isnow inhabitedbyvariousseaverminandacrabmanhermitcalledEnabbbygu.Enabbbygucansummonaswarmofcrabsandclaimstoknowthelocation of hidden riches in the palace. He is correct, infact,forthethrone intheoldgreathallswivelsaroundtorevealadeepvault inhabitedbyabriny sea serpentandcontainingahordeof3,100gp,achestcontainingtwentysealed vials of perfume (20 gp per bottle) and a scrollcontainingthelevel5clericspellcommune. Enabbbygu:HD2 (10hp);AC4 [15];Atk2claws (1d4);Save14;

    Move9(Swim9);CL/XP3/60;Special:None. CrabSwarm:HD3;AC6[13];Atkenvelop(1d4);Move6;Save14;

    CL/XP 4/120; Special: Weapon attacks deal 1d3 damage, areaattacks deal full damage, enveloped creatures suffer automaticdamageeachround.

    Briny Sea Serpent: HD 8 (44 hp) ; AC 2 [17]; Atk 1 bite (3d6 +

    poison); Move 15; Save 8; CL/XP 11/1700; Special: Acid breath,poison(saveordie).

    0146AzerAdventurer:Merikh,andazer,andsixclockworkbrass beetles are searching for an artifact forged byVolcanus,godoftheforge.Merikhwearsahelmthathumswhenwithin100feetofpowerfulmagicitems. Merikh:HD6(29hp);AC2[17];Atk1weapon(1d6+1);Move12;

    Save16;CL/XP6/400;Special:+1heatdamage,immunetofire.

    BeetleAutomatons (6):HD4 (18hpeach);AC2 [17];Atk1blade(1d6+1); Move 15; Save 13; CL/XP 4/120; Special: Half damagefromfire,heatmetal(themselves).

    0203 Begros: Begros is a mountainous island. Thoughuninhabitednow,signsaboundthatpointtoanadvancedcivilization once existing on Begros. The islands lone

    14

  • harbor bears traces of ancient foundations and theremnantsofawall.The islandstopography isparticularlydifficult to negotiate, but a narrow path leads from theharbor into themountains.ThemountainsofBegros arereallyacollectionofjaggedplateausseparatedbytwistingcanyons. At the highest point in the island, the canyonsconvergeintoahiddenvalley.Thesheercliffssurroundingthisvalleyhavebeen carved toapproximatehundredsofdeities now forgotten bymankind (if, indeed, theywereeverknowntomankind).These gods have the forms of human beings, but theirlimbstwistandcontortinslightlyunnaturalways,andtheirlong faces and grave expressions remind one of demonsmorethangods.Inthecenterofthisvalley,whichisquitelushandisoftengrazedonbygiantgoats,isadeep,greenpool.Rising from the centerof thepool there is a greencopperstatueofapotbelliedgodwithalong,thicktongueextendingfromitsmouth.Thosewhovisitthepoolwouldbewisetomakeavaluableofferingtothegodinthepool,foriftheydemurtheywillfinditimpossibletogetbacktothe harbor and escape the island. Canyons shift, forcingadventurersbacktothecentralvalley.Shouldthevisitorsthink about aerial means of escape, they discover thattheirhost isonestepaheadof them, for thewallsof thevalley are now thick with peryton, eyes trained on theungratefulguests.Iftheadventurersfindthemselvesontheislandafterdark,theymightwitnessthedanceofthenamelessgods.Asthesunsinksbehindthecliffs,thepoolgivesoffaneerieglowthat soon fills the valleywith flickering, green light. Theplayofthelightandshadowonthecliffsmakesthefigurescarvedthereuponappeartobedancing.Thekeenobserversoondiscoversthatthefiguresareindeeddancing.Havinglefttheirperchesonthecliffface,theywindtheirwayinaweirdprocessiontowardthepool,theirsinuousarmsandlegs in constant movement, their grave, unmoving facesbobbing to and fro. The entire dance is performed insilence, and viewerswill find themselvesunable to resistthe lure of the dance. Theywill dance all nightwith thenameless gods, their formsbecomingmore like the godsand less like theirown,until,when the sundawns, theyjointhemonthecliffface.Visitorswhohidetheireyesareunharmed andunmolested,but face the sameevent thenextnightuntiltheyeventually jointhenamelessgodsonthecliffsormaketheiroffering.

    Peryton:HD4;AC6[13];Atk1antlers(2d8);Move9(Fly24);Save13;CL/XP6/400;Special:Immunetononmagicweapons.

    NamelessGods:HD12(60hp);AC0[19];Atk1fist(3d6);Move6;

    Save3;CL/XP16/3200; Special: Immune to slashingandpiercingweapons,immunetomagic(perastonegolem),irresistabledance.

    0206SaltyDogs:Apirategalleyliesonitsside,thebottomcovered entirely by dunes of silt. Entry can be gainedthough hatches in the deck. The rowing deck is litteredwith bones and rusting chains now hang from theceiling.A large,brasskettledrum is turnedoverat the

    headofthedeck.Onceadventurersarefirmlyesconcedontherowingdeck,theentryhatcheswillclosetightandthedrum will produce an ominous, audible pulse. Boom.Boom. Boom. A few seconds pass between each boom.Soon, the cargo hatch located in the aft section of therowingdeckwillopen,andathirteen jollyrogers(skeletalpirates)willbeginshufflingintotheroom.Theyarearmedwith curved long swords and rusty hooks, and avariceburnsintheiremptyeyesockets.Soon,theyarejoinedbytheir captain andhis firstmate.Naturally, they are afterthe adventurers treasure,andwill fightuntil they get it.Thecargohold isfilledwith10,000cp,5,000ep,3,380gpand10lbofsaltinabarrel.Thesaltcanbesalvagedandisworth5gp/lb.

    JollyRoger:HD2+2;AC6[13];Atk1weapon(1d8);Move12;Save16; CL/XP 3/60; Special: Frightful appearance, detect treasure,treasurelust(+1tohitanddamagewhenfightingforbooty).

    FirstMate:HD4+2 (18hp);AC6 [13];Atk1weapon (1d8);Move

    12; Save 13; CL/XP 5/240; Special: Frightful appearance, detecttreasure,treasurelust.

    Captain:HD6+2(27hp);AC6[13];Atk1weapon(1d8);Move12;

    Save 11; CL/XP 7/600; Special: Frightful appearance, detecttreasure,treasurelust.

    0220 ZhitlegYiq: An eye of the deep called ZhitlegYiqdwells ina lightlesschasm inthishex,ascendingfromthesalty gloom when it senses easy prey above. Its lair islittered with treasures under the guard of crab exoskeletons(asmanyastheRefereethinkswillchallengehisplayers). The monsters treasure consists of 5,000 ep,2,000gp,apotionof slipperiness ina silver vase (50gp)sealedwithwaxandatelescopeworth70gpifrepaired. ZhitlegYiq:HD10 (44hp);AC4 [15];Atk2pincer (2d4)andbite

    (1d6); Move 6; Save 5; CL/XP 10/1400; Special: Blinding light,illusions,holdmonster,holdperson,regenerateeyestalks.

    Crab Exoskeletons:HD6;AC3[16];Atk2pincers (2d6);Move6;

    Save12;CL/XP8/800;Special: Immune to turning,unaffectedbysleep,hold,andcharm,immunetononbluntweapons.

    0223 Road of Glass: An ancient road constructed fromcobblestonesofseaglassrunsfor2milesthroughthishex,fromnortheasttosouthwest.Theroad is inbadrepair. Itemerges from tall sand dunes in the northeast anddisappearsbeneathabedofgiantclamsinthesouthwest.Midwayalongtheroadslengththerestandsamonumentthat looks likeanabstractcolumnofgreenishmetalfilledwithirregularholes.0231 Fleves: Fleves is the stronghold of Sthenelaus,brother and rival of Mathian [0132] and Philostomes[0631]. Sthenelaus is wild and unruly, with a massiveappetite forwar,womenandsong.Hiscadreofretainersare nine devotees of Bacchus. Fleves itself is a coralfeastinghall capableofholding Sthenelaus,his retainers,his court priest, Helle, andmagician, Talthybios, and his292followers(93males,94femalesand105young).

    15

  • Thehallsceilingiscoveredinbeatenbronzeandhangs40feet above the floor. The tables, benches and chairs aretheremnantsofacenturysworthofshipwrecks.Thewallsare lined with trophies and weapons the warriors ofFleves prefer barbed spears, bucklers and hoplitestylehelms.Thetablesarealwaysloadeddownwiththeharvestofthesea,includingstopperedstonecrocksofwine.AtoneendofthehallisamassivemarbleidolofBacchus.HeapedaroundthestatueisthetreasureofFleves:10,000sp,5,500ep,17,000gp,1,020pp,anaquamarine(450gp)and a jasper (6 gp). The idol is guarded by Helles fourassistantsatalltime.The feast hall is surrounded by a thick forrest of kelpprowledbytwelveseacatstrainedtoignorethetritonsofFleves,buttoattackanyoneelseonsight.Sthenelausgoesinto battle in a chariot drawn by six hippocampi. Hismaenadsridehippocampiaswell,theirgreenhairtiedintolongbraids,theirarmsbearingritualscarification. Sthenelaus,TritonBarbarianLvl9:HP50;AC4[15];Save8;Special:

    Magicresistance90%;Buckler,helm,barbedspear. Mermaenads,TritonBarbariansLvl6:HD6d6+12;AC4[15];Save

    11;Special:Magicresistance90%;Barbedspear,net. Helles,TritonAdeptLvl11:HP41;AC4[15];Save4;Special:Adept

    spells (2nd), berserker abilities, magic resistance 90%; Barbedspear,shield,helm,holysymbol(goldvines,wornaroundneck).

    Helles Assistants (4), Triton Adepts Lvl 3: HD 3d6+3; AC 4 [15];

    Save 12; Special: Adepts spells (1st), berserker abilities, magicresistance 90%; Barbed spear, shield, helm, holy symbol (silvervines,wornaroundneck).

    Talthybios, TritonAdept Lvl8:HP 18;AC 5 [14]; Save8; Special:

    Adept spells (2nd), sage abilities, magic resistance 90%; Silverdagger,grimoire.

    0233TombofKingPhilostos:Asmentionedin[0132],KingPhilostos isdead,killed threecenturiesago inbattlewiththe sahuagin. In his honor, his sons, putting aside theirrivalry, constructeda fabulous tomb for their father.Thetomb isbuiltofmarbleandstands20ftwide,20ftdeepand20fttall.Atopthetombisa20fttallbronzestatueofPhilostos.Thetombissurroundedbyfalsecolumnscarvedonto5ft thickwalls.The interiorof the tomb isdry,andactuallycannotbeenteredbywaterunderanymeans.Atthe center of the tomb chamber is a goldplatedsarcophagussuspended from theceilingbybronzechainsoverapitofcharcoal.Thewallsareadornedwithbrightlycolored mosaics depicting the life, death, funeral andascensionofKingPhilostos.AcaptivefireelementalcalledHoroguleguardsthetomb.Hedwells in the firepit,butcopperpipingallowshim tomoverapidlythroughoutthetombchamber.Hisaccesstothechambercanbeclosedbydepressingtherighteyeofthe images of Philostos in the chamber murals. He isdepictedfourtimes,onceoneachwall.Bydepressingtherighteyesontheimages,thefirepitandpipesaresealed,

    trapping the fire elemental. There are two clues to thiscourseofaction;thefirstisacharredskeletonbyonewallreaching toward the imageofPhilostos.Theother is thatthebasreliefofPhilostosonhissarcophagushashisrighthandoverhisrighteyeandhislefthandgraspingatridentthatisimpalingafirebreathingdragon.Thetombtreasureisconcealedinfourfloorspaces.Aboveeach of these spaces there is a trap in the form of acrescentaxe that falls from theceiling,splittingwouldbethieves in two (attacksasa6HDmonster,2d6damage).Thefloorspacescontain10,000sp,5,100gpandabronzefigurineofNeptunus(500gp).

    Horogule:HD16 (43hp);AC2 [17];Atk1 strike (3d6);Move12;Save3;CL/XP17/3400;Special:Ignitematerials.

    TombofAbomundur[0241]

    0241 Tomb of Abomundur I: Abundundur I ruled Ophirover1,000yearsago.Histomb iscut intoacliffface,theonly sign of its existancebeing a rectangular hole in therock.Thehole is largeenough foraman to crawlonhishandsandknees,providedheisnotheavilyburdened.Thecrawlspacegoesback10yardsbeforeopening toa small(8ftwide,4ftdeep)antechamber(A).A The antechamber contains a terracotta statue ofAbomundur enthroned, hemispherical terracotta pots athisfeetholdingtheashesofhisinternalorgans.Anarrow,lowpassagestretchesback30feetfromtheantechamberwith a spear trap (two attacks as 3 HD monster, 1d6damage) 15 feet into the passage set to activate if aportionoftheflooristrodupon.BThischamber (12x12)containsaseriesofclay tabletsrecording the lifeandaccomplishmentsofAbomundur intheancient scriptof thePurpleKings (worth100gp toasage).Thereisanotherstatueofthekinghereasayoungerman,standingandclothed inclothofgoldmantle (worth50 gp). A bronze scepter decorated with silver andamethysts(worth300gp)restsinhishand.

    16

  • CThebodiesofslaveswerecastdownthis20footdeepverticalshaft.Theirrestlessspiritswillrise from theshaftlikea tornadoof souls todestroyanywhowoulddisturbthem.Theywillconcentratetheirattacksontheholder(ifany)ofthescepterfromareaB.Thearrowsdrawnattheintersection that leads to this area are an arrow trap (3attacksasa2HDmonster,1d6damage).

    RestlessSpirits:HD8(37hp);AC2[17];Atk1strike(2d6+strengthdrain);Move(Fly36);Save8;CL/XP10/1400;Special:Attackdrains1pointofstrength.

    DFrom this intersectiononecansee intoareas (E)and(F).Adunpuddingwillbubbleup through smallholes inthe floor here. The small space the pudding inhabitscontainsasilverhoopearing(10gp). DunPudding:HD8 (31hp);AC6 [13];Atk1slam (3d6);Move6;

    Save 8; CL/XP 9/1100; Special:Acidic surface (as black pudding),dividedwhenhitwithweapons.

    EThischambercontainsastonesarcophagusheldfastbyfour bronze chains anchored to the walls. It will movewhentheroomisentered.Ifthechainsarebroken,thelidwill fly open to reveal an enraged phantom stalker. Thestalkerssarcophaguscontainsanasbestossackthatholdsabrassmedallion(25gp)thatactsasascrollofprotectionfromelementals. PhantomStalker:HD6(24hp);AC2[17];Atk2claws(1d4);Move

    12(Fly24);Save11;CL/XP10/1400;Special:Immunetofire,2tosavevs.cold,+1dmg/diefromcold,immolation.

    FThischamberisthetruetombofAbomundurI.Itlookslikeatempletiled insandstoneandbearingbasreliefsonthewallsofstrange, inhuman thingsbeingservedbyandconsuminghumanpriestsplaying long flutes.Dominatingthechamber isaclaygolem in theshapeofa frighteninggoddessstandingatopalion.ThebonesofAbomundurarestored inside this golem. There are three secretcompartmentsbeneath the floor tiles in the temple. Thefirst holds 3,300 gp, the second 11,000 gp and the thirdthreepoundofmyrrhwrapped in sack cloth (200gpperpound).

    ClayGolem:HD12 (50hp);AC7 [12];Atk1 fist (3d10);Move8;Save5;CL/XP14/2700; Special: Immune to slashingandpiercingweapons,immunetomostspells.

    G This is the last resting place ofQueen Azbinira, theforeign priestesswho vaultedAbumundur into greatnessthrough dark pacts and ruthless political cunning. Hertightlywrappedmummy is laidonabasaltslabdecoratedwithalabasterstars.Thewallsaresimilarlydecorated.Anmagic circle is tracedon the floor in silver. It consistsofseven circles within circles, placed unevenly with acomplex rune in themiddle.Magicusers and clericswillalmost instinctively know that the circles are dangerous.The mummy is not undead, but it is dangerous. If it isjostled or moved in any way, a bonesucker (see new

    monstersatendofarticle)willbe summoned,appearingatopthemagiccircle.Moreover, ifthemummyseyesarerevealed,theywillactasamagic jarspell,swappingtheirownerssoulforthatoftheancientQueen.Thequeenwillhave thephysicalability scoresofhernewbody,butwillreplaceitsmentalabilityscoreswithanIntelligenceof12,Wisdom of 17 and Charisma of 14. In addition, she willhavetheabilitiesofa level8cleric.Thequeens jewels liebeneath her body and include a copper, spiraling bracersetwithcoral(200gp),elaborategoldearrings(50gp)andasilvercircletthatincreasesoneswisdombytwopointsatthecostoftwopointsofconstitution.

    Bonesucker:HD8(35hp);AC3[16];Atk8tentacles(1d6);Move9;Save 8; CL/XP 11/1700; Special:Ability damage, never surprised,onlyharmedbymagicweapons.

    HThischambercontainsalargesarcophaguscarvedfromalabaster. Itbearsnodecoration.A cache inwallhiddenbehindathinlayerofclayholdsatabletofprotectionfromdemons.Ifthesarcophagusisopeneditplungestheroominto darkness and summons three type 2 grues. Moreimportantly,thesarcophaguswillattempttosuckallthoseintheroom into icyvoidofspace.Eachround,charactersin the roommustpassa strength check (roll1d20understrengthscore)orbepulled3 feetcloser to theopening.Those who pass the strength check can either fight ormove3feetawayfromthesarcophagus.Adventurerswillhavetogetatleast12feetawayfromthesarcophagustoavoid the pull. Those sucked into space will suffer 2d6points of freezing damage each round and will begin tosuffocate. If the sarcophagus is moved, one will find acache in the floor containing 5,200 gp and a sapphireworth1,000gp.

    Grue:HD6(32,30,19hp);AC2[17];Atkbite(2d6);Move12;Save11;CL/XP11/1700;Special:Immunetoallbutlight/magicweaponsand spells with light components/effect, can extinguish lightswithin 100 feet, restores own hit pointswith damage caused tovictims.

    0242CrocodileKeep:Theremainsofafloodedshellkeepsit justoff the coast andprotectedby surrounding rocksfrom thepounding surf. Thebottom levelof the keep iscompletelyflooded,andtheupper level,thoughrelativelydry,hasaweakened floor thatpresentsahazardtoevenhalflingsattemptingtowalkupon it.Atthebottomofthecourtyard there isa jadeglobedecoratedwith imagesofwrithingreptiles.Thejadeglobegivesoutalowpulsethatcan be heard underwater for many miles. This pulseattracts saltwater crocodilians, and at least thirtyof thecreaturesdwellinandaroundthekeep.

    Crocodile:HD 4;AC 3 [16];Atk 1 bite (1d8);Move 9 (Swim 12);Save13;CL/XP4/120;Special:None.

    0316 Palace of Phasutep: Phasutepwas a demon in theservice of the demon lord Lotan who constructed forhimselfafabulouspalacebeneaththeseafloorinthishex.Theentrance isa20footdiameterbronzegrate thatcan

    17

  • only be opened by an offering of human blood, whichcarriesa1in6chanceofattracting3d6sharks.Beyond thegrate there isa sprawling complexofmarinecaverns crawling with poisonous vermin, giant eels, aweremorayeelcalledUlicandmultiplemarblestatuesofPhasutep(arevoltingcreaturethatcombinesthetorsoofan athletic man, legs that are a mass of serpents, armscovered inchitinandtippedwithcrabpincersandaheadcovered in lampreylike mouths) that randomly teleportcreatures from one statue to another. Should multiplepersonseachtouchadifferentstatue,allareteleportedtoasubterraneanvaultseveralmilesbeneath theseacavesthatholdsPhasutepspalace.The palace consists of several levels of corridors andchambers clad in motherofpearl and garish designs inblackbronze,and litwithanunnatural,gibbous light.Theupperportionsare inhabitedbysemiintelligentseaslugscapableofcausingconfusion,waterloggedzombiesinsilkraiment and armedwith serrated swords, and a cabalofimmortalclericswearingblackrobes,eachofwhichbearstheclawsofacrabinplaceoftheirhumanhands.Deeperlevelshave corridors and chambersof titanicdimensionswandered by degenerate chuul, fountains of livingprimordial ooze and a tribe of fomorian giants. Thedeepestlevelisagrottoofbloodredcoralwallsinhabitedby the spirits of beautiful women who drowned in theTepid Sea kept as a harem to entertain Phasutep (longsinceslain)andhis lordLotan (whowillappear1%ofthetime when the place is disturbed). The grotto containsthreeshimmeringpools,twoofwhichrobapersonoftheirsoul, the other acting as a gateway to Lotansextradimensionaldomain.0341 Sanvuska: A freak storm and a drunken captainrecently ran a merchant cog ashore here. The cog, theSanvuska,was carrying 250 gpworthofhides and skins,2,000 gpworthof tea and amagical trident (seebelow)from the MuPan Empire to Antigoon. The Sanvuska iscaptainedbyYulner,ashortmanwithawirybuild,blackwhiskersandsuspiciouseyes.Yulnerisagiventodrunkenrevels, and his cruelty knows no bounds. He has beenworking his men into a frenzy trying to get underwaybeforehis ship isdiscoveredbybandits.Unfortunately, ithasalreadybeendiscoveredbyanintellectdevourercalledTharsarh.Tharsarhhasbeensystematicallypickingoffthecrewmen for the past week, having originally killed andmergedwith a sailorwhowandered too far from camp.Only twelve remain toman thecog,and theyareon theverge ofmutiny.Only the force of Yulnerswill, and thestronghandofhisfirstmateKhavithavekepttheminline.Umvaiiisa+1tridentappearstobemadeofgold.Thegripis wrapped in black leather. The tridents name, whichactivates it, isburned into the grip in thepictographsofthe MuPan Empire. Upon uttering the command word,

    thetridentenables itswielderto fly (perthespell) for10minutes.

    Yulner, FightingMan, Lvl 7: HP 32; AC 6 [13]; Save 10; leatherdoublet,buckler,handaxe,longsword.

    Khavit,Beastman(Orc)FightingMan,Lvl4:HP28;AC7[12];Save

    13;shield,battleaxe. Tharsarh:HD6(21hp);AC3[16];Atk4claws(1d4);Move15;Save

    11; CL/XP 9/1100; Special: Sensitive to light, mind blast, spellimmunity,surpriseon13on1d6,onlyharmedbymagicweapons(1pointofdamageperhit).

    0409 Abode of the Gull Lords: Built atop the coral reefherethereisasmallkeepoflimestone,heavilyweatheredbywindandwave.Thiskeephousesabandof30banditswho attack the shipping lanes and nearby islands atopgiant seagulls.Thebanditswearbrigadine armor (AC+4)and carry short bows, long spears, and weighted nets.TheirleaderisarobberbaroncalledSablene,whohastwoadopteddaughterscalledPhaleandRorta.PhaleandRortaareundinewitches andmucholder than their mother.Thebands treasure is locked inavault in theirkeepandconsistsof2,000gp,2,000sp,14lboftobacco(worth100gp per lb) and 1 cask of good wine (12 gallons, weighsabout100lb). GiantGull:HD3;AC7[12];Atk1beak(1d8);Move6(Fly21);Save

    14;CL/XP3/60;Special:None. Phale&Rorta,UndineAdeptsLvl5:HP23and15;AC9[10];Save

    10;Special:Adeptspells(2nd),telepathywithseacreatures. Sablene, Fighter/Thief Lvl 6: HP 22; AC 4 [15]; Save 10; Special:

    Backstabforx3damage;Ringmail,shortbow,longspear,dagger(pommeloframhorn).

    0424 The Yellow Jack: A caravel is adrift here. The shipflies the yellow jack, indicating disease, and in fact isinfestedwithtickscarryingmummyrot.Visitingthevesselrequiresa saving throw toavoid contracting themummyrot,with an additional save required for each additionaldayspenton theboat.Adozen leperzombies,victimsofthe rot, are locked in theholdbelow, alongwith600 gpworthofleathergoodsand40poundsofcoffee(worth50gp/lb).

    LeperZombie:HD1;AC6 [13];Atk1claworbite (1d6);Move9;Save17;CL/XP3/60;Special:Disease,slainbecomeleperzombies.

    0442 Cliffside Tomb: Caryatid columns guard a tombcarved into the sideofa cliff.Theoriginal inhabitanthasdriedupandblownaway,histreasurestolenbysomethingthattunneledinfrombelow. CaryatidColumns (2):HD5 (32hp);AC4 [15];Atk1sword (2d4);

    Move9;Save8;CL/XP6/400;Special:Immunetonormalweapons,normaldamagefrommagicweapons,25%chanceofweaponsnap.

    0520 Sunken Treasure: A merchant galley originating inIbisrecentlysunkhereonitswaytotradeinTremayne.Itcarriedironingots(3,500lbworth350gp),severalbalesof

    18

  • raw cotton and amphorae of grain (ruined by theseawater),eightsuitsofscalearmorandtwentyscimitars.The wreck is being guarded by two dolphins who, ifpresentedwithachanceofparlay,willinformadventurersthat the survivors, an old sage and his daughter and astrappingsailorarenowlanguishinginthedungeonsofthesahuaginin[0619].0523SharkTrench:A shallow trench runsacross the seafloor. The trench is thick with sharks of every size andshape. The toothy fish seem to flock here as pilgrims.Encounterswith thebeastsoccuronarollof14on1d6,withencountersusuallyconsistingof3d6smallsharks,2d6mediumsharksor1d6 largesharks.Atamidpoint in thetrench,andwhereonemightnoticethedensityofsharksisthickest, there is a tomb. The tomb is merely a nichecarved into the face of the cliff and then sealed with abasaltslab(4fttall,3ftwide,1ftthick).Thebasaltstoneisringedbytheangular,spiralglyphsofthesahuagin,andproclaims that this is the tomb of Ogokiq, a great andterrible king of the sahuagin from the days when theWyvernCoastwasstillanarchipelago.Tamperingwith thesealwilldrive thesurroundingsharks(dice for a groupofeach size shark in the vicinityof theseal)intoafrenzyandalmostalwaysresultinbloodshed.Ifonecanmanagetoshifttheheavyslab,theywillseealonggallery(6ftwide,6fttall,18ftlong).Thelimestonewallsofthegalleryareunevenandrippled,andhavebeeninlaidwith twenty obsidian masks (15 gp each) depictingdifferent typesofsharks inaheavilystylizedstyle.At thefarendof thegallery, seatedonabasaltstool inside thebonyjawsofagreatwhiteshark,isthemummyofOgokiq.Themummyiswrappedincrimsonkelpthatisheldonthebodywithnumerousstripsofbronze.Themummywearsanobsidiandeathmask (50gp)andholdsawoodenclubsetwithsharkteeth(aceremonialscepter,notaweapon).Beforethemummysfeetisagameboardmadeofmarbleand set with turquoise and obsidian playing pieces;essentiallyanevilversionofsnakesandladders(worth100gp). Behind the mummy there are three basalt chestscontaining500ep,6,300gpand120pp.Themummyisnotundead,buttamperingwiththemummywillcausealarge,limestoneblocktoresealthetomb.0532SteamingCanyon:Thegroundhere isrentasunder,forminga3mile longcanyon that ranges from20 to100feet wide. Black smoke pours from hydrothermal ventswithinthecanyon,makingthewaternearbypoisonous.0604ShipwreckedGalley:Anancientmerchantgalleysankto the seafloor here over a century ago.An enterprisingdragon turned the galley into a lair. The dragon, calledTupporring,isahugeserpentwithbluescales.Tupporringis incapableofspeechorspelluse.There isa30%chancethat it is asleep on its pile of 9,100 gp. It also owns ahyacinth gemstone (50 gp) and four crystal bottles ofexpensiveperfume(100gpeach).

    Tupporring,AncientDragon:HD14 (112hp);AC 6 [25];AtkBite

    (4d6);Move12 (Swim24);CL/XP17/3500;Special:Frostybreathweapon, spitawadofphlegm thatholdsvictims fast to surfacesandcanonlybedissolvedbyalcohol.

    0607 Ikaria: Ikaria is an island of sandy beaches,woodlands of tall, silvery pines and dozens of secludedmeadows.Hidden inthe islandswoods isavillageof100hunters and their families. The village is composed oflonghouses dug partially into the soil, with the upperportions constructed from field stone and timber. Thehouses have tall, peaked roofs. The village, also calledIkaria,issurroundedbyastonewall.Ikariaisgovernedbya council of three elders, Blatiarto the Bald, Cheard theUneven andWerch theWizened. The largest building inthevillageisthetavernofChaia,aplump,dazzlingwomanwhoonceroamedtheTepidSeainthecompanyofpirates.Her tavern serves such fareas sweetwine,bunsdrizzledwitholiveoiland radishshavingsand rabbitandanchovystew.Ikariaisknownforitsfineoliveorchards,agiftfromthe goddess Minerva, and its viniculture. There are twothings, however, that keep Ikaria from being a littleparadiseandmake thehuntersof Ikaria thecowardly lottheyhavebecome.The first is thewitch Legwenda,whodwellsinashelteredcoveonthefarsideoftheisland.Thesecond isthefrequentraidson IkariabytheGullLordsof[0409].Thevillagetreasuryconsistsof300gp,50ingotsoftin (5 lb ingotsworth2gpeach)and40bear skins (5gpeach).

    Hunters:HD1d6;AC7[12];Atk1spear[1d6]or1longbow[1d8];Move12;Save18;CL/XPB/10;Special:+1tohitwithlongbow.

    Blatiarto,Ranger Lvl3:HP19;AC6 [13];Save14;Shield, leather

    armor,axe,longbow. Legwenda, MagicUser Lvl 4: HP 9; AC 9 [10]; Save 12; Special:

    Magicuser spells (2nd); Crooked staff, wooden shoes, dagger,grimoire,ravenfamiliar,10pp,sackof200peacockfeathers(eachfeatherworth1gp).

    0619UnfinishedZiggurat:Thisbasaltzigguratishometoatribeof69sahuaginmales,74females,34hatchlingsandaclutch of 153 eggs. The sahuagin are commanded byKrlokelwiththeassistanceoffournobles.Overseeingthespiritual health of the tribe is its high priestess, Phakellaandherthreepriestesses.Thezigguratisuncompletedandiscurrentlybeingconstructedby110oktomonslaves.Thesahuagin are even now preparing to raid nearbysettlements for slave labor. They have recently capturedSipneton,a scientist,alongwithhisdaughterNevethandBrutu, a sailor aboard the merchant galley that wascarryingthemtoTremaynebeforeitsunk.Thethreewearclever helmets invented by Sipneton that allow them tobreathunderwater, though theirairsupply isnot infinite.Thesahuaginstreasureconsistsof1,000sp,2,100gp,10ppandacopperlocketworth3gptakenfromNeveth.Thewaters around the ziggurat are protected by 19 smallsharksunderthecontrolofPhakella.KrlokelandPhakellaarelockedinabitterstrugglefordominanceoverthetribe,

    19

  • a strugglewhich Phakella iswinning. This iswhy KrlokelnowholdsSipnetonandhisparty inhisdungeon,hopingthat the scientist can create something to give him theadvantage. Krlokel, Sahuagin FightingMan Lvl6:HP41;AC2 [17]; Save11;

    Coatofbronzescales,steeltridentforged in[2523],sharkstoothdagger.

    Phakella,SahuaginAdeptLvl6:HP36;AC5 [14];Save9;Special:

    Adept spells (2nd), berserker abilities; Jademace (worth 40 gp),holy symbol consisting of a necklace teeth, themost prominentbeingasharkstooth.

    0620 Eponts Epistularium: This isthe concentric castle of Epont, astoutwarriorknown forhisbookishhabits as much as for his temper.Eponts hall is a library containingbooks and scrolls collected over his45yearsasanadventurer.Hekeepsfour scribes employed at copyingtomes borrowed from all over theworld. Eponts barony is populated by 186 peasantsengagedinthegrowingofflax.Eponthasunderhiscommand11knightsand85menatarms. Eponts household also includes Maorlach, apriestess of Minerva, and Rothan the Twice Wise, ascholarly mage. Epont seeks the secret of immortality,which he believes is hidden in a dungeon complexsomewherewithinthisregion.Histreasury includes5,100gp,110ppandagoldengobletworth145gp.His libraryincludesthefollowingninevolumes:1 A chronicle of the Pwenet Grasslands (parchment book,weighs80lb,worth90gp)2AnherbalontheWyvernCoast(parchmenttome,weighs150lb,worth10gp)3 A bestiary of theWyvern Coast (clay tablet,weighs 15 lb,worth70gp)4 A principia on astronomy (parchment scroll, weighs 25 lb,worth30gp)5AchronicleofancientNabu(claytablet,weighs15 lb,worth80gp)6AchronicleoftheWyvernCoast(parchmentbook,weighs50lb,worth50gp)7Abasicmanualofarms(paperbook,weighs40 lb,worth20gp)8ApedanticlectionaryonthegodsofIbis(vellumbook,weighs60lb,worth10gp)9AchronicleoftheTepidSea(parchmentscroll,weighs25 lb,worth30gp)

    Epont, FightingMan Lvl 10:HP 54;AC 1 [18]; Save 7; Platemail,shield,battleaxe,dagger.

    Maorlach,Adept Lvl4:HP13;AC1 [18];Save11;Special:Adept

    spells(1st),healerabilities;Mace,platemail,shield. Rothan,Adept4:HP15;AC9 [10];Save12;Special:Adeptspells

    (1st),sageabilities;Silverdagger,grimoire. Knights:HD3;AC1[18];Atk1weapon(1d8+1);Move9;Save14;

    CL/XP3/60;Special:None.

    0621GreenRuins:The remainsof twenty stonecottagesstandhuddledaroundaweirdbasaltpillar.The cottages,butnot thepillar,arecoveredwithalgae.The ruin is thelair of 12 skeletal mermaids. The mermaids wear silvercombs(worth5gp)intheirlong,whitehair,andtheyhavehearts of redveinedmarble. These hearts, if removedfrom their ribcages,actas scrollsofprotection from theundead for1weekafterbeingannointedby thebloodofthepersontobeprotected.Iftheyarenotannointedwithblood,theyactuallycalltheundead,increasingthenumberofundeadrandomlyencountered. Skeletal Mermaid: HD 2; AC 7 [12]; Atk 2 claws (1d4); Move 1

    (Swim18);Save16;CL/XP2/30;Special:None.

    0631Nimos:Nimos is the strongholdofPhilostomes, theeldestandfavoredsonofKingPhilostos.NimosnowrulesNimos and its 118 triton warriors, 93 females and 108young. He is advised by his aged mother, Diomede, apriestess of Amphitrite. Philostomes is philosopher, poetandwarrior.His army iswelldrilled and schooled in theconceptsof chivalry.Hispersonal guard consistsof eightknightlywarriors led by Aristonike, a chaste paladin andPhilostomes ideal of beauty. Nimos is a marble citadelatopaseamount.ItisbuiltintheancientGreekstyle,andwithinitsthickwallsthereisafortifiedpalace,atempleofNeptunus and Amphitrite and stables for the princestwenty hippocampi. Beneath the sea mount there is adungeonprotectedby roving sea catsand cunning traps.Thedungeonsonlyresidentistheundyingeyeofawickedseatitan,killedamilenniaagobyKingPhilostos.Avaultinthecitadelholds21,000sp,5,500ep,27,500gp,500pp,aspinel(7,000gp),azircon(10gp) Philostomes,TritonBard Lvl9:HP45;AC2 [17];Save8;Special:

    Magic resistance 90%; Helm, scale armor, shield, trident, silverdagger,goldenhorn,gauntletsofdexterity.

    Aristonike,TritonPaladinLvl8:HP34;AC2 [17];Save9;Special:

    Magic resistance 90%; Helm, scale armor, shield, trident, holysymbol(silverconch),potionofhealing.

    KnightsofNimos,TritonFightingMenLvl6:HP6d6+12;AC3[16];

    Save11;Special:Magicresistance90%;Helm,scalearmor,shield,trident.

    Diomede, TritonAdept Lvl11:HP 44;AC 4 [15]; Save5; Special:

    Adept spells (3rd), healer abilities, magic resistance 90%; Helm,shield,trident,holysymbol(goldimageofAmphitrite).

    Priestesses, Triton Adepts Lvl 4: HD 4d6; AC 4 [15]; Save 10;

    Special:Adept spells (1st), healer abilities,magic resistance 90%;Helm,shield,trident,holysymbol(silverimageofAmphitrite).

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  • 0640 Eador: Eador is a lair of 345 gnome artisans, 114gnomewives and 64 gnomelings. They dwell in burrowsbeneaththerootsofalarge,gnarledoaktree.ThegnomesofEadorproducedelicateimagesinstainedglassfortrade,mostof itwith traders fromOphirorclerics interested indecorating their abbeys.Theirwork canbe seenhangingfrom thebranchesof their treeandalso lodgedbetweenits gnarled roots, illuminating some of the burrowsbeneath with colored light. The gnomeking of Eador isKermid.Kermidshonorguard iscomposedofsixdoughtygnomewarriors. Eador is also served by a cantankerouspriestnamedThumbarandhisthreeacolytes.Thegnomeskeepa flockofsixteengiant ravensasguardanimalsandmessengers. Deep in their burrows, the gnomes keep2,000 sp,10,100 gp,110pp amatchingpairofelectrumclasps,each setwith11 tiny topazs (35gp)and1,000gpworthofstainedglass.

    Gnome:HD1d6;AC4[15];Atk1weapon(1d6);Move9;Save17;CL/XP1/15;Special:Simpleillusions,+4ACvs.giantcreatures.

    Kermid, FightingGnome Lvl 5: HP 28; AC 2 [17]; Save 12; Light

    mace,platemail. HonorGuard,FightingGnomeLvl3:HD3d6+6;AC3[16];Save14;

    Handaxe,chainmail,shield,crossbow. Thumbar,GnomeAdeptLvl6:HP30;AC6 [13];Save10;Special:

    Adept spells (2nd), animal trainer abilities; Club, leather armor,shield,holysymbol(wreathofoakleaves).

    Acolytes,AdeptsLvl2:HD2d6;AC6[13];Save14;Special:Adept

    spells(1st),animaltrainerabilities;Club,leatherarmor,shield. GiantRaven:HD3;AC5 [14];Atk1bite (1d8);Move2 (Fly30);

    Save14;CL/XP4/240;Special:None.

    0711Abbeyof theWaxingWind:Anabbeydedicated toZephyrus, the god of thewestwind and bringer of lightspring and early summer breezes has been establishedhere by Zelie, an elfen archdruid. Zelie is eldery andoverbearing.Shecommandsacollectionof sixteenminorpriests.Despitebeingunderwater, the abbey isdesignedonthemedievalmodel,constructedofgraniteblocksandroofedwith copper sheet. The abbey is filledwith fresh,warmair suppliedbyamagicalbagofwinds.ThebagofwindsisheldinthearmsofanidolofZephyrus.Thewindscreate a hemispherical bubble of air surrounding theabbey.Thepriestssubsistonshellfishandfishcaughtfromthesurroundingsea.ThemonasteryalsoholdsashrinetoChloris, wife of Zephyrus and goddess of flowers andplants.Theabbeystreasureconsistsof3,100gpand20lbof tea (worth 50 gp/lb). The surrounding sea peoplesregardthewindworshippersasodditiesandwouldliketoberidoftheaerialintrusionontheirnativeelement.

    Zelie,ElfCleric(Druid)Lvl9:HP42;AC7[12];Save6;Special:Cleric(druid)spells(4th);Leatherarmor,longbow,20arrows,oakclub.

    Priests,AdeptsLvl2:HD2;AC7[12];Save14;Special:Adeptspells

    (1st),healerabilities;Leatherarmor,longbow,20arrows,club.

    0715 Sirens Shoal: A clan of 14 merrow and their 168mermaid wives make their home here on a secludedshoal. Themermaids sun themselveson the rocks,whilethebrutishmerrowspendmostof their timeunderwaterin sea caves. The largest of themerrow is Smodax,whousually stands guard himself. Smodax holds a massivestoneclub,strikingthegroundwithittoalerthiscomradesof trouble. Themerrow are currently holding a prisonernamedThenryofTremayne.Thenry iskepton the shoal,hisarmsand legsboundby ropesofgoldenhair.Hehaskepthimselfaliveso far telling themermaidsstories,buthis imagination isbeginning to falterand themerrowarequite eager to rid themselves of him. Themerrow keeptheirtreasureinanoldbasaltsarcophagushidden intheircaves.Itcontains10,000sp,5,000ep,1,200gp,30ppandahematiteworth165gp.

    Smodax,MerrowBarbarianLvl6:HP42;AC5[14];Save11;Giantclub(1d10+1dmg).

    Thenry, Bard Lvl 4: HP 25; AC 9 [10]; Save 13; Leather doublet,

    boots,hiddendagger.

    0733ThirstyVial:Anyfishinginthishexwillproduceafishwithamagicalvialinitsbelly.Thevialismadeofglassandstoppered with a bit of cork. The interior of the vial iscompletelyetchedinglyphsofamagicalsort.Thevialisapowerfulprotectivedevice. If aperson fills itwithhisorherownblood,theycannotbekilled(hitpointscannotgobelow 1) so long as the vial remains full. Filling the vialinflicts1pointofconstitutiondamage,whichishealedthenextdayafteranormalrest.Thebloodisslowlyabsorbedby themagical glyphs,disappearing in24hours.The vialcanthenberefilledatthesameprice,thoughtheholderofthe vial will discover that the time it takes the vial toconsume the blood is shortened by 1d6 hours. Thequickeningof theblood consumption is cumulative,untilfinally,itmustbefilledhourly.SuchisthepricewhenoneattemptstocheatDeath.0741 Underground Highway: An underground highwayextends through this hex (the white, dotted line on themap).Thehighwayhasa10foothighceilingand is10ftwide. Every mile or so there is a branching tunnel thatleads to a fountain (usuallydry), shrine to a strange god(seebelow)andaplacetorest.Theserestingchambersare20feetwideand40feetlongandtiledingreenstonewithglitteringorbsofpyriteset into theceiling (mostofthemhave been chipped away over the centuries). Some ofthese rest stops have secret doors leading to storagechambersandmakeshifttombs.Geothermal vents have erupted into this section of thehighway,makingitsteamyanduncomfortable.Thissteamhasattractedavarietyoffungalcreatures,includingatribeofmushroommenwhochargeastrangetollofthosewhowish to pass on. Encounters occur in the undergroundhighway on a roll of 13 on 1d6. Roll (or select) anencounterfromthefollowingtable:

    21

  • 1.FungalCreeper(1d6+3)2.GiantSlug(1d3)3.GreenSlime(1patch)4.MushroomManPatrol(1d6+6)5.SlitheringTracker(1)6.VioletFungi(1d6+3)Theaforementioneddeity is calledKol.Heappearsasanophidianwithblackscalesandgoldeneyeswearingblackbronzeringsandbracelets.Kolwasagodoftheforgeandvalorous combat, and fightingmen who make a smallsacrificebeforeoneofhisidolswillenjoya+1bonustohitduring theirnex