Showing posts with label Wyvern Coast. Show all posts
Showing posts with label Wyvern Coast. Show all posts

Wednesday, May 26, 2010

Wyvern Coast Round-Up

Well, it took a while, but I've now posted one half of the material for map grid J11. Of course, you can get more material by downloading NOD #1 to the right. But, if you're a died-in-the-wool html man, here's a round-up of the different posts.

Wyvern Coast Sandbox: One, Two, Three, Four, Five, Six, Seven

Ophir City-State: One, Two, Three, Four

Supplemental: Gods of Nod

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Image from here.

Tuesday, May 25, 2010

On Ophir, The City of Slaves - Part 4

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

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

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

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

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

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

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

Monday, May 24, 2010

On Ophir, The City of Slaves - Part 3

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

---

One last part tomorrow.

Sunday, May 23, 2010

On Ophir, The City of Slaves Part 2

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

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

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

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

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


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

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

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

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

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

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

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

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


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

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

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

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

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


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

Sunday, May 16, 2010

On Ophir, The City of Slaves - Part One

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

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

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

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

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

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

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

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

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

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Next, a map of the "adventurer's quarter" and I begin to detail the folks who live there.

Tuesday, April 27, 2010

On the Wyvern Coast - Part Seven

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

New Monsters
The following monsters are open game content.

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

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

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

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

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

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

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

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

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

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