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The passage provides an overview of the adventure The Treasure Vaults of Zadabad, which involves exploring the island of Kalmatta to locate and plunder the ancient treasure vaults of the lost city of Zadabad. It notes classic literature and novels from Appendix N as inspiration.

The primary goal is for the characters to locate and plunder the ancient treasure vaults of the lost city of Zadabad, though each group's approach may differ due to random encounters and locations.

Several locations on the island are described, including tombs, shrines, a lair, a graveyard, a bay, a mine, and a village.

The Treasure Vaults of Zadabad

An island-crawl adventure for 4-8 characters level 2-4

Written By
Carl Bussler, Eric Hoffman
Proofreading By
Paul Wolfe and Jen Brinkman
Layout By
Carl Bussler
Cover and Cartographry By
Carl Bussler
Interior Illustrations
Todd McGowan
For more adventures and supplements, visit Stormlord Publishing at
www.stormlordpublishing.com
Swords & Wizardry, S&W, and Mythmere Games are trademarks of Matthew J. Finch.
Stormlord Publishing is not affiliated with Matthew J. Finch, Mythmere Games™, or Frog God Games

STORMLORD PUBLISHING

1
“It was no ape, neither was it a man. It was some shambling
horror spawned in the mysterious, nameless jungles of the
south, where strange life teemed in the reeking rot without the
dominance of man, and drums thundered in temples that had
never known the tread of a human foot.”

- Jewels of Gwahlur, Robert E. Howard

I
slands bring to mind images of marooned primary goal is for the characters to locate and
pirates, rumbling volcanoes, restless plunder the ancient treasure vaults of the lost
natives, and vine-covered temples. They city of Zadabad, no two gaming groups will go
are mysterious and far from the aid of more about it the same way due to the wandering
civilized lands. They are perfect locations for monsters, fixed encounters, and the Random
adventure, and the island of Kalmatta is no Treasure Table. There are 19 fixed locations, 3
different. randomly discovered ruined temples, and fauna,
megafauna, and natural hazards which can be
When we set to writing this hexcrawl, we found anywhere.
looked to classic literature and the novels of
Appendix N for inspiration. Novels by Daniel As busy as it may seem, we’ve still left
Defoe, Robert Louis Stevenson, Arthur room for judges to put their own mark on
Conan Doyle, and H. Rider Haggard, as well Kalmatta. There are unnamed islands, a faction
as contemporary authors such as Robert E. of marooned pirates waiting for further
Howard, have all found their way into this development, and a handful of adventure hooks
adventure. to pursue, even after the vaults have been
discovered.
We also looked to great adventures that came
before. The most obvious being The Isle of Dread You hold in your hands many hours of
by David Cook, but also The Hidden Shrine entertainment, and many more if you choose to
of Tamoachan by Harold Johnson and Jeff R. develop the island further. We hope your time
Leason, and The Elephants’ Graveyard by David spent on the island is both fun and memorable.
Howery.
With gratitude,
This is not a linear adventure. While the Carl Bussler and Eric Hoffman

2
Table of Contents

Getting to the Island.................................... 5 12. Roberts’ Rest...................................... 37

Exploring the Island..................................... 5 13. Valley of Shubba Nil ......................... 38

Random Encounters..................................... 6 Entering the Valley............................... 38

A Note on Ability Score Checks.................. 7 Exploring the Valley............................. 39

Kalmatta Tombs........................................... 9 The Vaults of Zadabad.......................... 40

The Tomb of Chinhotep............................ 9 14. The Old Stockade.............................. 45

The Tomb of Niobe Varna....................... 13 15. A Hunting Camp.............................. 46

The Tomb of Thuthmosis IV................... 16 16. Adu Bagwa, King of the River........... 46

Static Encounters....................................... 20 17. The Stonegods................................... 46

1. Sindanore............................................ 20 18. The Shackles...................................... 48

2. Shrine of Secrets.................................. 24 19. The Damned Cays............................. 49

3. Thungo’s Lair....................................... 25 Appendix A: Monsters............................... 49

4. Platybelodon Graveyard...................... 26 Appendix B: Magic Items.......................... 58

5. Black Pearl Bay.................................... 26 Further Adventures.................................... 62

6. Shrine of Truth.................................... 27 Random Treasure Table ............................. 63

7. The Diamond Mine............................. 27

8. Atokalla Village................................... 33

9. Kolo Manto’s Hut................................ 33

10. Mahunaki Village.............................. 36

11. Shrine of Dreams.............................. 37

3
Getting to Sindanore. She will wait there for 7 days as her
crew rests, makes repairs, and gathers food and
water for the return trip. Unless another ar-

the Island rangement is made to keep her waiting, the ship


will sail on without them. The specifics of this
deal are left to the judge and the players.

Hot wind snaps the black sails of the Soulcatch- Captain Siren: HD 3; HP 18; AC 4[15];
er as an eager voice calls from the crow’s nest, Atk 1 rapier (1d6+1) or crossbow (1d4+1);
“Land ho!” Move 12; Save 12; AL N; CL/XP 3/60.

Ahead lies the island of Kalmatta, your des- Soulcatcher Crewmember (20): HD 1;
tination, home to plague colonies, marooned HP 5; AC 6[13]; Atk 1 cutlass (1d6+1) or
pirates, madmen and secrets no mortal mind crossbow (1d4+1); Move 12; Save 15; AL
was meant to uncover. It is also the location N; CL/XP 1/15.
of the ruined city of Zadabad and its famed
treasure vaults.

Whether fortunate or ill-fated, you have in your


possession the Rod of the Crescent Moon, a relic
Exploring
of dead religions and forgotten kingdoms. It is
also the key to unlocking the vaults. Finding
the lost city is a challenge many have accepted,
the Island
but none have survived. Fetid swamps, harsh
jungles and unforgiving mountains hide your The exploration of the island of Kalmatta
prize. should be an adventure (or likely several
adventures) unto itself. To help keep track of
How far will you travel and how much will player exploration, we present these simplified
you risk to uncover the treasure vaults of hexcrawl rules. Add, replace, or modify these
Zadabad? rules to suit your style of play.

How the characters acquired the Rod of the Cres-


cent Moon (see Appendix B, Magic Items) and Waterborne Movement
discovered the location of the island of Kalmatta
can be left vague, or can be worked into your A party with a small sailing boat or ship can
current campaign. Regardless, they find them- typically move 5 hexes per day on the ocean.
selves on the Soulcatcher, a fast sloop, having Staying on the ocean overnight requires an
booked passage from their home port. Intelligence check or the boat goes off course.
Characters who have a background as a sailor,
Captain Siren is rumored to be a smuggler, navigator, or other such useful profession may
trader, pirate, and mercenary. Above all, she is an get a modifier of up to +4 to their Intelligence
opportunist. Skilled in swordplay and politics, when making this check.
her ventures are profitable, and her crew is loyal.
Traveling upriver, boats are limited to 3 hexes
As part of the arrangement with the characters, per day. Downriver travel covers 5 hexes.
the Soulcatcher is bound for the only known
safe harbor on the island: The plague colony of

5
Overland Movement
Characters have 3 Movement Points to spend
Random
per day.

Terrain Movement Point Cost


Encounters
Grassland, Hills...............................................1 Random encounters are rolled on the tables
below. Roll when indicated on the Hex
Jungle, Swamp.................................................2 Encounters table above, or at any other time
you desire. Twice a day is a good standard if the
Mountains.......................................................3 party is not traveling.

Characters may also try to make a forced march,


which will give them 4 movement points per Grassland
day, but leave them exhausted at the end, suffer-
ing a -1 to hit and damage the entire following
day. Roll # Appearing

If the party is mounted on standard animals Platybelodon............................................... 3d3


(horses, ponies, etc.), they have 4 Movement
Points and may make a forced march for 5 Herd of goats.............................................. 4d4
Movement Points. Each mount will take 1d4
points of damage after a day of forced march. If Megafauna from nearest lair........................... 1
the party has access to magical or extraordinary
transportation, you can adjust their travel speed Natives from nearest tribe........................... 4d4
accordingly.
Trapdoor spider, giant..................................... 1

Determining Hex Encounters Fire ants, giant............................................ 6d4

Entering a numbered hex on the map triggers


that encounter. Hexes without keyed encoun- Hills
ters may also contain something of interest, or
danger, to the party. Roll on the table below to
determine what each hex contains. Roll # Appearing

Roll Hex Contents Rock baboons............................................. 2d3

1-6..........................................................Empty Megafauna from nearest lair........................... 1

7-9..................................... Random Encounter Herd of goats.............................................. 4d4

10-12....................................................... Tomb Jackals .........................................................2d5

Empty hexes contain no encounters and provide Native from nearest tribe ............................4d4
safe passage and respite.

6
Flash flood* .............................................. N/A

A Note on Ability
Jungle
Score Checks
Roll # Appearing Although the Swords and Wizardry
Core Rules do not address ability or skill
Centipede, giant (small, non-lethal)........... 2d6 checks, throughout this book we make
suggestions to the referee on how to
Jackal Monkeys........................................... 8d4 resolve some possible actions players may
wish to take.
Native from nearest tribe............................ 4d4
Typically, we use the tried and true
Mantrap plants........................................... 1d2 old-school mechanic of simply rolling
below the stated Ability Score on a d20.
Megafauna from nearest lair........................... 1 All positive modifiers are in favor of the
player and all negative modifiers to the
Venomous snake**.................................... N/A players’ detriment.

For example, an Intelligence check +4


Swamp would mean the player adds 4 points to
his Intelligence for the purposes of the
check. A Dexterity check at -2 would
Roll # Appearing mean the player subtracts 2 points from
his Dexterity score for the purposes of
Crocodile ....................................................1d3 the check.

Platybelodon ...............................................3d3 There are some containers and portals


that suggest a total number of Strength
Lizardmen ..............................................1d3+1 points necessary to open. Simply add the
Strength score of all players attempting to
Megafauna from nearest lair ...........................1 help open the portal or container to see if
it is enough to get the job done.
Snapping turtle, giant .....................................1

Venomous snake** .................................... N/A

Mountains

Roll # Appearing

Mixacoatl ........................................................1

Rock baboons............................................. 2d3

7
Megafauna from nearest lair........................... 1 later (two hours if the victim rests).

Mountain Lion .............................................. 1 ***Potential Fall: A random character steps on a


loose rock and if a Save is failed he falls 1d6x10’
Potential fall***......................................... N/A down the side of the mountain.

Rockslide****............................................. N/A ****Rockslide: A sudden rockslide puts the party


in danger. Each character must make a Save or
suffer 2d4 points of damage from large falling
River rocks. If the roll for the Save is a natural 1 or
2 the character also suffers a sprained ankle or
knee, reducing movement by half for 2 days or
Roll # Appearing until magically healed.

Crocodile.....................................................1d4 *****Submerged Obstacle: The party’s boat hits


a rock or log hidden under the surface. Any
Natives from nearest tribe in small canoes...4d4 characters in the boat must make a Dexterity
check or be tipped overboard. The ruckus has
Flying piranha swarm......................................1 a 20% chance of attracting another wandering
monster.
Megafauna from nearest lair............................1

Snapping turtle, giant......................................1 Tombs


Submerged obstacle*****............................ N/A A hex encounter result of Tomb indicates that
the players have stumbled upon one of the many
Megafauna: The island’s largest or most dan- burial sites the priests of Zadabad have built
gerous predators. They are typically encountered over the centuries. Several tombs are provided in
in specific lair areas on the map of the Island of the section Kalmatta Tombs (pg. 7), or you may
Kalmatta, but occasionally wander their territo- design your own.
ry. Reference the map for the closest lair of the
following creatures; Thungo (3), Kolo Manto None of the tombs are required to ‘complete’ the
(9), Giant Razorback (14), Adu Bagwa (16). adventure, although characters may find clues
or items that will be helpful. The tombs can be
*Flash Flood: Fast-moving waters rush through placed whenever, or wherever, the Judge chooses.
the area. Each character has a 2 in 6 chance of They may also be used separately from this
being caught in the path and must Save or be adventure.
swept away, taking 1d4 points of damage per
round they are caught in the water. A Strength
check, or some help, is needed to escape. Keyed Encounters
**Venomous Snake: A small venomous snake We suggest that if the party enters a hex con-
attempts to bite a random party member. It taining one of the keyed encounter locations,
attacks as a 1 HD monster and does 1 point of you allow them to explore that location. Alter-
damage plus poison. If the Save fails the poison nately you can have the discovery dependent on
inflicts 1d6 Dexterity damage within 10 min- a random roll, or player declaration that they are
utes and another 1d6 Dexterity damage an hour searching the area.

8
Getting Lost stones can be seen here and there. The tomb it-
self is pyramid-shaped and stands at the back of
Because there are large mountainous features on the draw.
Kalmatta it is difficult to get lost for an entire
day but the local terrain can still be confusing. In front of the sealed door are two large stone
If the normal rules indicate the party is lost, plinths, covered with eroded, ancient writing.
they lose 1 movement point and must roll for On top of the plinths are sandstone statues that
wandering monsters twice in their starting hex. have been worn down over the years. Presum-
If the party gains followers that are indigenous ably, they once depicted human, or humanoid
or familiar with the island they will no longer creatures.
get lost.
There are also the remains of a reflecting pool
leading directly to the pyramid entrance.
Random Treasure Table
To add to the variety of ways to play this 1. Stone Plinth
adventure, we have included a random
treasure table. The referee may use this table to
determine rewards for wandering encounters Characters able to decipher the ancient writing
that may contain treasure, or to stock new tombs (Intelligence check at -2) can piece together a
or encounters of their own creation. narrative telling of the life of Chinhotep, grand
vizier to several mighty rulers and a man of
Some of the items on the list are unique, very prodigious stature. It is apparent that Chinho-
valuable, or both. These items have one or more tep served important men and amassed great
boxes to the right on the random treasure table. wealth.
Check these boxes as the players discover the
treasures, and carefully consider giving more of
these items than there are boxes. 2. Stone Plinth

Kalmatta Tombs This plinth is slightly harder to decipher (Intel-


ligence check at -6). It tells the tale of Chinho-
tep and Pharess Varna, who was apparently his
lover. Chinhotep had the opportunity to marry
The tombs are not mere speed bumps in the Varna and become pharaoh, but declined. He
characters’ journey across Kalmatta. Through later served her successor (and assassin), the
wall paintings, hieroglyphics and artifacts, they pharaoh Azun-Kaman.
may slowly reveal some of the history of the is-
land and clues to guide them past future perils. The last part of the plinth is in the form of ad-
vice to Chinhotep’s numerous and illegitimate
sons.

The Tomb of Chinhotep He warns, “Greed is the great destroyer. Never


sell your entire herd, no matter the amount of the
The tomb of Chinhotep resides in a deep draw drover’s offer, for what will you live on next year?”
with a 40’ escarpment on three sides. There is a
layer of dirt and detritus, but the original paving

9
10
3. Reflecting Pool of neglect and moisture have ruined it beyond
identification. Only smears of pigment remain.
The room contains some grave goods that are
The reflecting pool is murky and fetid. The sur- largely ruined as well. A rotted miniature wood-
face of the water is 10’ below the waist-high en ship about 6’ long and a crumbling chariot
stone lip of the pool wall. Observant, or lucky can be identified. There are also a few piles of
characters may notice the glint of shiny metal mushy clay that must have once been pots or
caught on a skinny ledge of stonework a foot or amphorae.
two under the surface of the water. In fact, there
are numerous coins scattered along the muddy The main feature of the tomb is the large stone
bottom of the pool, thrown there by visitors to sarcophagus in the center. It is nearly 13 feet
the Tomb of Chinhotep in antiquity. Anyone long and 7 feet wide. It is made of two pieces of
diving into the water (it is 8’ deep), can find stone and weighs over 2 tons. The lid is sealed
2d20 gp in assorted coins. Unfortunately, the with mortar that can be removed with normal
pool is also home to two colossal leeches. tools or weapons in an hour or so.

Leech, colossal: HD 2; AC 7[12]; Atk bite Once unsealed, it will take 40 total points of
(1d6); Move 12 (swim); Save 15; AL N; Strength to shift the stone lid. If the party man-
CL/XP 2/30; Special: blood drain. ages to open the lid they are treated to the sight
of the mummified corpse of Chinhotep. Once
Once they succeed in a bite, the leeches auto- the lid is clear of the body, the corpse will sit
matically drain blood to cause an additional 1d4 straight up and begin cackling madly.
damage each round until slain.
Chinhotep is not undead. The apparent anima-
tion of the corpse is a clever mechanical trap
4. Pyramid Door that has survived the ages. The laughter will stop
after a short while and Chinhotep’s corpse will
slump down on the rods holding him up, his last
The door to the pyramid is a solid slab of stone, joke played out.
6’ wide and 8’ tall. It is sealed with mortar on all
sides. There is more ancient writing on the door. In the sarcophagus is a bronze scroll tube
Surprisingly the inscription invites thieves in to capped with an airtight seal (worth 100 gp in
plunder the tomb. Chinhotep fancied himself a itself ). Inside the tube is a papyrus scroll with
master of reverse-psychology. the 3rd level cleric spell prayer inscribed upon
it. Chinhotep also wears a golden circlet with a
The door is very sturdy and will take several small ruby set on the brow worth 350 gp.
hours to break through, even with sledges and
pickaxes. If the players can’t come up with a Extremely observant characters (successful find
more expedient way to gain entrance, roll for secret door check) may notice that the mummy
wandering monsters twice as often as normal. of Chinhotep has eleven toes. The eleventh toe
is actually a cleverly disguised switch that is
attached to the stone of the sarcophagus and
5. Crypt of Chinhotep opens the secret door to room 6.

This room is dark and musty. The walls were


once painted with some decoration, but years

11
6. Treasure Room It is, not surprisingly, The Candle of Khodun
Nudohk.

This room is much drier than the crypt. The The secret door to room 7 will pivot open on
paintings on the wall are largely intact. They an axis if a 6-inch stone on the north wall is
show a pictorial history of the story related on depressed. The section of the wall that contains
the stone plinths outside. Chinhotep’s real trea- the door is painted with the story of Chinhotep
sure is kept in this room. It consists of several refusing the Pharaoh’s scepter and living to
chests of silver bars. Each chest is trapped with serve again.
a deadly poison needle trap. The efficacy of the
poison, however, has not lasted the ages, and
only does 2d4 points of damage to a character if 7. Trapped Room
sprung.

The silver bars are extremely heavy and may For those who do not heed Chinhotep’s warning
pose problems to characters trying to move and check their greed, his final lesson resides
them long distances. Unless the players devise behind this door. If the secret door is opened, a
some clever way to transport the bars, their great gust of dry air will issue forth into room 6
movement will be reduced to 2 Movement and out through room 5.
Points on the Overland Map per day.
“Dessicated corpses of men are unceremoniously
In addition to the chests, there is a wooden scattered about the room. A ghostly voice echoes
mannequin which is wearing a colorful robe from within... “ You have sold your entire herd.”
spun with cloth of silver and gold and festooned
thin gold plates with arcane markings on them.
This is The Mantle of Chinhotep (see Appendix B: Any character in the affected areas must make
Magic Items). a Save or contract the dreadful Plague of
Zadabad.
In addition to the magical properties of the
garment, sewn into the lining of the garment The plague is a wasting disease that knows no
are a series of thick papyrus sheets. If removed mundane cure. Characters that contract to the
and studied by someone who can decipher the plague develop painful boils that cause the loss
ancient writing (Intelligence check), the sheets of 1d3 points of Constitution and 1d2 points of
reveal a process whereby, Chinhotep believed, Strength every day.
one can bring back to life his former lover, the
Pharess Varna. The ritual spell will only work Furthermore, the plague is contagious. Anyone
on the corpse of Varna and only after securing spending more than an hour in the presence
the necessary ritual paraphernalia; The Bell of of an afflicted character must make a Save or
Khodun Nudohk, The Book of the Dead and the contract the plague. That Save must be repeated
Candle of Khodun Nudohk (Appendix B: Magic every day in which more than one hour is spent
Items). The papyrus sheets also indicate that The in the presence of a plague carrier.
Bell of Khodun Noduhk was interred in the Tomb
of Varna. The plague is also notoriously difficult to heal,
a cure disease spell merely grants the afflicted
In a small secret niche on the eastern wall is a another Save, albeit at a +4 to the roll.
2-foot-long, 6-inch diameter beeswax candle. It
is shot through with black and purple streaks.

12
XP 1/15; Special: throw excrement, leap.
The Tomb of Niobe Varna
Jackal Monkeys can (and often do) throw their
The Tomb of Niobe Varna is located in a small own feces up to 40’ at intruders into their terri-
clearing. The vegetation from the surrounding tory. The ordure does not cause physical damage
countryside pushes in close to the outbuild- but anyone hit must make a Save or become
ings and tall elephant grass grows between the nauseated, suffering a -1 to hit and damage, un-
broken paving stone floor. The tomb itself is a til the offending stool is washed off. Subsequent
two-stepped ziggurat with a large central vault- poo-missiles have no further effect.
ed dome. The outbuildings were once slender
towers with many airy windows towards the top. The Jackal Monkey can leap using its powerful
They were not built to last the test of time with hind legs, consuming its entire movement for
no maintenance, and much of the upper stories the round.
have crumbled. There are twin rows of increas-
ingly tall obelisks leading up to the door of the
main tomb. 1. Obelisks
The entire area is home to a huge troop of Jackal
Monkeys. Jackal Monkeys are the result of bi- The obelisks are covered with ancient writing
zarre experimentations by wizards in ages past. that, if deciphered (Intelligence check), tell the
Why any magic user powerful enough to con- story of the Pharess Niobe Varna. She was born
duct such experiments would choose to combine a commoner, but through unbridled ambition
these two most annoying animals is a mystery. and some great fortune, rose to rule a huge an-
Perhaps the plan was to unleash them as a cient empire. She never married, but had a long
plague upon a rival nation, or they were simply term concubine in her Grand Vizier, Chinhotep.
an attempt at a practical joke by a half-mad The Pharess Niobe Varna was assassinated and
archmage with too much time on his hands. usurped by a noble named Azun-Kaman.

Either way, they present a definite annoyance


and potential danger to unprepared adventurers. 2. Funeral Tower
The Jackal Monkeys will screech incessantly
while any intruders are in their territory, dou-
bling the chance for wandering monsters. They This tower is more intact than most, includ-
will also use their special ability to throw excre- ing the stone door. If opened, the lower floor
ment regularly. is revealed to be covered in centuries of jackal
monkey excrement. Digging through the feces
They will not attack a group, but will bide their will reveal some golden disks that depict special
time, leaping from tower to tower via the close funeral prayers in an ancient language. They are
growing trees. If one or two creatures separate worth 200 gp for the metal and 500 gp to a col-
from the group, 1d4+3 Jackal Monkeys will lector of antiquities.
swarm and try to kill the individuals as quickly
as possible before retreating to the tree and tow- Digging through the filth requires a Save.
er tops. Failure results in contracting Monkey Poo Fe-
ver. Symptoms include fever (1d2 temporary
Jackal Monkeys: HD 1d4 hp; AC 6[13]; Strength damage), inability to keep food down
Atk bite (1d4) or thrown excrement (spe- (1d2 temporary Constitution damage) and diar-
cial); Move 12 (climb); Save 16; AL N; CL/ rhea (1d3 temporary Charisma damage). Mon-

13
14
key Poo Fever typically lasts 7 days (4 days with damnation, 1/2 damage from slashing and
complete bed rest). piercing weapons.

Once per day each undead bodyguard can wail


3. Funeral Tower at an individual instead of attacking. The target
must make a Save, or be overcome by feelings of
uselessness and failure, suffering a -2 penalty to
Niobe Varna’s loyal handmaiden seduced a hit, damage and Saves for 1d3 turns.
priest and had him construct a hidden entrance
to this tower. After killing the priest, the hand-
maiden hid the fabled Bell of Khodun Nudohk 6. Funeral Tower
inside (Appendix B: Magic Items). It rests there
to this day, on a stone pedestal in the center of
the tower. This tower is empty, stable, and could provide
safety during the night.

4. Funeral Tower
7. Funeral Tower
This tower is mostly collapsed, and only portions
of three walls still stand at the base. Further up, Observant characters may notice two things
the masonry clings together as if by magic, with about this tower: first, the jackal monkeys avoid
hanging arches and stones precariously bal- the arched windows at the top; and second, this
anced. Moving around the tower is dangerous. is the only tower with a significant amount of
Any character not moving stealthily within 5’ bird droppings on it. The reason for both is the
of the base of the tower must make a Dexterity lasso spider that makes its lair inside the tower.
check. If the check is failed, part of the tower The jackal monkeys are well aware of the spider
falls down on the character doing 1d8 points of and leave plenty of space for dumb birds to keep
damage (Save for half ). it fat, happy, and with little taste for jackal mon-
key. There is a door-sized hole in the base of the
tower. The Lasso Spider usually hangs out just
5. Funeral Tower below the windows in the top of the tower, but
is not against snaring a tasty morsel from below
and hauling up to feast upon.
The door and the windows to this tower are
sealed with stone and mortar. The door has an Lasso Spider: HD 3; HP 18; AC 5[14];
inscription in an ancient language (Intelligence Atk bite (1d8+poison) or web-lasso (spe-
check to decipher) that reads, “May they succeed cial); Save 14; AL C; CL/XP 3/60; Special:
in death where they failed in life”. Inside are the web-lasso.
executed and cursed remains of Pharess Niobe
Varna’s 10 bodyguards. They will animate and Lasso Spiders typically hide in hard-to-access
attack anyone who enters this tower, or if the areas and attempt to ambush lone animals or
door to room 8 is opened. adventurers passing by. The web lasso has a
range of 50’. Characters hit with it are caught in
Undead Bodyguard (10): HD 1; AC 7[12]; the tough, sticky strand. The Lasso Spider will
Atk khopesh (1d8); Move 12; Save 16; AL then attempt to draw the creature 10’ closer each
C; CL/XP 1/30; Special: wail of ultimate round (Save to avoid). Once in range, the spider

15
will bite and paralyze the creature with its poi- that is enchanted to be stronger than steel. (The
son (Save or be paralyzed for 2d4 rounds), and sword is a Champion’s Khopesh, also detailed in
eat it immediately if it is hungry, or wrap it in a Appendix B.)
cocoon to save for later.

8. Crypt of the Pharess Niobe Varna The Tomb of Thuthmosis IV


Thuthmosis IV was one of the richer kings of
The doors to the crypt proper are made of thick the ancient empire. His tomb is elaborate and
stone and sealed with mortar that is speckled well guarded.
with shiny crystals. Observant characters may
notice that the ground in front of the doors
shows some of the same shiny crystals a consid- 1. Stairs
erable distance away from the doors.

If the mortar is tampered with (a necessity to The stairs are covered with dirt and debris that
pry open the stone door) these shiny crystals has blown into the tomb over the centuries.
will explode out from the door area in a cone 30’ There are some small signs that someone has
long and 40’ wide at its furthest point. Anyone visited the tomb before. Under the grime and
in the blast radius of the crystals must make a dust of years there is graffiti on the wall. If
Save or be blinded for 1d6 rounds. If the Save cleared, one section reveals, “Beware falling rocks”
fails by 6 or more, the target is also choking for in elven. The door at the north end of the stair-
1d3 rounds, unable to take any action. way is pried open and stands ajar.

Characters who make their Save have a 1 in 6


chance to hear a distant sound of stone scraping 2. Deadly Corridor
on stone. The source of that sound is the door
to room 5 opening. The undead bodyguards in 5
also animate and move to destroy the defilers of There are several skeletons lying on the floor
their queen’s final resting place. of this chamber. With sufficient light (brighter
than a torch), it may be possible to notice that
Once breached, the tomb itself is spacious and many of the bones of the skeletons are shattered.
undisturbed. The mummified remains of the If searched, one skeleton has a coin pouch that
Pharess Niobe Varna lie on an obsidian pedestal is split open and 52 gp worth of assorted coins
in the back center of the room. Surrounding are scattered on the floor. Another has a ring
her are all manner of grave goods. Most are that has somehow remained undamaged. That
mundane and large (ceremonial galley, chariot, is because it is magical. This ring bestows the
house, large clay amphorae whose contents long wearer with a +1 on all Saves to resist spells. If
ago dried up, etc.), but there are some items of worn by any spell caster, however, every spell
intrinsic value. they cast has a 5% chance to fail.

Niobe Varna’s headdress is made of solid gold, There are three complicated, mechanical, falling
worth 500 gp, and has magical properties (see block traps in this corridor. The blocks are
The Headdress of Varna in Appendix B: Magic triggered by pressure plates under each and will
Items). There is also a box of golden jewelry reset, with a loud clank, in 3 rounds after trig-
worth 1000 gp, and a bronze khopesh sword gering. If unaware of the trap, a Save must be

16
17
made to avoid 2d6 points of damage. If aware, mummified skeletons of Thuthmosis IV’s
the Save is at +4. bodyguards. They will animate only if someone
steps on the stairs in room 6.
There is a narrow space left between the rocks
and the wall when they fall, and unarmored Undead Bodyguard (10): HD 1; AC 7[12];
humans (or smaller creatures) could slip by. The Atk khopesh (1d8); Move 12; Save 16; AL
blocks are suspended by chains that are briefly C; CL/XP 1/30; Special: wail of ultimate
visible after a block falls down. Quick-thinking damnation, 1/2 damage from slashing and
characters may have an opportunity to halt the piercing weapons.
reset or sever the chains entirely by inflicting 15
points of damage to them in the one round they Once per day each undead bodyguard can wail
are visible. at an individual instead of attacking. The target
must make a Save, or be overcome by feelings
The door at the end of the hall is untouched and of uselessness and failure, suffering a -2 penalty
sealed with mortar. to hit, damage and saves for 1d3 turns.

The walls of the room are beautifully carved in


3. More Stairs bas relief with scenes of Thuthmosis IV’s great
victories over armies of beastly humanoids.
Where Thuthmosis IV is depicted in the scenes
The door at the north end of this staircase is his eyes are set with dark red gems worth 10 gp
in place and sealed with mortar. The mortar is each. There are 20 such gems.
made with thousands of crushed gems and glit-
ters in any light. The dust could be collected and
sold for 150 gp. 6. Trapped Stairs

4. Ilusory Floor Anyone stepping on the stairs here will trigger


the animation of the Undead Bodyguards in
room 5.
The pit that occupies most of the center of this
room is concealed with an illusory floor. The il-
lusion will not hold up to any physical challenge 7. Surprisingly Safe Corridor
such as scattered pebbles or sand, or someone
falling through it. Anyone stepping on the il-
lusion must succeed at a Save or fall into the This corridor is free from traps, guardians, tricks
60’ shaft underneath, taking 6d6 damage upon or spells. The walls are painted with lovely pas-
landing. Kind referees may give characters a 1 in toral scenes that are mostly intact. The door at
6 chance to notice a waft of air with the scent of the neast end is shut, but not sealed with mortar,
deep earth emanating from the mummy shaft. so it can be moved with the simple application
of 30 points of Strength.

5. Hall of the Guardians


8. Antechamber
Standing around each of the stone columns in
this room, one in each corner, are the partially The walls in this chamber are also richly dec-

18
orated, this time with scenes of daily life in a be unlocked when Thuthmosis awoke into the
wealthy and orderly empire. The slaves work, afterlife. Apparently that didn’t happen, or if it
and the overseers supervise. did, it was in the metaphorical sense.

Against the west wall is a small stone altar. On The walls are painted with scenes of the life of
top of the altar is a gold inlaid bowl worth 100 servants and slaves in the ancient empire. If a
gp. Inside the bowl is a handful of linen strips. character studies the paintings he may (Intelli-
The strips are magical wards, called Grave Lin- gence check) be able to learn of the existence of
ens (see Appendix B: Magic Items). The Slaves’ Passage into The Valley of Shubba
Nil (pg. 28). The key to the manacles can be
found in room 11.
8a. Annex of the Dead
9. Treasury
Six sarcophagi line the walls of this room. The
walls behind the coffins are decorated with
scenes of a hellish underworld. Inside the coffins This is the grand treasury of Thuthmosis IV. The
are the cursed remains of 4 criminals who were alcoves are lined with high quality grave goods
meant to guide the dead king through the perils and valuables. They include:
of the underworld to paradise.
• A golden statue of a woman with rainbow
If anyone enters the room without one of the wings, worth 150 gp.
Grave Linen strips from room 8 in their posses-
sion, the ghouls will animate, throw open the • A gem-encrusted, golden box worth 150
lids of the sarcophagi and attack. They are rav- gp, filled with coins worth 300 gp.
enously hungry after being locked in the tomb
for centuries and will stop to feed on any slain • A golden chariot worth 600 gp.
character.
• 4 jars carved of jade with lids represent-
They are blocked from leaving room 8a by ing an owl, a jackal, a man and a camel.
powerful magic. Worth 400 gp total.

Ghouls (4): HD 2; AC 6[13]; Atk 2 claws • A golden ankh, nearly 2’ tall. Worth 200
(1d3), bite (1d4); Move 9; Save 16; AL C; gp.
CL/XP 3/60; Special: Immunities, paralysis.
• A golden torch that always burns, even
Ghouls are immune to charm and sleep. under water or in a vacuum.
Any hit from a ghoul paralyzes the victim
for 3d6 turns if a Save is failed. • A golden staff with an uncut diamond
headpiece. Worth 800 gp. It also grants a
lawful cleric a +2 bonus to Turn Undead
8b. Annex of the Living checks.

Attempting to remove any of these treasures


The skeletons of 6 humans are manacled to the down the steps to the south will awaken the
walls of this room. These were slaves of Thuth- mummy in room 10.
mosis IV. They were sealed into the tomb, to

19
The secret door to room 11 is very difficult to Thuthmosis IV: a copy of The Book of the Dead
spot. There is no mechanical way to open the (see Appendix B: Magic Items). There is also
door from this side; it must be broken down a small bronze key that opens the manacles in
with picks and hammers or some other (perhaps room 8b.
magical) method.

Halfway through the stonework is a thin sheet


of lead, inscribed with magic markings to pre-
vent any scrying, teleporting, or other such
Static
magic from penetrating. If struck with tools this
sheet of metal will explode outward towards
room 9, causing 3d6 points of electrical damage
Encounters
to any creature within 20’ of the secret door
(Save for half damage). The numbered encounters below correspond to
the numbered locations on the island map. We
have spaced these evenly across the island, but
10. False Burial Chamber you may relocate these as needed or desired.
Keep in mind that moving one location may
have an effect on another. For example, the
Sitting atop an 8’ platform in the center of this shrines have teleporation portals that connect to
room is a golden sarcophagus (worth 1000 gp). each other. The closer the shrines are to one an-
There are steps descending the platform to the other, the less of an impact the portals will have
east. Inside the coffin is a mummy. It will rise to on the campaign. Likewise, the native tribes
attack any who enter this room, or who try to control the north and south of the island, and
remove any of the treasures from room 9. you may not want to have their villages close to
each other.
Mummy: HD 6+4; HP 40; AC 3[16]; Atk
fist (1d12); Move 6; Save 11; AL C; CL/
XP 7/600; Special: Rot, hit only with magic
weapons. 1. Sindanore
Any touch causes a rotting disease which The dreary little village of Sindanore is nestled
prevents magical healing and slows normal on a rocky piece of land in the mouth of one
healing to 1/10th normal on a failed Save. of the Walushti river that empties into The
Plague Waters. The spit of land is connected
to the island by a low, narrow isthmus that is
11. Real Burial Chamber occasionally submerged when the river is in
flood or the sea is at a particularly high tide.

This is the true final resting place of Thuthmo- Sindanore was once an active plague colony.
sis IV. His carefully-preserved mummy (not Several generations ago, a terrible wasting
undead in this case) is interred in an elaborate, disease, with no mundane cure, ravaged the
gold-inlaid, jet sarcophagus (worth 1500 gp). nearby settlements. Those afflicted were sent to
It is secured with a well-crafted lock (-10% to Sindanore to live out their days in squalor. No
thief Open Locks skill). plague has been active in Sindanore for over 50
years, but the inhabitants still wrap themselves
Inside the sarcophagus is the real treasure of from head to toe in gray rags and are wary of

20
21
outsiders, due to the horrible treatment their of the island. No one has actually seen one
ancestors received from the civilized world. up close in a generation but sometimes
there are glimpses of eyes watching logging
Sindanore is not completely isolated from the parties from the underbrush and drums can
broader world. A few merchant ships visit be heard echoing around the island. (True)
yearly to trade finished goods to the villagers in
exchange for hardwoods and certain herbs and 2. Demons live in the volcanoes on the island.
spices that only grow on the island of Kalmatta. (False)
The trade is not profitable enough to warrant
further contact and the villagers like it that way. 3. A group of hunters went inland 6 months
With the merchants come occasional treasure ago. The villagers assumed they were dead,
hunters as well. The villagers are accustomed to but a small party returned to Sindanore for
loud-mouthed braggarts wandering the streets supplies a month ago, claiming they were
for a few days and then disappearing into the mostly still alive. (True)
jungles. Few are ever heard from again.
4. Pirates are common in the seas surrounding
The village is fortified with a stout wooden Sindanore and have been known to use
palisade with wooden guard towers at regular the island to careen their ships in the past.
intervals. The gate is made of heavy, 2’- diameter Because of this the fishing boats of the
logs reinforced with iron bands and secured villagers never venture far from Sindanore.
with a thick bar and bracing beams when not in (True)
use. Experienced guards occupy the towers and
roam the streets. 5. The rivers are navigable but no less deadly
than the jungles. (True)
Sindanore Guard: HD 1; AC 4[15]; Atk
scimitar (1d6+1) or javelin (1d6); Move 9; 6. Tombs from an ancient civilization are
Save 16; AL N; CL/XP 1/15. scattered across the island. Occasionally, a
group of adventurers will return loaded with
Seldom do the villagers leave their impressive gold and treasure. (True)
fortifications, but when they do it is always in
large groups and only for as long as is absolutely 7. A tribe of warrior women live in the
necessary. Most villagers currently alive have interior. They take healthy males as mates,
never traveled more than a mile into the jungle and after laying with them, kill and eat
surrounding the colony, so their knowledge of them. (False)
the island is very limited.
8. Giant crocodiles live in the swamps and the
Sindanore Villager: HD 1d6 hit points; AC mouths of the rivers. (True)
9[10]; Atk club (1d4); Move 12; Save 17;
AL N; CL/XP B/10. 9. Some kind of giant mammals live on the
island. The villagers have caught glimpses
Below is a list of what the average villager of them thundering through the jungle and
knows or thinks about the island. They may have seen their droppings. (True)
share this information with the characters
in the course of other business or if properly 10. Evil wizards visit the island on flying
motivated. carpets every new moon and attempt to
summon an ancient evil that lives in the sea.
1. There are natives that live in the interior That is the reason the water rises so high

22
and covers the isthmus at that time: the 5 sp per day, paid one month in advance - no
creature is struggling to rise to the surface. refunds. If the characters do not return in one
(False) month, their possessions will be sold or dis-
carded. Urtull, like most of the villagers, doesn’t
The villagers of Sindanore are largely believe he will ever see characters who go inland
independent, small family groups that help again.
each other when there is dire need, but keep
to themselves otherwise. There is no temple Efram
to any god, nor proper tavern or inn. There is
a part-time smith and a miller who will repair There is no bar or tavern to speak of in Sin-
items and sell traveling bread, respectively. There danore, but Efram runs a small kitchen for
are only a handful of working horses that the laborers to eat their meals when they don’t have
villagers will not part with except for offers of time to cook for themselves. He also serves a
ridiculous wealth (300 gp or more). strong drink made from distilling vines that
grow on the island. Efram calls it “Creeper
Juice” and he will sell it for 1 sp by the mug or
Notable People 1 gp for a skin full. Efram is less than scrupu-
lous and has been known to sell adventurers
fake treasure maps. He has a stack of carefully
Malachai forged and aged pieces of parchments in his
living quarters that will direct the characters
In times of dire trouble, the villagers look to a ‘secret tomb’ in the vicinity of area 8 - The
to Malachai, a veteran guard, to lead their Atokalla Village.
settlement. Malachai is a stickler for keeping a
regular guard and never opening the gates after Khalid
dark or allowing an undermanned party to leave
the village. Khalid is a part-time smith who can repair
(but not make) weapons and armor, as long as
Malachai has fought giant crocodiles before and they are not too exotic. He is brother-in-law to
will swear that there are humans, or something Efram and clearly does not care for the man.
close to humans, that live on the interior. He has If Khalid grows fond of a character for some
seen them watching from the jungle and knows reason (fellow smith, or a character goes out of
there is human intelligence in those stares. his way to be nice to Khalid) he will tell them
not to trust Efram.
Malachai, Veteran Guard: HD 4; HP 24;
AC 4[15]; Atk scimitar (1d6+2) or javelin Gristle and Yreeth
(1d6+1); Move 9; Save 13; AL N: CL/XP
4/120. Gristle and Yreeth are cousins who are the black
sheep of the village. They are the only villagers
Urtull who will accompany a party into the interior,
but only because their grandmother has finally
There is no proper inn at Sindanore, but Urtull given up on them and kicked them out of the
is a widower who lives in a large house and will house. They are currently sleeping in Urtull’s
rent rooms to visitors. He charges 5 sp a day stable, but don’t have the coin to keep that up
for a small room, and 1 sp per day for a sleep- for long. If hired, they will ask for 1 gp per day,
ing space only in the barn. If characters wish to but settle for 3 sp per day each. They will desert
leave things at Urtull’s he will insist on the full at the first opportunity they can, taking as many

23
valuables as they can carry. Luck Eater: HD 1d2 hp; AC 6[13]; Atk 2
claws (1); Move 18; Save 8; AL C; CL/XP
Thelonna 3/60; Special: luck drain.

Thelonna is a wise-woman of sorts and will sell This black-spotted cat, when approached, will
herbal remedies for 1 gp. She will claim to have begin to purr. All creatures within 30’ must
a remedy for anything the characters can throw make a Save or become charmed. All affected
at her. The elixir, she claims, will speed healing. creatures will want to take the cat with them,
Actually, it will give 1 hp extra for a full day’s unharmed, and will defend the cat with their
rest, but only once per week. Her antidote for lives. The Luck Eater will allow this, and stay
Giant Centipede poison is not without some with the victims indefinitely, all the while purr-
merits as well. It will reduce the time a character ing. This effect lasts for one day, after which the
is affected by half if taken within 2 rounds of victim may attempt another Save to break free
being bitten. of the Luck Eater’s charm.

Farukkh The Luck Eater survives by temporarily drain-


ing the luck of its victims. Every morning each
Farukkh is the only fisherman willing to sell his party member must make a Save or be at -1 to
boat. He wants 1000 gp for it but will settle for hit, damage and Saves for the day.
600. The price is steep because he will need the
money to relocate, or to live on while he waits If attacked, the Luck Eater will flee, but will
for materials and tools to build a new boat. Also, attempt to return if the situation presents itself.
he knows he has a monopoly on boat selling in
Sindanore! The boat will hold 10 people in a Having a Luck Eater around is not all bad. They
pinch, but if it is used to sail on the open ocean, eat little bits of luck but add it where it really
an Intelligence check must be made for each hex counts! A character currently under the charm
traveled, or the boat will capsize. See the Island of a Luck Eater gets a +4 to any Save that, if
Hexcrawl Rules for waterborne movement rates. failed, would mean certain death. The Luck
Eater knows it is better to fleece a sheep many
Bueller times rather than butcher him once!

Bueller is the village miller. He will bake hard-


tack for adventurers wishing to resupply their
food stocks. He is the villager who speaks the 2. Shrine of Secrets
most with visitors who plan on heading inland.
In addition to the items above, Bueller has You’ve discovered a natural cave which over-
heard from enough folks to make him believe it looks the ocean. Inside the cave is a large circu-
is true that many of the tombs on the island are lar dais upon which is a free-standing metal
protected by powerful curses. archway and a statue of a bat-winged woman.
One arm is outstretched with palm up. On the
The Luck Eater palm is an octagonal stud. You notice a faint
droning sound.
A Luck Eater prowls the streets of the plague
colony and is looking for a new source of
nourishment. It will try to latch on to the party The stud can be rotated counter-clockwise or
while they are going about their business in the clockwise with the Rod of the Crescent Moon.
village. Turing in either direction will cause a shimmer-

24
ing watery field to come into being inside the He has collected some items that interest
archway. Turning the stud back to center will him. Among them is a small, battered, and
close the portal. locked lead chest. The chest once contained
5 potions, but the vials are shattered and the
One portal exits to the Shrine of Truth (area liquid long since dried-up as Thungo likes to
6), and the other leads to the Shrine of Dreams smash the metal box against his other favorite
(area 11). toy, a Verundian Lancer’s Breastplate (see pg. 58,
Appendix B: Magic Items).
If the characters do not possess the Rod of the
Crescent Moon, the portals can be opened by
charging them with spell energy. Spellcasters
may make an Intelligence check to decipher
the mystical writings. The archways require 3
levels of spells to be cast at them. For example
a first level cleric spell cure light wounds and a
second level magic-user spell invisibility, would
work. All spells are completely absorbed by the
archway and have none of their normal effects.

3. Thungo’s Lair
Thungo is the last of a band of very long-lived,
four-armed ape-men that once lived on the
island. Thungo is very intelligent and capable
of understanding human speech, although his
vocal chords would not allow him to speak
himself. He is omnivorous, but actually prefers
a diet of coconuts and giant berries. Unfortu-
nately, Thungo is an adolescent four-armed-ape-
man, and as the sole survivor of his band has no
potential mate. The frustration has driven him
half-mad, and as a result he is overly aggressive
and territorial. Thungo will attempt to intimi-
date any creatures entering his hex by putting
on a display of strength and viciousness. If they
do not leave quickly, Thungo will attack.

Thungo: HD 6; HP 37; AC 5[14]; Atk 4


slam (1d6+4); Move 18; Save 14; AL C;
CL/XP 7/600; Special: rend for an addi-
tional 1d8 damage if 2 or more slam attacks
hit the same target.

Thungo has a platform lair, woven of supple


branches and vines, at the top of a large tree.

25
so, Burgaron the Coalhearted was transformed
4. Platybelodon Graveyard into a giant clam and dropped without ceremo-
ny into the waters of what is today known as
You find a clearing that stretches for a mile or so Black Pearl Bay.
in all directions, and you see the bleached bones
of thousands of large, four-legged creatures. On the sandy bottom of this tranquil bay, 30’
How many centuries has this clearing been below the surface of the water, rests this 6’
their final destination? As you inspect, flies, magical clam. The clam can speak telepathically
vultures, and other scavengers carry on with to any creature standing on the shore or on in a
boat on the bay. It speaks in a gurgling voice. It
their gruesome business.
will ask any who approach the following riddle:

For centuries, the Platybelodon who live on “A young man desires to possess me, but once he
the Island of Kalmatta have traveled to this has me, he no longer wants me. Blade in hand,
hex to die. The ground is littered with the he attacks me and does his best to remove me.
bleached bones of tens of thousands of the Yet he knows that it is all in vain. What am I?”
creatures. There is a 60% chance that there is
a nearly dead, or freshly dead Platybelodon The first character to answer, “A beard,” will be
in the immediate area when the party enters granted a tremendous boon. He may disregard
this hex. The scattered trees and rock plinths one harmful effect, of any kind, from any source,
in this hex are full of large vultures that have short of divine power.
grown fearless and mean. They will attack
anyone who approaches their nesting places or If the characters prompt the clam for its story,
a platybelodon corpse that still has meat on the he will surely tell his sad tale of love, but will
bone. leave out the part about his being a ruthless
pirate.
Vultures, large (2d4): HD 2; AC 6[13]; Atk
bite (1d6); Move 6/24 (fly); Save 15; AL C; Cursed Clam, giant: HD 4; HP 23; AC
CL/XP 2/30. 2[17]; Atk kelp strand (1d4/2d4/3d4/etc.);
Move Nil; Save 10; AL C; CL/XP 6/400.
Characters who spend a full turn searching
through the stacks of Platybelodon bones have The clam itself is fairly helpless. It relies on a
a 1 in 6 chance of finding something of value. hard shell and hardiness due to size. The clam
Roll on the random treasure table (pg. 2). does magically control six long, tough kelp
strands that grow near it. It can strike with
these strands up to 30’ away. If the strands hit
they constrict and begin to strangle the oppo-
5. Black Pearl Bay nent. On the first round they do 1d4 points of
damage. On the second, 2d4; third, 3d4; etc. An
Many years ago the pirate Burgaron the opponent can make a Strength check to break
Coalhearted fell in love with the daughter of a free, or deal 15 points of damage with a slashing
court wizard, and this revelation had disastrous weapon.
affect on his nefarious reputation.
If the clam is killed or otherwise subdued, its
Before he was able to retire from the life of shell can be pried open to reveal a huge black
plunder, he was caught and sentenced to what- pearl worth 600 gp. The pearl is actually a
ever punishment the court wizard fancied. And magical representation of Burgaron’s black heart.

26
Once per day, there is a 25% chance that the
alignment of the person carrying it will shift 7. The Diamond Mine
closer to chaotic. If already chaotic, there is no
additional effect. The old diamond mine was abandoned
generations ago. The dangers of the Island of
Kalmatta were too much for the miners to stay
and completely exhaust the mine of all the
6. Shrine of Truth diamonds. Occasionally, tiny deposits of the raw
gems can still be seen clinging to the walls. They
Here in the shadow of the volcano, you have are mere chips, but still worth pulling out if
discovered a large circular dais, upon which is given the time to do so.
a free-standing archway and a statue. All of
this is made from a black metal and everything If the players completely clear the mine of
is covered in volcanic ash. The statue represents danger, they can continue to work the veins of
an old man in robes. In one hand is a shepherd’s gems. It is slow work but there is some payoff. If
at least 6 people work all day in the mine, 1d100
crook, while the other arm is outstretched, palm
gp in diamonds can be recovered. If 12 or more
up. Set into this palm is an octagonal stud. people work the mine, 2d100 gp per day can be
Mystical writings are scrawled all over the sur- recovered.
face of the archway. Steam seeps through cracks
in the darkened earth beyond the dais. You hear There is a total of 1,500 gp worth of diamonds
a faint droning sound. left to be gathered. Random encounter rolls
should be made twice daily as usual.

The stud can be rotated counter-clockwise


or clockwise with the Rod of the Crescent Cave-Ins
Moon. Turning in either direction will cause a
shimmering watery field to come into being At each area marked “C” on the map, the
inside the archway. Turning the stud back to support of the mine ceiling is perilous. Each
center will close the portal. One portal exits to character passing these points has a 1 in 6
the Shrine of Secrets (area 2), and the other chance of chunks of ceiling and bracing timber
leads to the Shrine of Dreams (area 11). fall down on them.

If the characters do not possess the Rod of the A Save must be made to avoid 1d4 damage.
Crescent Moon, the portals can be opened by If three characters trigger the fall in the same
charging them with spell energy. Spellcasters area, a major collapse takes place. All characters
may make an Intelligence check to decipher the within 10’ must make a Save or take 1d8
mystical writings. The archways require 3 levels damage.
of spell to be cast at them.
The passage will require 1d6 turns of digging to
For example a first level cleric spell cure allow further progress.
light wounds and a second level magic-user
spell invisibility, would work. All spells are
completely absorbed by the archway and have
none of their normal effects.

27
28
Level 1 Cave Lizard: HD 5; HP 25; AC 3[16]; Atk
bite (3d4); Move 12/9 (climb); Save 15;
AL N; CL/XP 5/240; Special: camouflage,
1. Entrance frightening appearance.

The cave lizard surprises on a 1-3 on d6 due to


Old timber props open the gaping mouth of the natural camouflage. When threatened, the cave
mine entrance. The descent into the mountain lizard puffs out its neck cowl and hisses in a
is rapid and steep. Footprints of various shapes ferocious display. Anyone witnessing must make
and sizes follow an ominous drag mark that a Save or suffer a -2 to hit and damage against
disappears into the darkness. A lantern hangs the cave lizard for 2d4 rounds.
from a peg, daring you to enter.
5. Vampire Bat Swarm
The old mine entrance is carved directly into the
face of a small cliff. It is braced with old timber
at irregular intervals. The first cavern slopes A large swarm of vampire bats make this cave
down steeply into the earth. Examination of the their home. There is a natural chimney to the
ground outside the entrance reveals tracks of surface in the eastern part of the cave. The bats
various cloven-hoofed and reptilian creatures. will attack any warm blooded creatures that
move 30’ into the cave.

2. Mine Shaft Bat swarm, vampiric: HD 4; HP 24; AC


7[12]; Atk swarming bite (1d4+drain);
Move 18; Save 14; AL C; CL/XP 4/120;
There is a 10’ diameter hole in the floor of this Special: drain.
cavern. At one time it appears that a timber and
rope apparatus was used to lower a basket. That Any character taking damage from the
machine is in pieces and useless now. The shaft swarm bite takes an additional 1 point of
descends 60’ into room 6. damage every round until the swarm is
killed, swarm takes half damage from single
weapon attacks.
3. Storage
The entire floor of the cavern is filled with bat
guano 2’ deep. Any open flame in the cave has
This room is filled with old mining equipment a 20% chance of setting off the accumulated
(picks, shovels, barrows, rope, etc.). Most of it is gases into a small fireball, causing 2d6 points of
still serviceable. damage in a 20’ radius (Save for half damage).

4. Cave Lizard Level 2

A giant frill-neck lizard lives in this cave. It has 6. Cart Room


grown large and powerful feeding on the bats in
room 5. The bats don’t bother the lizard because
it is cold-blooded. The north side of this cavern contains several

29
old mine carts. The carts are still serviceable 10. The Terraces
and can run on the track that heads into the
northern tunnel. The steep slope will accelerate
the mine carts quickly. Each cart can carry 3 Each of the steps of the terrace are 10’ drops.
human-sized creatures. There is a nest of 4 giant centipedes that make
their lair in the face of the second step down.
They surprise on a roll of 1-5 on 1d6.
7. Sharp Turns
Centipede, giant (small, nonlethal): HD
1d2 HP; AC 9[10]; Atk bite (1 hp); Move
Mine carts traveling through these areas will 13; Save 18; AL N; CL/XP 1/15; Special:
come off the rails unless the occupants succeed Non-lethal poison.
on a Dexterity check. Only one occupant can
make the check, although any passengers with Save at +4 bonus or crippling poison causes
a Dexterity of 13 or higher may add 1 to the 1d4 rounds of pain during which the victim
rollers ability. is helpless. In addition the limb (determined
randomly) is crippled for 2d4 days. A crippled
leg reduces movement by 50% and a crippled
8. The Big Jump arm cannot hold a shield and attacks are made
at -4.

There is a 20’ gap in the bridge and mine tracks


in this room. The floor of the cavern lies 40’ 11. Murky Lake
below. It is uneven and covered in jagged rocks
(+1d6 damage from falls, for a total of 5d6). If
characters attempt to jump the cavern in a mine A cave octopus inhabits the murky lake. It will
cart, at least one passenger in the cart must attempt to attack the last creature to pass.
make a successful Dexterity check.
Cave octopus: HD 4; HP 30; AC 6[13]; Atk
If all the passengers fail the Dexterity check, 4 tentacles (1d3 and grapple), bite (1d8+3);
the cart falls to the bottom of the cavern. The Move 9 (swim); Save 12; AL N; CL/XP
carts will absorb some of the damage from the 5/120; Special: grapple.
landing (-2d6 damage only) and protect against
the extra damage from the jagged rocks (-1d6 If the Cave Octopus hits with a tentacle the
damage). Only mine carts that have built up target is grappled. On the following round the
sufficient speed by starting their descent from target may make a Strength check at -4 to break
room 6 have a chance to make the jump. free. If still grappled, the Cave Octopus may
bite one grappled target per round.

9. The Sudden Stop The demon servant of Faustus Zauberer also


travels between the murky lake and room 12.
If it hears the cave octopus attacking (50%
The mine tracks end suddenly in this room. chance), he will warn Faustus Zauberer.
Luckily the floor is made of loose sand. Any
characters traveling in a mine cart must make
a Save or take 2d4 damage from being thrown
from the cart.

30
31
12. Chamber of the Wizard He is wrong. They are only significant to the
Atokalla (ref. pg. 22, area 8. Atokalla Village).

Faustus Zauberer is a reclusive wizard who


has made the diamond mine his home for 50 13. Ritual Shrine
years. He is not a particularly skillful wizard
and has suffered considerable corruption of his
body and soul as a result of dealing with the The importance of this chamber is instantly ap-
Demon, Zatima Xel Barca. His head is that of a parent, as the block stone walls contrast sharply
billy goat, and his feet are cloven hooves. He is with the rough worked tunnels behind you.
horribly bent and moves slowly. Opposite the entrance is an altar upon which
rest three engraved stones. Behind the altar, on
Faustus Zauberer: HD 4; HP 14; AC 8; the wall, is a fresco of a woman with the head
Atk goat horns (1d6); Move 9; Save 11; AL
of a goat posing lewdly. She is festooned with
C; CL/XP 5/240; Special: spells.
piercings and chains of gold. In one hand she
Faustus can cast the following spells: charm clutches a flame.
person, shield, protection from good, invisibili-
ty, mirror image.
The painting is an image of Zatima Xel Barca,
If warned of the characters’ approach, he will Faustus Zauberer’s demonic patron. When
hide behind a draped table with only his head characters enter the room the wall painting
visible. There is a good chance anyone noticing animates and steps down into the room. Her
him at all will think there is a goat behind the goal is to attempt to bring the party into her
table, giving Faustus the opportunity (1-4 on employ. Zatima is tired of Zauberer’s inept
d6) to gain surprise. On the second round of attempts to access the treasure vault of Zadabad
combat, Faustus’ demon servant will emerge and is looking for new minions.
from the pool to attack.
A magic-user who accepts her offer receives an
Demon servant: HD 2; HP 14; AC 5[14]; extra spell of every level he or she is able to cast
Atk 2 claws (1d6+2); Move 12/9 (swim); as reward. Non-magic-users receive a bonus of
Save 13; AL C; CL/XP 3/60; Special: half +1 on any Save as long as they are in her favor.
damage from non-magic weapons, nauseat- Clerics who accept the offer of Zatima may
ing smell. have to reconcile this decision with their deity
or ethos.
Faustus’ demon servant appears as a human-
sized frog that walks upright. When exposed This room is where Faustus Zauberer conducts
to the air his odor is so pungent all characters his rituals in an attempt to gain the secrets
within 30’ must make a Save or become necessary to access the treasure vaults of
nauseated and suffer a -2 to hit and damage for Zadabad. The walls are of cut stone which
1d4 rounds. Faustus has become immune to this suggests the chamber existed prior to the mine.
ability. A small altar on the south wall contains the
sacred stones of the Atokalla tribe.
Faustus has stolen the three sacred stones from
the Atokalla tribe. He believes they will help
him find a way to enter the treasure vaults of
Zadabad, his mission for the past half century.

32
14. Watery Passage The head of Bartholeus speaks in a squeaky
voice, the result of his head shrinking, and
retains his former knowledge. The extent of this
There is a small underwater passage that knowledge is left to the referee. He has a good
connects rooms 11 and 12. Faustus Zauberer’s understanding of the Walawi language and can
demon servant uses it to monitor the murky act as an intermediary. Bartholeus likely has an
lake. agenda of his own, which could lead to future
adventures.

Abayomi will give the head to the Great


8. Atokalla Village Stranger, as a band of Mahunaki warriors will
accompany them on the journey to the mine,
The Atokalla believe the Great Stranger, and they will need a translator.
destined to be their savior, will descend deep
into the underworld (The Diamond Mine, area
7), defeat the great evil that resides there, and
return with the sacred stones. Only then will 9. Kolo Manto’s Hut
they be free of the sickness that infects the
village. Kolo Manto means Fearsome Being in the
native tongue of the tribes that dwell on the
They will treat the character they believe is the island. Kolo Manto’s real name is Christophe
Great Stranger with utmost respect. The rest of Arnaux, and he was a wizard once employed
the party, however, is on the menu for dinner, by the Broken Sun Mercenary Company.
as their mythology says that the stranger will He was marooned after repeated incidents of
descend into the underworld alone. It will take insubordination and unsanctioned experiments.
some fancy talking to convince the Atokalla
not to kill, cook, and eat (not necessarily in that He wears a simple loincloth, sandals, and a
order) the rest of the party. necklace of tiny skulls. Tattoos cover his arms
and torso, and his hair is long and gray. At first
The Atokalla will also be very eager for the introduction, Kolo Manto seems quite odd,
character to descend into the mine. They perhaps crazed, always talking to his plants and
will push and prod him to do so, becomingly calling them by name. It’s not until some of the
increasingly irritated if he delays. Each day plants start moving that the characters may real-
the character delays there is a cumulative 10% ize he isn’t insane. The plants do as they are bid,
chance the Atokalla elders change their mind fetching stools and making hot tea.
about the status of the character and decide
to eat him too. The Atokalla will, of course, The old wizard doesn’t venture far from his
show the way to the Diamond Mine and, while simple camp, but welcomes visitors and eagerly
waiting, respond favorably to any request the trades information about the island for news
character makes. abroad. He can verify the truth of any rumor the
characters have learned so far, and will trade one
The Atokalla village is ruled by a council new piece of information for any news they may
of elders, of which there are 7. The village have of the outside world or recent develop-
shaman, a woman named Abayomi, has in her ments on the island.
possession the shrunken head of Bartholeus,
an unfortunate tomb robber who got lost and If any in the party are injured, he will offer them
wandered into their village. a swig of his repugnant brew. It will cure 1d3 hp

33
of damage, but will make the imbiber foggy for
1d4 rounds (-1 to hit, damage and Saves) He
will not allow them to take any with them, and
will not share with them the secrets to making
the brew.

He yearns to return to the mainland, and if the


characters offer to provide passage, he would
share a ritual needed to create one of his jungle
minions (see following entry on Jungle Min-
ions). Currently, Kolo Manto is cursed to the
island, and may only leave upon invitation. The
effects of his leaving without invitation would
be horrific, painful, and deadly.

If the party reveals that they are in search of the


treasure vaults of Zadabad, Kolo Manto won’t
try to stop them, but warns them of great and
terrible guardians. He can’t give specifics, but
no adventuring party that has entered the Val-
ley of Shubba Nill has ever returned. He will,
reluctantly, point them in the right direction. If
they offer him something of value, he will reveal
a hidden entrance which is unguarded (see The
Slaves’ Passage, area 13, Valley of Shubba Nil).

He will not accompany them as a guide to Za-


dabad. Both tribes of natives on the island fear
him and want him destroyed. If they suspected
he was outside the safety of his camp, they
would pursue him with great zeal.

Should the characters try to slay Kolo Manto,


they will have a fight on their hands. Not only
will they need to deal with his powerful magic,
but they will also need to destroy his three jun-
gle minions. If Kolo Manto is slain, the minions
continue to fight until destroyed.

Kolo Manto: HD 8; HP 32; AC 2[17]; Atk


thorn dagger (1d4+paralysis); Move 12;
Save 8; AL C; CL/XP 8/800; Special: spells,
insect swarm.

Kolo Mantu’s dagger is crafted of a native


thorn that causes paralysis if a Save is failed.
If the party acquires the dagger the poison

34
will last for 10 attacks before becoming inert. Snaptrap Minion Ritual Requirements:

Three times per day, Kolo Manto can sumon • A sprout of the black snaptrap from the
a biting and stinging swarm of insects which Kalmatta jungles.
inflict 3d4 damage to anyone in a 30’ radius,
Save for half. • 1d6 days to complete the ritual.

Kolo Mantu also knows the following • 1d3 Constitution loss. Stat loss is
spells: sleep, light, shield, detect invisibility, recovered after the destruction of the
levitate, protection from normal missiles, water minion.
breathing.
Jungle minions have their creator’s alignment,
and acquire their own personality over time.
Jungle Minions
Jungle Minion, fungus: HD 2; AC 8[11];
Created through ancient rituals, jungle minions Atk thorn spear (1d6); Move 9; Save 15;
are completely devoted to their master and AL n/a; CL/XP 2/30; Special: spores.
acquire the alignment of their creator. They are
often created by witch doctors and shamans to These magical creations resemble walking
guard their villages, temples, and shrines. mushrooms of various colors and stand no taller
than a halfling. A fungus minion will work
A magic-user or cleric who acquires the diligently through the night at whatever task
knowledge of these rituals must still invest the it is given. Faint lights will not bother a fungus
time and material costs. Plus, there is always a minion, but in bright daylight, a fungus minion
risk. will go dormant, sinking back into the ground.

Fungus Minion Ritual Requirements: They are capable of wielding simple weapons,
but their primary defense is their spore
• A purple spotted mushroom from the discharge. Each round the minion can ‘sneeze,’
swamps of Kalmatta. expelling spores in a 15’ radius. Anyone within
range must make a Save or spend 1d4 rounds
• 1d10 days to complete the ritual. coughing and sneezing violently. Afflicted
characters can only move while affected;
• 1d2 Constitution loss. Stat loss is attacking or spellcasting is impossible.
recovered after the destruction of the
minion. Jungle Minion, kudzu: HD 3; AC 5[14];
Atk vine (1d4+strangle); Move 9; Save 14;
Kudzu Minion Ritual Requirements: AL n/a: CL/XP 3/60; Special: strangle,
regeneration, snatch.
• A shoot from the red kudzu of the
Kalmatta mountains. Tall and slender, this mass of wriggling vines
is quick, agile and incredibly strong for its size.
• 1 day to complete the ritual. Upon a successful strike, the kudzu minion will
attempt to strangle its opponent. If the character
• 1d4 Constitution loss. Stat loss is succeeds on a Save, he breaks free. If the
recovered after the destruction of the character fails, it begins strangling the character
minion. and does 1d4 points of damage on the first

35
round. If it manages to strangle the character blood), it refuses to cast spells, enter
for two rounds in a row it does 2d4 damage, and combat, or assist the creator.
so on.
2. The minion’s leaves constantly drip a foul-
The kudzu minion can also attempt to snatch smelling ichor, causing the wizard to suffer a
items from any character within 10’. On a -1 penalty to his Charisma score while in its
successful hit the character must make a Save or presence.
lose the weapon or object.
3. The minion grows 1d4 additional, smaller
Unless burned to ashes, the kudzu minion will fanged mouths which yap incessantly
return to life in 1d4 days with only 1 hit point until fed. Anytime the creator is trying
and attempt to seek its master. This bond has to focus, be quiet, engage in meaningful
no limits, and the kudzu minion will travel conversation, etc., there is a 20% chance
indefinitely. It regains 1 hit point per day until it the minion interrupts and wants to be fed.
reaches its original total. If this result on the table is rolled again,
another 1d4 mouths are grown, the minion
Jungle Minion, snaptrap: HD 1; AC 5[14]; gains 2 hit points, and the future chance of
Atk bite (1d4); Move 6; Save 12; AL n/a; interuption goes up by 10%.
CL/XP 3/60; Special: spells.
4. The minion acquires the taste for human
The snaptrap minion is the only jungle minion and demi-human flesh, and will begin
capable of speech. It speaks the primary asking for it. If rolled again, it demands
language of the creator. The snaptrap stands 3’ this form of sustenance and will take no
tall and has a single bulbous, fanged mouth. It substitute.
can grasp and manipulate only simple objects
with its sticky appendages. It prefers to remain 5. The minion becomes root-bound and
in a pot where it pleads with its creator to be fed refuses to leave its pot.
any small insect or animal, but it can walk about
on its roots if necessary. 6. The minion goes dormant for 1d6 hours and
cannot be awakened.
In combat, the snaptrap minion can bite its
opponent, but its greatest feature is that it can
cast any first or second level spell that its master
memorizes for the day. It cannot memorize 10. Mahunaki Village
different spells, but the casting of either the
minion’s or the caster’s spells does not affect the The Mahunaki also believe in a Great Stranger,
other. There is a downside however, for each but in their stories, the he must ascend the
spell cast there is a 10% chance per level of the slopes of the volcano that threatens to erupt
spell that a corrupting, mutation occurs to the (The Shrine of Dreams, area 11), and willingly
Snaptrap minion. Roll on the table below to sacrifice himself by jumping in, thereby silencing
determine what the exact effects are. the volcano’s threat over the island forever.

The Mahunaki treat the character they believe


Snaptrap Minion Corruption Table is the stranger like a supreme deity, and the
rest of the party as if they are divine as well.
1. The snaptrap minion wilts and shrivels. The Mahunaki feed, attend to, and obey every
Until given a two gallons of water (or command from the party for three days. On the

36
fourth day the entire village forms a procession a first level cleric spell cure light wounds and a
and attempts to escort the character to the second level magic-user spell invisibility, would
summit of the volcano that threatens to erupt. work. All spells are completely absorbed by the
If the character leaves the village or refuses to archway and have none of their normal effects.
jump into the volcano, the tribe immediately,
and irrevocably, turns hostile.

The village is ruled by an elder woman named 12. Roberts’ Rest


Kulari. The shaman, Utumbo, speaks pidgin
common. Communication with the tribe This hidden bay was once home to the pirate
can also be done through pictures drawn on captain Samuel Roberts and his dreaded ship
parchment or the ground. Longfang. It is now occupied by petty smugglers
and tomb robbers. They established this small
port for buccaneer captains to unload their illicit
cargo, but only pay half of what the cargo is
11. Shrine of Dreams worth. The goods are then resold to dishonest
merchant captains that ply their trade nearby.
You have discovered a large circular dais, upon There are two small sailing vessels moored in
which is a free-standing archway and a statue. the cove, and 4 rowboats suitable for fishing or
All of this is made from a black metal and river travel.
everything is covered in moss, mud, and vines.
The statue represents a physically fit, croco- In addition to normal fence and smuggling
dile-headed man in a loincloth. His arms are activities, some of the more enterprising
outstretched with palms up. Set into one palm criminals have taken to exploring inland and
is an octagonal stud. Mystical writings are robbing tombs. This has proved to be both
scrawled all over the surface of the archways. dangerous and prosperous for the smugglers.
There is a faint droning sound in the back- They have made enemies of the big game
ground. hunters that are camped at area 15. The two
groups attack each other on sight.

The stud can be rotated counter-clockwise The smugglers are hostile to characters if they
or clockwise with the Rod of the Crescent think they can eliminate them without losses.
Moon. Turning in either direction will cause a If they estimate the party is strong enough to
shimmering watery field to come into being do damage, they attempt to negotiate with
inside the archway. Turning the stud back to them, always with a plan of sending the party
center will close the portal. into danger to soften them up or get rid of
them entirely. The smugglers are aware of
One portal exits to the Shrine of Secrets (area the marooned pirates on The Shackles, the
2), and the other leads to the Shrine of Truth Mahunaki village at area 10, the old stockade
(area 6). and its giant boar inhabitant at area 14, and the
big game hunter camp at area 15.
If the characters do not possess the Rod of the
Crescent Moon, the portals can be opened by While acting friendly, the smugglers buy any
charging them with spell energy. Spellcasters tomb loot for half the suggested value. They
may make an Intelligence check to decipher always have about 300 gp of random tomb items
the mystical writings. The archways require 3 on hand, including 1d8 Grave Linens. There is
levels of spell to be cast at them. For example 50% chance that the smugglers are currently in

37
possession of stolen cargo. Roll on the following lass (1d6+1) or javelin (1d6); Move 12; Save
table to determine what kind of cargo they have 16; AL C; CL/XP 1/15.
in their warehouse.

Roll Cargo
13. Valley of Shubba Nil
1..........................Furs from the North (500 gp)
The small valley is bordered by an incongruous
2................................................. Spices (600gp) circular plateau with cliff faces on both sides.
The cliffs rise above the jungle floor to stag-
3........................................ Medicines* (400 gp) gering heights of over 100 feet. Large flocks of
birds and something larger can be seen circling
4............................................Salted cod (40 gp) the top of the plateau.

5..................................Potent Coffee** (100 gp) The fabled ruined city of Zadabad does indeed
rest within the sacred valley. The valley is warded
6............................................... Timber (100gp) against any type of transportation, dimensional,
or time-travel magic. Characters may levitate or
7............................................... Captives (3d10) fly over the outer cliffs, but any such magic will
cease once above the plateau. To gain entrance
8....................................................Horses (2d4) to the valley, several options are available to the
characters.
9........................................................ Pigs (4d4)

10....................................... Simple tools (80gp)


Entering the Valley
11...................................... Undyed wool (30gp)

12............................................Jewelry (1000gp) The Path of the Dead


* (400 gp or 10 doses of 1d4 HP in healing) This large cave through the cliffs is the main
entrance to the valley, and can easily be found by
** The coffee beans from the mountains of any who spend any time searching around the
Kalmatta are unusually intense in flavor and cliff face. The Path of the Dead was the ceremo-
effect. Consumers receive +2 Intelligence for nial route the corpses of the honored dead were
2 hours followed by -1 to hit and damage for escorted through to the city of Zadabad.
3 hours.
Halfway through the passage is a large room
There is a 10% chance that either a merchant or (over 200’ in diameter with a 30’ ceiling) with a
pirate vessel is currently anchored in the cove smaller cave continuing beyond it to the Valley
to transact business with the smugglers. If so, of Shubba Nil. Within this room is the Obsidi-
double the number of smugglers if a merchant an Guardian.
(50% chance) or triple the number if the ship is
pirate owned (the other 50%), as well, and roll The Obsidian Guardian is a 9’ tall, jackal-head-
twice on the random cargo table. ed, living statue of black stone. The guardian
stands motionless, but attacks anyone who does
Smuggler (20): HD 1; AC 7[12]; Atk cut- not bear a token of passage. Any character pos-

38
sessing a Grave Linen or The Rod of the Crescent try to carry their victims away to their hidden
Moon is ignored by the guardian. It will not cliff-side caves to eat.
pursue characters into either of the cave tunnels.

Obsidian Guardian: HD 5; HP 30; AC


3[16]; Atk axe (2d6); Move 9; Save 10; AL Exploring the Valley
N; CL/XP 5/240; Special: immune to sleep,
charm and other mind-affecting spells.
The Ruins of Zadabad
The Slaves’ Passage Abandoned long ago, the city of Zadabad has
been reclaimed by the jungle. Vines swallow the
This is a hidden tunnel through the cliffs that buildings and weeds smother the streets which
the servants of the priests of Shubba Nil would lead to the massive black pyramid dominating
use when necessary to leave the valley. The char- the center of the city.
acters may discover the existence of this passage
from some of the tombs on the island, or from For every hour the characters spend rummaging
Kolo Manto. Armed with the knowledge of the through the ruins there is a 2 in 6 chance some-
existence of the cave it is relatively easy to find one has found a minor trinket or ancient trea-
the secret door. Without prior knowledge only sure (Roll on the Zadabad Trinket Table below).
an Elf has any chance to find the door, and then Unfortunately there is also a 1 in 6 chance they
only by actively searching and without the usual have stumbled upon one or more of the cursed
bonus. Once through the secret door the passage Priests of Shubba Nil.
to the valley is safe, if a little dreary.
Priest of Shubba Nil (1d4): HD 2; AC
8[11]; Atk khopesh (1d8+1); Move 12; Save
The Cliff Face 13; AL N; CL/XP 2/30; Special: turn living.

Ascending the cliffs is also an option. The cliffs The priests still draw power from the god Shub-
are 100’ tall at their lowest point, and fairly ba Nil, and can turn living creatures as a second
sheer. With the right equipment or magic, it is level cleric turns undead. Player Characters may
possible a party could enter this way. The main Save to resist.
danger going over the cliffs are the giant flying
serpents that dwell there. The natives call them Shubba Nil, the ancient god of the dead, grant-
mixacoatl. Anyone who avoids the flying ser- ed his priests limited immortality, of a sort, to
pents, or survives an encounter with one, faces carry out their sacred duties. The priests reside
a challenging descent on the other side of the in the valley still, half-mad after centuries of
small plateau. isolation with no one to prepare for burial. They
are eager to do so again, even if it means they
Mixacoatl: HD 3; AC 5[14]; Atk bite have to speed up the dying process themselves!
(2d4+acid); Move 6/24 (fly); Save 15; AL C;
CL/XP 4/120; Special: acid - Save or take The magic that grants the priests immortality
an additional 1d8 damage. only works within the Valley of Shubba Nil. If
the priests leave the valley, the ravages of time
Mixacoatl resemble 30’ coral snakes with feath- are visited upon them immediately, and their
ery gray wings. They are very fast and attempt to bodies turn to dust, blowing away in the wind as
use their speed to pick off single creatures. They if they never existed.

39
Zadabad Trinket Table on the control panel from 1 to an increasing
number increases the volume of the humming.
Only when the knob is turned to a hidden 11th
1.....................................Adventurer’s notebook position, will the door open with a mighty chord
of distorted noise. Turning the knob requires a
2-3..........................Weapon of superior quality Stength check at -6, or can be turned easily with
The Rod of the Crescent Moon.
4-6................... Jewelry worth 3d10 gold pieces
All of the interior doors in the pyramid
7-10...................... Old, but serviceable weapon are made of bronze and are 8’ tall. They are
unlocked, but due to corrosion, they are all
11-14.......................Old, but serviceable armor stuck, requiring an open doors roll.

15-17...Precious stones worth 2d10 gold pieces


1. Vault of the Cumbrous Axe
18-19........................ Armor of superior quality

20................................... Random magic potion A beam of light shines down through a hole in
the ceiling, which illuminates an ornate battle-
* The adventurer’s notebook may contain a axe that is hovering in mid-air.
partial map of the island, additional rumors, or
warnings about the island’s inhabitants. It could
be a grimoire containing notes on the process This axe wants to be owned by a lawful fighter,
of making a potion, or it may even contain spell but will accept a lawful character of any class
instructions. It’s likely the book is in another over a chaotic character. As the party enters, it
language, coded, or illegibly written, requiring points to its preferred owner.
an Intelligence check to decipher. The character
may try once per day to glean useful informa- Heavy Metal Axe of the Sun and the Moon
tion from the text.
This axe is heavy, and two hands are needed to
wield it. One blade is inscribed with a scene of
the moon hiding behind misty mountains, while
The Vaults of Zadabad the opposite blade is inscribed with a scene of
the sun shining over a calm ocean.
The great black pyramid of Shubba Nil rises
before you. It is polished, smooth, and would This weapon is magical and of lawful origin. It
be difficult to climb. Mounds of humans skulls provides a +1 to attack and damage rolls, has an
obscure the base of this imposing structure. The Intelligence of 4, and can communicate to the
road leading to the only visible door is flanked wielder through simple urges. It is a Wizard
by the bones of the unfaithful. Bane weapon, and when battling magic users, it
causes a truly shattering blow.

There is only one entrance to the vaults: The • Shattering Blow: On a natural 20, the axe
giant bronze door that leads to area 1. Anyone inflicts an additional 1d10 damage.
standing in front of the door hears a soft
humming sound. There are no handles, but there • Special Purpose: Kill Sahira and Nuleena,
is a control panel (see fig. 1). Turning the knob the witches of Shazarad (or any other NPCs

40
41
the referee wishes to develop for future Elsewhere in rooms 7a and 7b.
adventures.)
The judge should feel free to change the map(s)
• Special Powers: The sun blade can emanate to suit the needs of his campaign and adventures
a golden light with a 20’ radius at will, and to come.
the moon blade can obscure surroundings
with a 20’ globe of darkness that only the
wielder can see through. 3. Vault of the Golden God

2. Vault of the Celestial Map There is a massive sarcophagus in the center of


the room. It is plated with gold and masterfully
engraved in the likeness of some long-dead im-
As you open the door, multi-colored light ema- portant figure. It appears to be a solid piece, and
nates from the room. Floating and swirling in there are no visible lines for a lid. How odd.
a slow path around the chamber are glowing
stars and planets. Resting on a pedestal in the
center of the chamber is a bronze tube, no longer Whatever touches the sarcophagus will stick to
than a man’s forearm, and no wider than a it, as if it had contact with a powerful glue. The
gold will then creep up the item and envelope
man’s wrist. It is capped at one end with a cab-
it. Freezing the gold will slow this process.
ochon cut black stone, and a cabochon cut white Touching an item covered in gold will have
stone at the other. the same effect as touching the sarcophagus. A
character will be enveloped completely within a
minute, and will suffocate in a number of rounds
The tube can be opened by unscrewing a cap at equal to their Constitution. Victims and their
either end of the tube. Chaotic characters can items will be dissolved within a week.
only open the black cap, and suffer 2d4 points
of damage when attempting to open the white The Rod of the Crescent Moon (and its wielder)
cap, unless they Save. Lawful characters can only are immune to the gold trap. Striking the
open the white cap, and suffer a similar fate if sarcophagus with the rod will force it to reset.
they attempt to open the black cap. The trap will be destroyed if it receives 10 points
of fire damage.
Inside is a celestial map of time and space.
Opening the black cap first reveals a double
sided map of planes both foul and fierce. 4. Vault of the Iron Helm
Opening the white cap first reveals the same
map, but it contains the locations of gates
in places both fair and fortunate. Neutral An ornate iron helm hovers in mid-air, illumi-
characters can open either cap without incident, nated by a column of brilliant light that pierces
and if both caps are opened, the map reveals the room through a hole in the ceiling.
destinations to mundane locations.

Each destination on the map is marked with a Iron Helm of the Butterfly
series of 9 numbers, and this map, along with
the Rod of the Crescent Moon, are they keys to This masterfully crafted iron helmet has
operating the control panel and the Gate to butterflies etched into the sides. Wearing the

42
43
helmet protects the character from all falling There are notes drawn on the page, and written
damage. It also changes the wearer’s vision, in common is the title, “In the Garden of Eden”.
becoming over-saturated with millions of colors. The music is, in fact, the guitar riff for In A
While wearing the helm, the character suffers a Gadda Da Vidda by Iron Butterfly. If a player
-4 penalty to Save vs. charm/suggestion spells or recognizes or guesses this and is able to hum or
spell-like effects, but gains a +4 bonus to Saves play the riff, the referee may want to award him
vs. sonic attacks and deafening noises. a special bonus. The parchment then bursts into
multi-colored flame.

5. Chamber of the Deafening Drum


7. Shrine of Shubba Nil
A giant drum rests in the center of the room.
A mallet leans against the wall. Large double Two giant skeletal statues support the ceiling of
doors, easily over 8’ high, are set into one wall. this unlit chamber. Bones and skulls litter the
Dozens of skeletons, some armored, others in floor, and the walls are carved with the scenes
tattered robes, cover the floor. It is eerily quiet of grotesque rituals. Wide stairs to the left and
here, and what sounds you make are muffled right lead further into the pyramid, but it is the
and distant. sound of an elephant’s trumpet that has your
immediate attention.
The doors leading out are locked.
Honatep is a high priest of the elephant-headed
There is a giant taiko drum in the room. god Shubba Nil, and as long as he guards
Striking it with the nearby mallet shakes the the temple, he does not age, nor require food
very ground, although it makes only a muted or drink. He also has elephantine features,
thud. The sounding of the drum has multiple including an elephant head and legs, and now
effects: stands 15’ tall.

• Honatep becomes aware of the characters Honatep: HD 8+2; HP 52; Atk khopesh
presence in the vaults. (2d8); Move 12; Save 8; AL N; CL/XP
9/1,100; Special: deafening trumpet, war
• 2d4 skeletons of past adventurers rise up stomp.
from the floor and kneel before the one
who beat the drum. They will fight for this Instead of attacking, Honatep can sound his
character until destroyed. Further sounding trunk, forcing those who hear it to Save, or be
of the drum does not raise more skeletons. deafened for 1d6 rounds. If deafened, spells with
a spoken component are unable to be cast.
• The doors unlock and open into the next
chamber. Honatep’s war stomp can be used as part of any
movement and shakes the earth, forcing those
in a 30’ radius to make a Save or fall prone, and
6. Vault of the Lost Chord those between 30’ and 120’ to make a Save or
be thrown off-balance and take a -2 to hit for 1
round.
Atop a marble pedestal rests a rolled sheet of
parchment, tied with a red ribbon of silk. When Honatep war stomps, stone blocks will

44
fall from the ceiling. Each character must make stick their arms, heads, or other items through
a saving throw or be struck by falling debris to ‘test the waters,’ with effects left to the
causing 2d6 damage. referee.

7a. Control Panel 7b. The Gate to Elsewhere

A strange device dominates the center of this You hear the sound of gentle waves lapping
platform, and a myriad of copper wires rise to against the air, as a large circular wall of water
the ceiling, cross the main chamber and connect hovers in the air before you.
to a circular device at the far end. The main
panel of the device has nine octagonal studs,
each pointing to a set of raised numerals. There Stepping through this gate can lead to anywhere
the referee wishes. Characters may venture
is a larger octagonal stud at the top of the panel
through, or things can come into this world.
with three positions; a positive sign to the left, a
negative sign to the right, and a blank posi-
tion in the center. It is currently at the center
position. 14. The Old Stockade
Settled into the marsh in this hex is the remains
The studs cannot be turned by hand, and the of an old stockade. Who built the fortification,
Rod of the Crescent Moon is required to operate or for what purpose, is lost to the mysteries of
the device. If the rod is lost or destroyed, time. The wooden palisade is almost completely
spellcasters may direct 1 level of spell energy rotted away, but the central blockhouse was built
into the panel to turn a stud. of fieldstone and is mostly intact. A few hours of
cleaning and repair work will make the structure
Operating the Gate to Elsewhere: defensible again.

• Turning the larger stud to the negative Most of the monsters on the island avoid the
position opens the gate to all planes foul old stockade, so parties resting here will not
and fierce. be subject to the standard nightly random
encounter roll. The stockade is shunned because
• Turning the larger stud to the positive it has become the lair of a giant razorback
position opens the gate to all planes fair and swamp boar. The boar is extremely aggressive and
fortunate. attacks any intruders on sight. It fights to the
death!
• Leaving the stud in the center position will
lead the characters to all mundane locations. Razorback Swamp Boar, giant: HD 4; HP
21; AC 5[14]; Atk gore (2d6); Move 9; Save
• The maps accessed through the bronze tube 15; AL N; CL/XP 6/480; Special: charge,
in room 2 give the numerical combinations ferocity.
to specific destinations.
The boar can charge in a straight line, moving
Characters cannot see through the watery gate up to 18 and causing 2d10 damage on a
to know what’s on the other side, but they can successful hit.

45
The boar is also so ferocious that after receiving Hunters can hear sounds, hide in shadows and
a mortal wound (reaching 0 hit points) he move silently as a 4th level thief.
continues to fight on for 2 more rounds,
regardless of the damage dealt to him. The Servant (20): HD 1d4 hp; AC 9[10]; Atk
massive tusks of the boar are worth 200 gp. dagger (1d4); Move 12; Save 17; AL N;
Presenting the carcass of the boar to the big CL/XP B/10.
game hunters at area 15 would impress them.

16. Adu Bagwa,


15. A Hunting Camp
King of the River
A group of big game hunters have established
a camp in this hex. The smell of their camp can Adu Bagwa, King of the River, is a giant
be detected from anywhere in the hex, as the (30’) crocodile capable of capsizing boats and
hunters have carcasses strung up all over the area. swallowing men whole. He is not to be trifled
There are 6 hunters and 20 servants who live at with and should be avoided.
the camp. In daylight hours, half of each group
are out in the surrounding hexes stalking prey. Adu Bagwa: HD 6+4; HP 38; AC 3[16];
Atk bite (1d10); Move 9/18 (swim); Save
The hunters will most likely be neutral to 12; AL N; CL/XP 7/600; Special: swallow
characters traipsing around the island, unless whole, capsize.
they interfere in the hunting activities or
depopulate game in the area. If characters Adu Bagwa does not like rivals in his river, and
present the hunters with any slain mega-fauna, will see any vessel as such. Instead of attacking
the reaction will likely be positive. The hunters he can attempt to capsize a vessel with a 50%
have an arrangement with a merchant captain chance of success.
who will anchor off-shore to the south of the
camp every 60 days. After a successful strike, Adu Bagwa attempts
to swallow his prey whole (Save to avoid).
The hunters are antagonistic to the smugglers Swallowed creatures take 1d6 points of damage
in area 12. The smugglers’ tomb-robbing forays per round. If Adu Bagwa is slain, allies may cut
disturb the animals in the area, and there have open the crocodile and free the victim.
been several deadly clashes between the two
groups in the recent past.

Hunter (6): HD 1; AC 8[11]; Atk short 17. The Stonegods


sword (1d6) or arbalest (1d10); Move 12;
Save 16; AL N; CL/XP 2/30; Special: At the center of each of these small islands is
stealth. a stone menhir approximately 10’ tall and 5’
in diameter. They are all facing to the south.
Each hunter carries an arbalest (a huge The menhir will talk to any passersby. Each
crossbow) and is exceptionally skilled in its use. has a personality of its own and may try to
For each round that the hunter spends carefully bargain, charm, or otherwise gain the assistance
aiming at a target, he gains a +1 to attack and of the characters. The menhir are, of course,
damage, to a maximum of +5. The arbalest takes imprisoned stone giants.
2 full rounds to reload.

46
Over the years, islands have built up around
the frozen giants. They were imprisoned by the
priests of Kalmatta centuries ago. This clan of
stone giants can live virtually forever without
food, water, or air, but delight in eating precious
gemstones. The gemstones they devour reform
as a gem deposit in the center of their stone
heads. The gem, if obtained, is worth a gold
piece for every year the menhir giant has lived.

These particular five were walking on the


ocean floor, headed to smash open the tombs
of Kalmatta and look for stones. If gemstones
valuing at least 500 gp are fed to any of the
giants, they will become strong enough to
break their bonds and climb out of their island
prisons. This will cause quite an upheaval in
the surrounding area and any creatures within
80’ will take 2d6 points of damage from being
buffeted by the shifting earth (Save for half ).

Giant, menhir: HD 9; AC 0[20]; Atk 2


fists (2d6); Move 12; Save 7; AL N; CL/XP
10/1,400; Special: hurl boulder, scoop.

Menhir Giants can hurl small boulders up to


100’ causing 3d6 points of damage.

A Menhir Giant may scoop up a target of a suc-


cessful fist attack instead of doing damage (Save
to avoid). The giant can then squeeze for 2d6
points of damage each round the character fails
to escape with a Strength check at -8, or throw
the character up to 60’ for 3d6 damage.

Below is a description of each giant, from West


to East, their personality, and what may happen
if they are freed.

Pancratius (800 years old)

Pancratius is angry and violent. He will shout at


anyone he sees (within 1,000’ of the island) in
a booming voice, demanding they come to him
and do as he bids. If freed, he will rush to the
island and wander about, tearing up tombs, and
looking for food. Any tomb the characters find

47
on the island thereafter has a 20% chance of plans return and free Zosime and Pancratius.
having been looted and destroyed.
Kakios (600 years old)
Zosime (700 years old)
Kakios’ long imprisonment has turned him vile
Zosime is a female giant who is quite persuasive. and resentful. He promises anything to be freed.
She speaks with honeyed words to any char- He is a skilled liar and negotiator. He won’t
acters who come within 100’. Male characters fulfill any promises he made to the characters,
must make a Save if they talk to Zosime for 5 and attempts to kill and devour any who possess
minutes or more. If the Save fails, the character gemstones. Afterward, or if the characters flee
becomes willing to fulfill any request that Zo- from his small island, he plans go to each of the
sime makes of them. If the request is counter to other islands of the menhir giants, kill them,
the character’s nature or is inherently dangerous, and break apart their heads to retrieve their gem
they get a new Save. deposits.

If freed, Zosime uses her ‘smell’ gemstones abil-


ity to determine if the characters have any more.
If so, she demands them and, if necessary, will 18. The Shackles
fight for them. Afterward, she heads north into
the ocean. The pirates who ply their trade in this region
have a code of honor that is followed when
Solon (2,100 years old) convenient, and to differing lengths by
individual crews. One fairly constant element of
Solon is old, even for this clan of giants. He the code is when a pirate is caught stealing from
sleeps most of the time and only responds to his shipmates: The punishment is marooning.
creatures that get quite close to him, perhaps
even waiting until a character is climbing on A marooned pirate is left alone on a deserted
him. Once roused, he converses for a short while island with no food or water. Most marooned
in a slow, gravelly voice before fading back to pirates die quickly of dehydration or starvation.
sleep. It takes 1,000 gp worth of gems to free The crews who operate nearby are lazy, however,
Solon. If freed, however, he asks the party who and use these small islands often. There is a
among them wishes to know a secret of the uni- group of 29 pirates here who use small dugout
verse? He will pick up any volunteer and whis- canoes to meander amongst the 6 small islands
pers to them. The whisper is indecipherable to to gather resources. Being pirates, they have
mortals but grants the hearer 2,000 XP. not bothered to construct any settlement or
permanent housing.
Elpis (1,000 years old)
The pirates are afraid to cross to the Kalmatta
Elpis is pleasant and friendly. He talks to char- mainland, mostly because of some deadly
acters on any subject, only asking for help after encounters with the vicious crocodiles that
getting to know them. He offers to do a service make their home at the swampy river mouths.
for the characters if freed. A typical service The pirates eagerly await to capture a ship and
includes fighting one combat with the party, sail away from their imprisonment. If any boat
opening one tomb, etc. It is not a wish and he or ship is present within 3 hexes of one of the
rescinds his offer if he feels he is being toyed pirate islands at night, the gang attempts to row
with or the request is not in good faith. If freed out in their dugouts and take the ship.
Elpis walks off into the ocean. Eventually, Elpis

48
The pirates are led by a particularly ferocious the best silversmiths of the era, and their hidden
former boatswain named Corbeaux. If Corbeaux stores of the precious metal were not taken by
is killed during the boarding action, the rest the soldiers who destroyed the town. Both are
will most likely retreat or surrender, begging for correct.
mercy and passage to anywhere but here.
Digging around the island has a 15% chance per
If a ship passes within sight of the islands day of effort to locate a hidden cellar or secret
during the daytime, there is a 30% chance small hole containing a bar silver worth 4d100 gp.
groups of pirates can be spotted on the water
fishing, or sailing from one island to the next. Plague Wraiths rise every night from the
If approached in this fashion, and especially if desecrated ground and will kill any living
Corbeaux is not around, the pirates are eager creature on the cays. Disturbing a silver cache
to sign-on with just about anyone if it means will summon 1d3 angry Plague Wraiths - even
passage off the island. Corbeaux acts likewise, during the daytime.
but will try to incite a mutiny as soon as he is
aboard any seaworthy vessel. He is a bully, a Plague Wraiths: HD 2; AC 5[14]; Atk
thief, a liar, and a lawyer when it suits him. touch (1d4 Constitution drain); Move 18
(fly); Save 15; AL C; CL/XP 5/240; Special:
Pirate (28): HD 1; AC 9[10]; Atk club infravision 100’, immune to sleep, charm and
(1d4); Move 12; Save 17; AL C; CL/XP mind-affecting spells.
1/15.
Plague Wraiths appear as translucent images of
Corbeaux: HD 2; HP 13; AC 8[11]; Atk the poor souls that were infected with vermilion
cutlass (1d6+1); Move 12; Save 16; AL C; ague while living. Their bodies are twisted,
CL/XP 2/30. hunched, and reek of brimstone. The touch of
a plague wraith sends a wracking pain through
the victim as all of his or her muscles and bones
shrivel and bend, mimicking the prolonged
19. The Damned Cays effects of vermilion ague. The Constitution loss
is permanent unless healed by magical means.
The founding of the village of Sindanore was
not the first time in history that Kalmatta was
used as a plague colony. Generations before,
the small islands called The Damned Cays were
used as a settlement for sufferers of vermilion
Appendix A:
ague, a terribly infectious disease. When the
fever broke out on the mainland, warships
arrived and slaughtered all of the colonists and
Monsters
torched the settlements.

Today the islands are universally avoided by the Adu Bagwa


villagers at Sindanore, as well as the few ships
that navigate The Plague Waters. Old timers
in the village tell tales that the spirits of the HD 6+4; HP 38; AC 3[16]; Atk bite
betrayed colonists haunt the islands and devour (1d10); Move 9/18 (swim); Save 12; AL
any who dare stay on the cays after nightfall. N; CL/XP 7/600; Special: swallow whole,
Others tell tales that the colony boasted some of capsize.

49
Adu Bagwa does not like rivals in his river, and the cave lizard for 2d4 rounds.
will see any vessel as such. Instead of attacking
he can attempt to capsize a vessel with a 50%
chance of success. Cave octopus
After a successful strike, Adu Bagwa attempts
to swallow his prey whole (Save to avoid). HD 4; HP 30; AC 6[13]; Atk 4 tentacles
Swallowed creatures take 1d6 points of damage (1d3 and grapple), bite (1d8+3); Move 9
per round. If Adu Bagwa is slain, allies may cut (swim); Save 12; AL N; CL/XP 5/120;
open the crocodile and free the victim. Special: grapple.

If the Cave Octopus hits with a tentacle, the


Bat swarm, vampiric target is grappled. On the following round the
target may make a Strength check at -4 to break
free. If still grappled, the Cave Octopus may
HD 4; HP 24; AC 7[12]; Atk swarming bite one grappled target per round.
bite (1d4+drain); Move 18; Save 14; AL C;
CL/XP 4/120; Special: drain.
Centipede, giant (small, nonlethal)
Any character taking damage from the swarm
bite takes an additional 1 point of damage every
round until the swarm is killed, swarm takes half HD 1d2 HP; AC 9[10]; Atk bite (1 hp);
damage from single weapon attacks. Move 13; Save 18; AL N; CL/XP 1/15;
Special: Non-lethal poison.

Captain Siren Save at +4 bonus or crippling poison causes


1d4 rounds of pain during which the victim
is helpless. In addition the limb (determined
HD 3; HP 18; AC 4[15]; Atk 1 rapier randomly) is crippled for 2d4 days. Crippled
(1d6+1) or crossbow (1d4+1); Move 12; leg reduces movement by 50% and crippled arm
Save 12; AL N; CL/XP 3/60; Special: cannot hold a shield and attacks are made at -4.
None.

Corbeaux
Cave Lizard
HD 2; HP 13; AC 8[11]; Atk cutlass
HD 5; HP 25; AC 3[16]; Atk bite (3d4); (1d6+1); Move 12; Save 16; AL C; CL/XP
Move 12/9 (climb); Save 15; AL N; CL/ 2/30.
XP 5/240; Special: camouflage, frightening
appearance.
Crocodile
The cave lizard surprises on a 1-3 on d6 due to
natural camouflage. When threatened, the cave
lizard puffs out its neck cowl and hisses in a HD 2; AC 4[15]; Atk bite (1d8); Move
ferocious display. Anyone witnessing must make 9/12 (swim); Save 15; AL N; CL/XP 2/30;
a Save or suffer a -2 to hit and damage against Special: camouflage, jaws of doom.

50
The 15’ crocodiles of Kalmatta are adept at Demon servant
blending with their surroundings and remaining
motionless for extended periods of time and
surprise on 1-3 on d6. What’s more frightening HD 2; HP 14; AC 5[14]; Atk 2 claws
is the crocodile’s powerful bite. After a success- (1d6+2); Move 12/9 (swim); Save 13; AL
ful strike, the crocodile locks onto the victim C; CL/XP 3/60; Special: half damage from
and attempts to drag them into deeper water. non-magic weapons, nauseating smell.
Only a successful Strength check at -4 will open
the jaws. Drowning creatures take 1d6 points of Faustus’ demon servant appears as a hu-
damage per round. man-sized frog that walks upright. When ex-
posed to the air his odor is so pungent all char-
acters within 30’ must make a Save or become
Cursed Clam, giant nauseated and suffer a -2 to hit and damage for
1d4 rounds. Faustus has become immune to this
ability.
HD 4; HP 23; AC 2[17]; Atk kelp strand
(1d4/2d4/3d4/etc.); Move Nil; Save 10; AL
C; CL/XP 6/400. Faustus Zauberer
The clam itself is fairly helpless. It relies on a
hard shell and hardiness due to size. The clam HD 4; HP 14; AC 8; Atk goat horns (1d6);
does magically control six long, tough kelp Move 9; Save 11; AL C; CL/XP 5/240;
strands that grow near it. It can strike with Special: spells.
these strands up to 30’ away. If the strands hit
they constrict and begin to strangle the oppo- Faustus can cast the following spells: charm per-
nent. On the first round they do 1d4 point of son, shield, protection from good, ivisibility, mirror
damage. On the second, 2d4; third, 3d4; etc. An image.
opponent can make a Strength check to break
free, or deal 15 points of damage with a slashing
weapon. Fire Ants, giant

Demi-Lich HD 1d2 hp; AC 7[12]; Atk bite (1d2);


Move 9; Save 17; AL N; CL/XP B/10.

HD 5; AC 1[18]; Atk claw (1d3+level


drain); Move 12; Save 8; AL C; CL/XP Flying Piranha Swarm
7/600; Special: undead, spells, immune to
non-magical weapons, 50% spell resistance,
infravision 100’. HD 4; AC 8[11]; Atk many bites (1d4);
Move 12 (swim); Save 16; AL N; CL/XP
The Demi-Lich can cast spells as a 5th level 4/120; Special: attack all creatures in a 20’ x
wizard, drains 1 experience level on a successful 20’ area.
claw attack, and has a flat 50% resistance to any
spell or spell-like effect used against it. Only Flying Piranha cannot actually fly, but they can
magical weapons or spells can harm it. jump pretty far. The swarm will attack characters
in boats, jumping out of the water to bite all

51
creatures within a 20’ x 20’ area. in a 30’ radius to make a Save or fall prone, and
those between 30’ and 120’ to make a Save or
be thrown off-balance and take a -2 to hit for 1
Ghouls round.

HD 2; AC 6[13]; Atk 2 claws (1d3), bite Hunter


(1d4); Move 9; Save 16; AL C; CL/XP
3/60; Special: Immunities, paralysis.
Init +2; Atk short sword +2 melee (1d6) or
Ghouls are immune to charm and sleep. Any arbalest +5 missile fire (1d10); AC 13; HD
hit from a ghoul paralyzes the victim for 3d6 1d8; MV 30’; Act 1d20; SP aiming; SV Fort
turn if a Save is failed. +1, Ref +2, Will -1;
AL N.

Giant, menhir Each hunter carries an arbalest (a huge cross-


bow) and is exceptionally skilled in its use. For
each round that the hunter spends carefully
HD 9; AC 0[20]; Atk 2 fists (2d6); Move aiming at a target, he gains a +1 to attack and
12; Save 7; AL N; CL/XP 10/1,400; Spe- increases his critical chance by one, to a maxi-
cial: hurl boulder, scoop. mum of +5 (+10 total) to hit and critical range
of 15-20. The arbalest takes 2 full rounds to
Menhir Giants can hurl small boulders up to reload.
100’ causing 3d6 points of damage.

A Menhir Giant may scoop up a target of a suc- Jackal


cessful fist attack instead of doing damage (Save
to avoid). The giant can then squeeze for 2d6
points of damage each round the character fails HD 1; HP 4; AC 7[13]: Atk bite (1d4+1);
to escape with a Strength check at -8, or throw Move 18: Save 16; AL N; CL/XP 1/15.
the character up to 60’ for 3d6 damage.

Jackal Monkeys
Honatep
HD 1d4 hp; AC 6[13]; Atk bite (1d4)
HD 8+2; HP 52; Atk khopesh (2d8); Move or thrown excrement (special); Move 12
12; Save 8; AL N; CL/XP 9/1,100; Special: (climb); Save 16; AL N; CL/XP 1/15; Spe-
deafening trumpet, war stomp. cial: throw excrement, leap.

Instead of attacking, Honatep can sound his Jackal Monkeys can (and often do) throw their
trunk, forcing those who hear it to Save, or be own feces up to 40’ at intruders into their terri-
deafened for 1d6 rounds. If deafened, spells with tory. The ordure does not cause physical damage
a spoken component are unable to be cast. but anyone hit must make a Save or become
nauseated (-1 die on all attacks, ability, skill, and
Honatep’s war stomp can be used as part of any spell checks) until the offending stool is washed
movment and shakes the earth, forcing those off. Subsequent poo-missiles have no further

52
effect. first round. If it manages to strangle the charac-
ter for two rounds in a row it does 2d4 damage,
The Jackal Monkey can leap using its powerful and so on.
hind legs, consuming its entire movement for
the round. The kudzu minion can also attempt to snatch
items from any character within 10’. On a suc-
cessful hit the character must make an opposed
Jungle Minion, fungus Strength roll or lose the weapon or object.

Unless burned to ashes, the kudzu minion will


HD 2; AC 8[11]; Atk thorn spear (1d6); return to life in 1d4 days with only 1 hit point
Move 9; Save 15; AL n/a; CL/XP 2/30; and attempt to seek its master. This bond has
Special: spores. no limits, and the kudzu minion will travel
indefinitely. It regains 1 hit point per day until it
These magical creations resemble walking reaches its original total.
mushrooms of various colors and stand no taller
than a halfling. A fungus minion will work
diligently through the night at whatever task Jungle Minion, snaptrap
it is given. Faint lights will not bother a fungus
minion, but in bright daylight, a fungus minion
will go dormant, sinking back into the ground. HD 1; AC 5[14]; Atk bite (1d4); Move
6; Save 12; AL n/a; CL/XP 3/60; Special:
They are capable of wielding simple weapons, spells.
but their primary defense is their spore dis-
charge. Each round the minion can ‘sneeze,’ The snaptrap minion is the only jungle minion
expelling spores in a 15’ radius. Anyone within capable of speech. It speaks the primary lan-
range must make a Save or spend 1d4 rounds guage of the creator. The snaptrap stands 3’ tall
coughing and sneezing violently. Afflicted char- and has a single bulbous, fanged mouth. It can
acters can only move while affected, attacking or
spellcasting is impossible.

Jungle Minion, kudzu

HD 3; AC 5[14]; Atk vine (1d4+strangle);


Move 9; Save 14; AL n/a: CL/XP 3/60;
Special: strangle, regeneration, snatch.

Tall and slender, this mass of wriggling vines


is quick, agile and incredibly strong for its size.
Upon a successful strike, the kudzu minion will
attempt to strangle its opponent. Make op-
posed Strength checks, with the kudzu having a
Strength of 16. If the character wins, he breaks
free. If the kudzu wins, it begins strangling the
character and does 1d4 points of damage on the

53
grasp and manipulate only simple objects with Lasso Spiders typically hide in hard-to-access
its sticky appendages. It prefers to remain in a areas and attempt to ambush lone animals or
pot where it pleads with its creator to be fed any adventurers passing by. The web lasso has a
small insect or animal, but it can walk about on range of 50’. Characters hit with it are caught in
its roots if necessary. the tough, sticky strand. The Lasso Spider will
then attempt to draw the creature 10’ closer each
In combat, the snaptrap minion can bite its round with an opposed Strength check at a +4
opponent, but its greatest feature is that it can modifier. Once in range, the spider will bite and
cast any first or second level spell that it’s master paralyze the creature with its poison (Save or
memorizes for the day. It cannot memorize dif- be paralyzed for 2d4 rounds), and eat it imme-
ferent spells but the casting of either the minion diately if it is hungry, or wrap it in a cocoon to
or the caster’s spells does not affect the other. save for later.
There is a downside however, for each spell cast
there is a 10% chance per level of the spell that
a corrupting, mutation occurs to the Snaptrap Leech, colossal
minion. Roll on the table below to determine
what the exact effects are.
HD 2; AC 7[12]; Atk bite (1d6); Move
12 (swim); Save 15; AL N; CL/XP 2/30;
Kolo Manto Special: blood drain.

When they sense vibrations, they converge on


HD 8; HP 32; AC 2[17]; Atk thorn dagger the source and thrash about violently, attempt-
(1d4+paralysis); Move 12; Save 8; AL C; ing to latch onto a target with a bite. Once they
CL/XP 8/800; Special: spells, insect swarm. succeed in a bite, they automatically drain blood
to cause an additional 1d4 damage each round
Kolo Mantu’s dagger is crafted of a native thorn until slain.
that causes paralysis if a Save is failed. If the
party acquires the dagger the poison will last for
10 attacks before becoming inert. Lizardman
Three times per day, Kolo Manto can sumon
a biting and stinging swarm of insects which HD 2+1; HP 9; AC 5[14]; Atk 2 claws
inflict 3d4 damage to anyone in a 30’ radius, (1d3), 1 bite (1d8); Move 6/12 (swimming);
Save for half. Save 16; AL C; CL/XP 2/30; Special: Un-
derwater.
Kolo Mantu also knows the following spells:
sleep, light, shield, detect invisible, levitate, protec-
tion from normal missiles, water breathing. Luck Eater

Lasso Spider: HD 1d2 hp; AC 6[13]; Atk 2 claws (1);


Move 18; Save 8; AL C; CL/XP 3/60;
Special: luck drain.
HD 3; HP 18; AC 5[14]; Atk bite
(1d8+poison) or web-lasso (special); Save This black-spotted cat, when approached, will
14; AL C; CL/XP 3/60; Special: web-lasso. begin to purr. All creatures within 30’ must

54
make a Save or become charmed. All affected completely motionless until a creature touches
creatures will want to take the cat with them, one of the many very small creeper roots the
unharmed, and will defend the cat with their plants send out for 40’ in all directions. When
lives. The Luck Eater will allow this, and stay that happens, the petals attack with blinding
with the victims indefinitely, all the while purr- speed (surprise on 1-4 on d6).
ing. This effect lasts for one day, after which the
victim may attempt another Save to break free On a successful melee hit, the mantrap plant
of the Luck Eater’s charm. grabs any man-sized creature or smaller and
hauls them high into the air. There is no damage
The Luck Eater survives by temporarily drain- on the first round, but every round thereafter
ing the luck of its victims. Every morning each the plant secretes a powerful acid that deals 2d4
party member must make a Save or be at -1 to points of damage. A Save is required to break
hit, damage and saving thorws for the day. free. If the plant dies, the petals will open easily.

If attacked, the Luck Eater will flee, but will


attempt to return if the situation presents itself. Mixacoatl
Having a Luck Eater around is not all bad. They
eat little bits of luck but add it where it really HD 3; AC 5[14]; Atk bite (2d4+acid);
counts! A character currently under the charm Move 6/24 (fly); Save 15; AL C; CL/XP
of a Luck Eater gets a +4 to any Save that, if 4/120; Special: acid - Save or take an addi-
failed, would mean certain death. The Luck tional 1d8 damage.
Eater knows it is better to fleece a sheep many
times rather than butcher him once! Mixacoatl resemble 30’ coral snakes with feath-
ery gray wings. They are very fast and attempt to
use their speed to pick off single creatures. They
Malachai, Veteran Guard try to carry their victims away to their hidden
cliff-side caves to eat.

HD 4; HP 24; AC 4[15]; Atk scimitar


(1d6+2) or javelin (1d6+1); Move 9; Save Mountain Lion
13; AL N: CL/XP 4/120.

HD 5; HP 22; AC 6[13]; Atk 2 claws


Mantrap Plant (1d4), 1 bite (1d8); Move 12; Save 12; AL
N; CL/XP 5/240.

HD 3; AC 1[18]/7[12]; Atk grab (see


below); Move 0; Save 14; AL N; CL/XP Mummy
4/120; Special: surprise.

Mantrap Plants are dangerous denizens of trop- HD 6+4; HP 40; AC 3[16]; Atk fist (1d12);
ical forest and jungles. The 30’ trunk of the plant Move 6; Save 11; AL C; CL/XP 7/600;
is made of extremely tough fibers (AC 1[18]) Special: Rot, hit only with magic weapons.
that resemble the trees in the area it resides. The
top is a 6’ hinged petal (AC 7[12]) with barbs Any touch causes a rotting disease which pre-
and small tentacles on the inside. The plants are vents magical healing and slows normal healing

55
to 1/10th normal on a failed Save. Special: immune to sleep, charm and other
mind-affecting spells.

Native Shaman
Pirate
HD 1; AC 6[13]; Atk spear (1d4) or blow-
gun (1d4+poison); Move 9; Save 12; AL C; HD 1; AC 9[10]; Atk club (1d4); Move 12;
CL/XP 2/30; Special: surprise 1-4 in d6, Save 17; AL C; CL/XP 1/15.
curses.

If hit with a poisoned dart the target must make Plague Wraiths
a Save or take 1d2 temporary Dexterity damage.
A critical failure on a save will result in imme-
diate paralyzation. A character so poisoned will HD 2; AC 5[14]; Atk touch (1d4 Consti-
heal 1d2 points of Dexterity with each full day tution drain); Move 18 (fly); Save 15; AL
of complete rest. C; CL/XP 5/240; Special: infravision 100’,
immune to sleep, charm and mind-affecting
If a Save is failed against a curse the target is spells.
at -2 to hit, damage and Saves as long as they
stay on the island. If the shaman has a personal Plague Wraiths appear as translucent images of
belonging of the target the Save is made at -4. the poor souls that were infected with vermil-
If they have some part of the target (hair, nails, ion ague while living. Their bodies are twisted,
dismembered arm, etc.), the Save is at -6! hunched, and reek of brimstone. The touch of
a plague wraith sends a wracking pain through
the victim as all of his or her muscles and bones
Native Warrior shrivel and bend, mimicking the prolonged
effects of vermilion ague. The Constitution loss
is permanent unless healed by magical means.
HD 1d4 hp; AC 6[13]; Atk spear (1d4) or
blowgun (1+poison); Move 9; Save 15; AL
C: CL/XP 1/15; Special: Surprise 1-4 on Platybelodon
d6, poison.

If hit with a poisoned dart the target must make HD 2; AC 6[13]; Atk charge (2d6); Move
a Save or take 1d2 temporary Dexterity damage. 9; Save 15; AL N; CL/XP 3/60; Special:
A critical failure on a Save will result in imme- trample.
diate paralyzation. A character so poisoned will
heal 1d2 points of Dexterity with each full day Platybelodon are elephant-like creatures with
of complete rest. multiple tusks and a shovel mouth. They travel
in slow herd groups in swamps and sometimes
grasslands. Because of their size they must
Obsidian Guardian constantly eat aquatic plants and fungus. Platy-
belodon are not aggressive, but they will charge
if they are startled. Because of their poor senses,
HD 5; HP 30; AC 3[16]; Atk axe (2d6); that is often the case.
Move 9; Save 10; AL N; CL/XP 5/240;

56
Platybelodon are surprised on a 1 - 4 on 1d6. If area 15 would impress them.
a party is also surprised, and therefore unable to
avoid the herd, chaos will likely ensue. Platybe-
lodon charge blindly at the nearest enemy, and Rock Baboon
if they hit, the initial impact does 2d6 points of
damage and forces the target to make a Save. If
that Save fails, the target is knocked prone and HD 1; AC 7[12]; Atk 2 claw (1d2), bite
the Platybelodon will continue its charge and (1d4); Move 12/9 (climb); Save 16; AL N;
trample the target for an additional 2d6 points CL/XP 1/15.
of damage.

Platybelodon can be easily trained because of Servant


their docile nature. After a week of working
with them, a successful Wisdom check results in
1d6+1 animals becoming usable as pack animals. HD 1d4 hp; AC 9[10]; Atk dagger (1d4);
Move 12; Save 17; AL N; CL/XP B/10.

Priest of Shubba Nil


Sindanore Guard
HD 2; AC 8[11]; Atk khopesh (1d8+1);
Move 12; Save 13; AL N; CL/XP 2/30; HD 1; AC 4[15]; Atk scimitar (1d6+1) or
Special: turn living. javelin (1d6); Move 9; Save 16; AL N; CL/
XP 1/15.
The priests still draw power from the god Shub-
ba Nil, and can turn living creatures as a second
level cleric turns undead. Player Characters may Sindanore Villager
Save to resist.

HD 1d6 hit points; AC 9[10]; Atk club


Razorback Swamp Boar, giant (1d4); Move 12; Save 17; AL N; CL/XP
B/10.

HD 4; HP 21; AC 5[14]; Atk gore (2d6);


Move 9; Save 15; AL N; CL/XP 6/480; Smuggler
Special: charge, ferocity.

The boar can charge in a straight line, moving HD 1; AC 7[12]; Atk cutlass (1d6+1) or
up to 18 and causing 2d10 damage on a success- javelin (1d6); Move 12; Save 16; AL C; CL/
ful hit. XP 1/15.

The boar is also so ferocious that after receiving


a mortal wound (reaching 0 hit points) he con- Snapping Turtle, giant
tinues to fight on for 2 more rounds, regardless
of the damage dealt to him. The massive tusks
of the boar are worth 200 gp. Presenting the HD 3; AC 2[17]; Atk bite (2d6); Move 6/9
carcass of the boar to the big game hunters at (swim); Save 14; AL N; CL/XP 3/60.

57
Soulcatcher Crewmember 6/24 (fly); Save 15; AL C; CL/XP 2/30.

HD 1; HP 5; AC 6[13]; Atk 1 cutlass


(1d6+1) or crossbow (1d4+1); Move 12;
Save 15; AL N; CL/XP 1/15; Special:
Appendix B:
None.
Magic Items
Thungo
Book of the Dead
HD 6; HP 37; AC 5[14]; Atk 4 slam
(1d6+4); Move 18; Save 14; AL C; CL/XP This is an age-blackened book constructed of
7/600; Special: rend for an additional 1d8 thin sheets of bronze. It has only one purpose,
damage if 2 or more slam attacks hit the and that is to be used with The Bell of Khodun
same target. Nudohk and The Candle of Khodun Nudohk to
resurrect a mortal. The ritual described in the
book must be performed by a magic-user or
Trapdoor Spider, giant cleric. Additional casters may help in the ritual,
for up to 11 total participants.

HD 2; AC 6[13]; Atk bite (1d6+paraly- Some remains of the deceased must be present
zation); Move 12 (climb); Save 16; AL N; (although it can be a very small part, even a
CL/XP 3/60; Special: surprise 1-5 on d6, finger bone or some teeth will work), The Bell of
paralysis. Khodun Nudohk must be struck to summon the
spirit of the deceased, and The Candle of Khodun
Nudohk must be lit to bind the spirit in place
Undead Bodyguard until the ritual is finished, 12 hours later.

At that time the primary caster must make


HD 1; AC 7[12]; Atk khopesh (1d8); Move a Save. If successful the deceased is returned
12; Save 16; AL C; CL/XP 1/30; Special: to life, completely healthy and healed of any
wail of ultimate damnation, 1/2 damage adverse effects, and at the same age, appearance
from slashing and piercing weapons. and general condition as the time of death. Each
additional assistant that participates in the ritual
Once per day each undead bodyguard can wail adds 1 to the Save.
at an individual instead of attacking. The target
must make a Save, or be overcome by feelings of If the Save fails, the deceased instead reanimates
uselessness and failure, suffering a -2 penalty to as a ghoul. If a natural 1 is rolled on the Save,
hit, damage and Saves for 1d3 turns. the spirit of the deceased is bound to the body
but it remains in a state of undeath, becoming a
powerful demi-lich with only one purpose:; kill
Vultures, large (2d4) all those responsible for the ritual!

Ghouls: HD 2; AC 6[13]; Atk 2 claws


HD 2; AC 6[13]; Atk bite (1d6); Move (1d3), bite (1d4); Move 9; Save 16; AL C;

58
CL/XP 3/60; Special: Immunities, paralysis. activated. Whether or not they will do anything
with that knowledge is up to the referee.
Ghouls are immune to charm and sleep. Any
hit from a ghoul paralyzes the victim for 3d6
turn if a Save is failed. Candle of Khodun Nudohk
Demi-Lich: HD 5; AC 1[18]; Atk claw This is a 2-foot-long, 6-inch diameter beeswax
(1d3+level drain); Move 12; Save 8; AL candle. It is shot through with black and purple
C; CL/XP 7/600; Special: undead, spells, streaks and has several incense pins in geometric
immune to non-magical weapons, 50% spell shapes along its length. The primary purpose
resistance, infravision 100’. of the candle is to bind the spirit of a deceased
mortal that is summoned with The Bell of
The Demi-Lich can cast spells as a 5th Khodun Nudohk while the resurrection ritual in
level wizard, drains 1 experience level on a The Book of the Dead is performed.
successful claw attack, and has a flat 50%
resistance to any spell or spell-like effect used In addition to this important purpose, if a
against it. Only magical weapons or spells lawful cleric meditates in front of the lit candle
can harm it. during morning prayers he can memorize one
additional first level spell.

Bell of Khodun Nudohk


Grave Linens
This is a bronze hand bell approximately 18
inches high, including the handle. The metal bell These strips are woven of ancient linen and
is 10 inches in diameter at the widest point. The measure approximately 2 inches wide and
clapper is made of a black metallic stone that is vary in length from 6 to 24 inches. Careful
unique in feel and appearance. When struck, the observation of the linens will reveal the remains
bell can be felt to vibrate in the user’s hand, but of writing in faded ink. The writing is a long-
no sound issues forth at all. Animals and other dead language but an Intelligence check may
creatures more attuned to the natural forces of reveal that the writings are prayers to guide the
life and death may take notice and cock their dead through the trials of the afterlife.
heads at the ringing of the bell.
In practical terms, the Grave Linens will protect
The Bell of Khodun Nudohk is a powerful any character who holds them in hand (not
ritual artifact used to summon the spirits merely in a pouch or backpack) from the undead
of dead mortals from beyond the veil. Its in consecrated tombs on the Island of Zadabad,
primary purpose is to lure a specific spirit in a as well as from The Obsidian Guardian of
resurrection ritual requiring two other artifacts: the Path of the Dead in the Valley of Shubba
The Candle of Khodun Nudohk and The Book of the Nil. The holder of a Grave Linen will be as if
Dead. The ritual is described in The Book of the invisible to those creatures affected. Attacking
Dead entry. or casting a harmful spell will negate the effects
of the Grave Linen.
If the bell is rung in the presence of undead,
they must make a Save or pause for 1 round,
losing all actions and movement. Any undead Champion’s Khopesh
within one mile of the bell will be alerted to
the location of the ringer each time the bell is This weapon is made of enchanted bronze and

59
polished to a high sheen. The sword grants a the moon hiding behind misty mountains, while
+1 magical bonus and does 1d8 damage. Also, the opposite blade is inscribed with a scene of
on a natural 20, the wielder has the option to the sun shining over a calm ocean.
break his opponent’s weapon. Enemies wielding
magical weapons may make a Save to avoid the This weapon is magical and of lawful origin. It
sundering. In addition to the khopesh found in provides a +1 to attack and damage rolls, has an
Pharess Varna’s tomb, another may be found in Intelligence of 4, and can communicate to the
the Platybelodon Graveyard. wielder through simple urges. It is a Wizard
Bane weapon, and when battling magic users, it
There is a drawback to a Champion’s Khopesh, causes a truly shattering blow.
however. The wielder of the sword must follow
the commands of any creature who wears The • Shattering Blow: On a natural 20, the axe
Headdress of Varna. If a command is counter to inflicts an additional 1d10 damage.
the wielder’s nature, or obviously suicidal, a Save
breaks the spell. The Save must be made for • Special Purpose: Kill Sahira and Nuleena,
each command given. the witches of Shazarad.

To stop wielding a Champion’s Khopesh for any Special Powers: The sun blade can emanate a
reason, a character must make a Save at -4. If golden light with a 20’ radius at will, and the
failed, a new Save is not allowed for 1 week. moon blade can obscure surroundings with a 20’
globe of darkness that only the wielder can see
through.
Headdress of Varna
This ornate headpiece is made of gold, ebony, Iron Helm of the Butterfly
and platinum filigree. It is worth 500 gp for the
precious materials alone and perhaps up to 1000 This masterfully crafted iron helmet has
gp to a knowledgeable collector. In addition butterflies etched into the sides. Wearing the
to being a Pharess, Niobe Varna was also a helmet protects the character from all falling
priestess of Isis, an ancient goddess of women damage. It also changes the wearer’s vision,
and fertility, and any priestess of a similar faith becoming over-saturated with millions of colors.
will recognize the headdress as a symbol of that While wearing the helm, the character suffers a
status. -4 penalty to Save vs. charm/suggestion spells or
spell-like effects, but gains a +4 bonus to Saves
The Headdress of Varna confers a +2 Charisma to vs. sonic attacks and deafening noises.
any female who wears it. In addition, any wearer
of the headpiece has the ability to compel the
wielder of a Champion’s Khopesh as described in Luck Bolts
that entry.
These crossbow bolts are enchanted with a very
powerful, but finite magic. When fired from
Heavy Metal Axe of any crossbow, a Luck Bolt will achieve the best
the Sun and the Moon result for the firing character reasonably possible
for the current situation. If beset by enemies,
the Luck Bolt will unerringly strike the enemy
This axe is heavy, and two hands are needed to that will help the firing character’s situation the
wield it. One blade is inscribed with a scene of most. For instance, it will hit the creature that

60
will be killed with the least leftover damage, or • Is they key to easily opening specific doors
strike the wizard about to rain fiery death at the and operating bizarre control panels on the
attacker, etc. island of Kalmatta.

If fired in a room with a secret door, the Luck • Can disarm the bizarre gold trap in the
Bolt will veer off course to show its location, vaults of Zadabad.
possibly even opening the door if the trigger is
such that a crossbow bolt could open it. If there Perhaps in future adventures, more abilities will
is an illusory pit in the hallway, the Luck Bolt be revealed!
will strike that area, obviously passing through
to the eyes of the firing character. If a rope is
tied to the Luck Bolt, it will unerringly land in
such a way to secure the rope for climbing, etc.

If no special circumstance can be resolved when


a Luck Bolt is fired, it will automatically hit for
maximum damage and a critical if such are used.
Each Luck Bolt can only be used once, thereafter
it becomes a normal crossbow bolt of above-
average quality.

The Mantle of Chinhotep


Verundian Lancer’s Breastplate
This magical garment conveys several beneficial
effects to its owner. First, The Mantle of This steel breastplate looks quite old, but
Chinhotep grants a +1 Charisma modifier to is miraculously still in good condition. It is
the wearer. Second, each gold plate (there are 6 engraved with an eagle, clutching a lance with
to begin) has the ability to absorb, and render pennon. It is magical and never rusts, dents, or is
harmless to the caster only, one level of spell. damaged by normal means. It can be worn over
For instance, it can negate a magic missile spell leather or chainmail and gives a -2[+2] to AC.
at the cost of one gold plate. A fireball spell will
use up three gold plates. Once used, the plates The nigh indestructable breastplate will also
turn to a base, dull lead. confer a +2 to any Saves made against area
damage effects, such as a fireball spell or falling
rock trap. Characters with a knowledge of
Rod of the Crescent Moon ancient history may recall that the Verundian
Lancers were an elite cavalry unit of an ancient
The item is magical, but only some of its and fallen empire. Their exploits are the stuff of
abilities can be discovered while adventuring on many legends. With equipment like this, it is no
the island: wonder!

• Provides the same benefits as a Grave Linen.

• Can be used as a mace, providing a +1 to


attack and damage rolls.

61
Further
Adventures
With the discovery of the Gate to Elsewhere,
your options are unlimited. The characters can
travel to any other published adventure, or an
adventure of your own design.

As referee, you can opt to have another control


panel at the destination so players can choose
to continue traveling time and space. Or, you
can opt to make the trip one-way only. A final
option would be to include another control
panel and gate somewhere in the next adventure,
but the characters will need to explore in order
to find it.

Opening the gate has its risks and rewards.


Those who learn of the characters’ newfound
prize will surely seek to acquire it, and most
likely through nefarious means.

Supernatural entities, demons, and powerful


wizards will also wish to claim the keys to the
multiverse. Some of these powerful beings may
even be in tune with the workings of the gates
and therefore be drawn to whoever is operating
them.

Originally, we had drawn inspiration from the


movie Time Bandits, and had planned to include
more gate hopping on the island, but we leave
that to you, the referee, to develop!

62
Random Treasure Table
Roll Qty. on Island
Uncut diamond (100 gp) ......................................................................................... 5 o o o o o
Heavy crossbow .....................................................................................................................2 o o
Large gold coin on a string (10 gp) .........................................................................................Unlim.
Moldy leather pouch with 2d10 sp ..........................................................................................Unlim.
A raw copper cob (1 sp) ...........................................................................................................Unlim.
Silver ingot (1 gp).....................................................................................................................Unlim.
Semi-precious stone (10 gp) ....................................................................................................Unlim.
1d2 Luck Bolts ...................................................................................................................3 o o o
Ornate holy symbol (2 gp) .......................................................................................................Unlim.
Champion’s Khopesh ..................................................................................................................1 o
Platinum brooch (25 gp) .........................................................................................................Unlim.
1d3 Grave Linens ............................................................................................... 6 o o o o o o
Bronze dagger ..........................................................................................................................Unlim.
Small shield .............................................................................................................................Unlim.
Grappling hook .......................................................................................................................Unlim.
1d5 marble burial jars, (20 gp each) .........................................................................................Unlim.
Golden statue* (40 gp).............................................................................................................Unlim.
Ornate sword hilt (10 gp).........................................................................................................Unlim.
1d24 gp ....................................................................................................................................Unlim.
20 rations** (1 gp) ....................................................................................................................Unlim.
Gold ingot (100 gp)...........................................................................................................3 o o o
Giant lizard skull helmet.............................................................................................................1 o
50’ hemp rope...........................................................................................................................Unlim.
Spyglass...................................................................................................................................2 o o
* (1) boat, (2) horse, (3) chariot, (4) jackal, (5) pyramid, (6) warrior
** (1) jar of honey, (2) jerky, (3) salt cod, (4) jar of garum, (5) hard tack

63
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artwork, symbols, designs, depictions, likenesses, formats,
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other visual or audio representations; names and descriptions the Open Game Content using the name of any Contributor
of characters, spells, enchantments, personalities, teams, unless You have written permission from the Contributor to do
personas, likenesses and special abilities; places, locations, so.
environments, creatures, equipment, magical or supernatural 12. Inability to Comply: If it is impossible for You to comply
abilities or effects, logos, symbols, or graphic designs; and any with any of the terms of this License with respect to some or
other trademark or registered trademark clearly identified as all of the Open Game Content due to statute, judicial order, or
Product identity by the owner of the Product Identity, and which governmental regulation then You may not Use any Open Game
specifically excludes the Open Game Content; (f) “Trademark” Material so affected.
means the logos, names, mark, sign, motto, designs that are
used by a Contributor to identify itself or its products or the 13. Termination: This License will terminate automatically if
associated products contributed to the Open Game License You fail to comply with all terms herein and fail to cure such
by the Contributor (g) “Use”, “Used” or “Using” means to use, breach within 30 days of becoming aware of the breach. All
Distribute, copy, edit, format, modify, translate and otherwise sublicenses shall survive the termination of this License.
create Derivative Material of Open Game Content. (h) “You” or 14. Reformation: If any provision of this License is held to be
“Your” means the licensee in terms of this agreement. unenforceable, such provision shall be reformed only to the
2. The License: This License applies to any Open Game Content extent necessary to make it enforceable.
that contains a notice indicating that the Open Game Content 15. COPYRIGHT NOTICE
may only be Used under and in terms of this License. You must
affix such a notice to any Open Game Content that you Use. No Open Game License v 1.0a Copyright 2000, Wizards of the
terms may be added to or subtracted from this License except Coast, Inc.
as described by the License itself. No other terms or conditions System Reference Document Copyright 2000-2003, Wizards
may be applied to any Open Game Content distributed using of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip
this License. Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman,
3.Offer and Acceptance: By Using the Open Game Content You Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt,
indicate Your acceptance of the terms of this License. based on original material by E. Gary Gygax and Dave Arneson.
4. Grant and Consideration: In consideration for agreeing to use Swords & Wizardry Core Rules, Copyright 2008-2011, Matthew
this License, the Contributors grant You a perpetual, worldwide, J. Finch
royalty-free, non-exclusive license with the exact terms of this The Treasure Vaults of Zadabad, Copyright 2016, Stormlord
License to Use, the Open Game Content. Publishing
5.Representation of Authority to Contribute: If You are END OF LICENSE
contributing original material as Open Game Content, You
represent that Your Contributions are Your original creation
and/or You have sufficient rights to grant the rights conveyed
by this License.
6.Notice of License Copyright: You must update the COPYRIGHT
NOTICE portion of this License to include the exact text of
the COPYRIGHT NOTICE of any Open Game Content You are
copying, modifying or distributing, and You must add the title,
the copyright date, and the copyright holder’s name to the
COPYRIGHT NOTICE of any original Open Game Content you

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