TEXT:  
   
   
   
   
   
   
  
    
  Zothay 
   
  Writing, cartography, cover and layout: Gabor Lux 
  Playtesting:  Akos Laszlo (Brignestor Kraberdengel, gnome Thief/Wizard) 
   
   
  Gabor Acs (Narg, human Paladin; Anrunn, human Wizard) 
   
   
  Laszlo Gramantik (Luther Lightbringer, human Fighter/Paladin) 
   
   
  Tamas Striczky (Olaf Gunarsson, Skandik Fighter) 
   
   
  Zsolt Badi (Liana, human female Bard; Hemtram, human Cleric) 
   
   
  Istvan Veres (Somo, halfling Thief) 
   
   
  Sir Dunfalcon (NPC, human Paladin) 
  Special thanks to: Leigh Brackett, for introducing me to sword&sorcery literature. My players 
  for being decent people both in and out of game (I whish we had more time, though). The posters 
  on various online forums, notably Necromancer Games, Dragonsfoot and RPG.HU. Last but not 
  least, E. Gary Gygax for (among other things) the 1st edition Illusionist class. 
   
   
   
  © 2005 by Gabor Lux. All rights reserved. 
   
   
   
  Gentle Reader, 
  The city supplement you are reading right now is a fan’s vision of Zothay, a smaller city state 
  found in the lands of Barbarian Altanis. The information found below is not intended to be taken 
  for official – indeed, as its elements were drawn from my home campaign, there are certain 
  differences between this interpretation and what is found on the pages of the Player’s Guide to 
  the Wilderlands or the forthcoming Wilderlands of High Fantasy boxed set, both published by 
  Necromancer Games and Judges Guild. These differences are explained in a sidebox, below. 
  Although the supplement offers a lot of aid in developing a campaign set in and around Zothay, 
  there remains a lot to do. Many of the rumors were left undetailed. Tasks given by the Thieves 
  Guild and others remain vague hints. It is up to you to fill them with content and present them to 
  your own group. May this free product serve you well in your gaming – and if it does, please 
  don’t hesitate to tell me in e-mail (gabor.lux@gmail.com) or on the Necromancer Games 
  message boards. 
  Gabor Lux 
   
   
   
  2
  
  Assumptions and Differences 
   
  I. It is assumed in this booklet that the history of the Wilderlands progressed somewhat 
  differently from the descriptions of the PGtW. Zothay, a smaller city state on the shores of 
  Damkina Bay, didn’t fall before the Skandik raiders and the orcs of Horaja. In a desperate battle, 
  much of the invading army was destroyed. Although the remaining forces could still have 
  defeated its armies, Zothay could secure a more favourable peace treaty than crushing defeat. 
  This accord let it keep its walls and armies, as well as its independence, although at a steep cost. 
  The barbarian king of Ossary would appoint a governor to watch the town’s tyrant closely and 
  collect a tribute every year. There are some who would challenge this status quo from both sides, 
  but no one has made a move – at least not yet. 
  II. It is also assumed that Zothay was, and remains of slightly more importance: in this 
  interpretation, it was built on the ruins of an older city from the age before the seas swallowed the 
  ancient empire of Altanis, and before their foes, the haughty Orichalans, became mere shadows 
  of their former selves. This means Zothay’s population, even in its reduced state, exceeds 4000 
  people, among them 1500 able bodied men with some combat ability. 
  III. This supplement was not originally written for the standard d20 system (and that should be 
  evident after a cursory glance). Many assumptions were drawn from older editions and the 
  Castles & Crusades RPG, published by Troll Lord Games, further molded by the author to give 
  him the feel he wanted. The Warrior, Commoner, Adept and Expert NPC classes are not used in 
  the campaign, and 6th or higher level spells are generally not available. 7th to 9th level NPCs are 
  considered to be relatively powerful; on the other hand, levels 1 to 4 are common in the general 
  population. In a way, this worldview is closer to Original and, to a lesser extent, 1st edition than 
  third. This doesn’t mean Zothay is unusable in another Judge’s home game – but a few 
  modifications may be in order. Ultimately, you are in charge, and you shouldn’t let one man’s 
  vision dictate your own. 
  IV. Monster entries are significantly reduced. Only hp, AC, damage and the most relevant special 
  qualities are listed. The Judge should refer to the appropriate book for more details. Monsters 
  from the Tome of Horrors are marked with with an asterisk (*). NPC stats are likewise 
  abbreviated. Stats for wizards include the spells in their personal spell books, while their daily 
  selection is marked with asterisks, multiple ones for duplications. For clerics, spells with a dagger 
  (†) are domain spells. Domains are listed in parentheses. 
   
   
  3
  
  1. General Guidelines 
   
  ZOTHAY (Small Town): Conventional; AL 
  N/LG; TL 5; 800 gp limit; Assets 55,500gp; 
  Population 4000 (Able bodied 1500); Mixed 
  (human 70% [50% Mixed/Alryan, 20% 
  Gishmesh, 10% Tharbrian, 10% Skandik, 
  10% Altanian], half-elf 15%, elf 10%, dwarf 
  5%, halfling 4%, other 6%); Resources: 
  Market.  
   
  Surroundings 
  Zothay is a small walled town on the coasts 
  of Damkina Bay, a mostly calm haven of the 
  vast Winedark Sea. The lands about are 
  varied: to the north and northeast lie desolate 
  wastelands with a few small rivers winding 
  their ways through deep canyons. Only 
  hardy weeds and stunted trees grow here, 
  although a few Altanian herdsmen also try to 
  make a living.  To the southwest, one can 
  find thick, almost junglelike forests where 
  live the elves of Onhir – these master 
  gemcutters are friendly to the inhabitants of 
  the town and are found there in large 
  numbers, especially higher class areas and 
  the fertile peninsula to the southeast. Further 
  to the west, the rugged peaks of the Ered 
  Perack loom over unknown valleys. Many 
  have been lost looking for abandoned tombs 
  and the like. The virgin priestesses of Hecate 
  live in their domed temple on the lower 
  slopes. Their divinations and omens are 
  sought by the wealthy and the foolish – for 
  these services never come without a price.  
  Zothay’s most safe link to the north is the 
  Old South Road. This paved road, built 
  between Onhir and the City State of the 
  Invincible Overlord, is frequently patrolled 
  from Onhir to the Bellystone Ford. A more 
  recent addition, a well defended and mostly 
  straight elevated roadway runs from the 
  gates of Zothay to the well worn stones of 
  this ancient trade route. All manner of men, 
  from slave traders to pilgrims, can be found 
  traveling along its length. The section 
  beyond Black Baron Pass, however, is ill 
  maintained and unsafe, for both brigands and 
  monsters (misshapen bird-men, beggars 
  serving the fell god Shakkur, sometimes 
  even undead spectres who can control 
  mirages and enthrall others’ minds, drawing 
  them into nightmarish dreams with no 
  awakening) prowl in Queans Waste. The 
  Lord of Black Baron Pass, one Dhazi 
  Kathari, is known to be a foe of these 
  evildoers, although his own methods and 
  goals are also frequently questioned. 
  The immediate surroundings of the town are 
  just as varied as the wilderness described 
  above. The Arthiop Mud Flats surround it 
  from the north and the west, serving as a 
  natural barrier from would be conquerors. 
  Alas, this is a mixed blessing: the man-
  eating lizardmen (whose lair is described in 
  the classic Judges Guild module, The Book 
  of Treasure Maps II) pose a threat to 
  travellers venturing beyond the town gates. 
  Muddy hills hide unknown peril… demons 
  and perhaps other things. Five hundred years 
  ago, it is said that an eldritch glow was seen 
  in the skies, and a tower of metal appeared 
  on the slopes of a muddy hill. Whether this 
  was mere hallucination is possible, for the 
  tower was never seen again in its entirety – 
  although some still claim its silvery metal 
  spire is visible from afar. 
  Zothay’s agricultural produce comes from 
  the peninsula to the southeast. In stark 
  contrast to the untamed wilderlands, this 
  hilly area is dotted with small manor houses 
  (inhabited by extended farmer families – 
  these are all fortified, since orc or lizardman 
   
  4
  
  raids are never an impossibility). The 
  soldiers of Zothay and the clerics living in 
  the Temple of the Lady of Wisdom (a 
  monastery dedicated to Athena) do well to 
  protect this pastoral land. Olives, heavy 
  grains, fruit trees and grapes are all found in 
  abundance. 
  Finally, to the south lay the endless seas. 
  Zothay’s fishing boats provide food and 
  lamp oil for the town’s inhabitants, while its 
  single galley, Zothay’s Sword, watches for 
  pirates and raiders (mostly independent 
  Skandiks). There are some islands near the 
  coast which aren’t found on most ordinary 
  sea charts – no doubt thanks to their small 
  size and minor importance. These are 
  detailed in APPENDIX V. 
   
  Persons and factions 
  Kritas the Red: the benevolent tyrant of the 
  city (see area 1., Palace), Kritas is known for 
  his stern demeanor and calm judgement. 
  While fair, he puts the interests of Zothay 
  above his personal conviction at times. 
  Kritas maintains a sizable army within the 
  walls, as he distrusts the Skandiks and orcs. 
  His personal secret police watches strangers 
  and unsavory types, waging a covert war 
  against the Thieves Guild. All religious 
  leaders – all but the Prophets of the Wastes – 
  owe 
  him 
  allegiance. 
  His 
  predecessor, 
  Zennon, was assassinated by strangers who 
  reputedly had connections to the religion of 
  Set – for this reason, Set’s priests aren’t 
  welcome in Zothay, although not even Kritas 
  dares to challenge their power outside his 
  domain. 
  The following armed forces are at the beck 
  and call of Kritas: out of the 500 armed men 
  at his command, 200 are city guards (Ftr2; 
  hp 12 avg; AC 15 (ring mail, shield); Str 12, 
  Dex 10, Con 12, Int 10, Wis 10, Cha 10; 
  shortsword and spear) and 300 are soldiers. 
  The army consists of 100 veteran footmen 
  (Ftr3; hp 20 avg; AC 15 (as above); Str 12, 
  Dex 10, Con 12, Int 10, Wis 10, Cha 10; 
  longsword and spear), 100 trained light 
  horsemen (Ftr 2; hp 14 avg; AC 14 (leather, 
  shield); Str 12, Dex 10, Con 12, Int 10, Wis 
  10, Cha 10; longspear and longsword) and 
  100 veteran bowmen (Ftr3; hp 18 avg; AC 
  13 (studded leather); Str 10, Dex 14, Con 11, 
  Int 10, Wis 10, Cha 10; longbow and 
  shortsword). An additional 500 townsmen 
  may be called up in case of an all out war 
  (Ftr1 or Ftr2 equivalent).  
  The Old Guild: the old Thieves Guild of 
  Zothay fell on hard times when the new 
  thieves moved in. To make matters worse, a 
  band of adventurers mistakenly killed their 
  leaders after a drunken night of debauchery. 
  A former courtesan, Sanjis Tharsa (CG 
  Rog5, see area 7., The Three Plates 
  Resthouse) reorganized the society and 
  sweared allegiance to Kritas. Today, the 
  guild forms the backbone of the secret police 
  and does not get involved in petty burgling, 
  specializing in espionage and the occasional 
  assassination instead. 
  Thieves Guild: operating from the Beggars 
  Quarter, these lowlives are the second most 
  powerful force in Zothay. Their leader, 
  Revin Olthar (LE Ftr5)  masquerades as a 
  gate captain, while Hak the Black (LE 
  Rog3), his lieutenant, runs day to day affairs 
  by the Slave Market (see areas 26. and 37., 
  Thieves Guild). There is a weak alliance 
  between Revin Olthar and the Skandik 
  Sjorald Ivarsson. 
  The Skandiks: when the Skandiks defeated 
  Zothay’s forces in battle, they left on the 
  condition of installing their governor under 
  the city’s tyrannos, as well as a monthly 
  tribute. The interference of the governors 
  and the amount of the tribute waxed and 
  waned as the relative strengths of the two 
  sides did. At the moment, the weight of the 
  tribute is 800 gp per month, delivered four 
   
  5
  
  times per year on a separate ship. The 
  appointed governor, Sjorald Ivarsson (NE 
  Ftr5, see area 23.) has been stealing from the 
  tribute, and he is feeling the ground slip 
  from beneath his feet, as both Kritas and his 
  masters in Ossary are becoming dissatisfied 
  with his presence. He is thus desperate to 
  regain favour with King Alkazed – or, 
  should all things fail, find succor with his 
  hated „subject”, the crafty tyrant of Zothay, 
  in exchange for confidential information.  
  The Gishmesh: the Gishmesh arrived at the 
  coasts some 90 years ago, exiles fleeing 
  from the rule of  Edario I. of Tarantis. Lead 
  by a famed hero, Ösdal, they settled south of 
  the city – which soon built new walls to 
  protect their quarter. Although they are not 
  involved in town politics, their sympathies 
  are with Zothay and not the Skandiks – 
  certainly not the orcs of Horaja. Recently, 
  there have been rumors that Ösdal has 
  returned to lead his people once again – see 
  APPENDIX VIII. for more details. 
  Religions: the most common religions 
  practiced in Zothay are the faith of Mitra 
  (see area 13.), Nephtlys (see area 2.), Athena 
  (see area 39., they also have a monastery at 
  3913) and Selanii (see area 20.). Other 
  deities are also revered (including such evil 
  ones as Set, Shakkur and (reputedly) an 
  orgiastic mystery cult of Tama Hama to the 
  southeast), but they do not have temples 
  within the walls of the city. The most 
  mysterious group is the Prophets of the 
  Wastes, who have their own square and a 
  tall, eons old tower in the Beggars Quarter 
  (see area 38.). These ascetics want to be left 
  alone and do not permit others near their 
  holy ground. 
   
  Quarters 
  The walls of Zothay: these thick walls and 
  squat towers are built from dried mud and 
  reinforced with an outer layer of burnt 
  bricks. Most fortifications are quite ancient, 
  and have stood for 1700 years – the walls of 
  the Old City, now the Beggars Quarter are of 
  even older make, but they are built into the 
  houses themselves and possess no defensive 
  significance. All walls are 6 to 8 metres tall 
  (20’-25’), while towers and gatehouses are 
  10 to 13 metres (30’-40’). They are in good 
  condition to the east and south, less so to the 
  north. Archers and city guards patrol them 
  day and night. 
  Town of the Elect: this is the eastern and 
  more prosperous half of Zothay. Streets are 
  straight, houses are relatively new and in 
  good condition and the area is safe and well 
  patrolled. It is inhabited by craftsmen, 
  merchants and the wealthy, often with their 
  own guards and slaves. Most of the elves 
  and half-elves also dwell in this area. This 
  section was rebuilt by Themeles the Bull-
  slayer, before the rule of Zennon and of 
  Kritas. During the reconstruction, he also 
  unearthed artifacts from the time of Altanis – 
  it is said that there are still a few sealed 
  entrances in the area which lead to the 
  Underworld. 
  Riverwatch: the River Mageven flows by 
  Zothay, providing a natural buffer against 
  organized raiders. Still, it is not advisable to 
  venture out at night unarmed, because 
  lizardmen (2 HD; hp 10 avg; AC 15; dmg 
  1d8) periodically swim through the river to 
  kidnap and kill. They are encountered in 
  bands of  2d6. Otherwise, the area is mostly 
  safe, patrolled at night by the Temple of 
  Mitra. Common men – fishermen, craftsmen 
  and sailors – live in larger houses. This area 
  also includes the houses near but outside the 
  Beggars Quarter. 
  Gishmesh Quarter: this section of the town 
  is still a world of its own. Streets are 
   
  6
  
  crooked, houses are small and many-
  terraced, and the Gishmesh men protect their 
  own as well as any guard could. Most of the 
  inhabitants are fishermen, coppersmiths or 
  potters. 
  Beggars Quarter: the Old Town of Zothay, 
  or at least what became of it. This is a place 
  with an ill reputation, and its gates are shut 
  for the night. Attempting entry or egress is 
  punishable by death. The buildings within 
  the Beggars Quarter are old, run-down and 
  large – most have three or four stories, 
  hidden doors and passages which lead into 
  each other, not unlike in the City State of the 
  Invincible Overlord. By the agreement 
  between Zothay and Ossary, the town must 
  let the quarter be and allow the Slave Market 
  to operate unhindered. Both Kritas and the 
  majority of the citizens detest this situation. 
  The Beggars Quarter is sparsely populated – 
  many buildings stand empty or abandoned 
  after a plague wiped out many of its 
  inhabitants fifteen years ago. The Thieves 
  Guild controls most of the district (including 
  the northeastern gate), except the Tower of 
  the Prophets and its surroundings. 
   
  Laws 
  Zothay has a code of laws based on 
  precedence and old teachings. Obvious and 
  minor cases are always handled by a present 
  authority 
  figure 
  (a 
  guard 
  captain, 
  a 
  bureaucrat or a city official), while more 
  serious and complicated legal problems are 
  solely in the hands of Kritas himself, who is 
  bound by his judgement only. The following 
  laws are always enforced and recited to 
  strangers entering Zothay by one of its gates. 
  I. Outlanders may only find accomodations 
  on their ship, or the following resthouses: 
  Saddak’s Pub (5.), The Three Plates (7.) and 
  Thaskhotar’s 
  Tavern 
  (14.). 
  All 
  other 
  lodgings must be reported to the authorities. 
  II. The Beggars Quarter and the outside 
  gates are closed for the night. Anyone who 
  would attempt entry or egress, or aid another 
  in the same will be killed on sight. 
  III. Scaling a wall or a tower, or magical 
  flight is punishable by death. 
  IV. Trade is only allowed with a permit by a 
  city official. 
  V. Proselytizing and proclaiming any god 
  save those who are recognized by Zothay is 
  strictly forbidden. (Certain officials interpret 
  this as „no other clerics with openly 
  displayed holy symbols”.) 
  Minor offenses are punishable by fines, 
  serious ones (such as V.) by lifelong exile 
  (often with the confiscation of most/all 
  wealth) and grave ones by death. There is a 
  jail under the palace, but it is only used for 
  important 
  people. 
  Most 
  criminals 
  are 
  weighted and thrown into the sea or 
  beheaded before the gates of the palace at 
  dawn. There is said to be a now sealed tomb 
  (the Dismal Pits of Ykhar Laron) where the 
  most serious criminals were once confined – 
  placed under a curse that would turn them 
  into undead when they starved. This method 
  is not in use anymore and the tomb’s 
  location is unknown. 
   
   
  7
  
  2. Within the Walls 
   
  1. Palace: a squat, square building built 
  from burnt clay bricks and surrounded by 
  date trees. Four glistening cupolas loom over 
  the rooftops, one larger in the middle and 
  three smaller in a row. Always guarded by 
  50 
  veteran 
  footmen 
  and 
  20 
  elite 
  bodyguards, this is the residence of Kritas 
  the Red, Zothay’s tyrant. The rooms and 
  corridors of the palace are decoarted with 
  simple and sparse ornaments. The rooms of 
  Kritas lie beyond a small garden. There is 
  also an unmarked personal altar for his use. 
  The throne room is a smaller hall with two 
  rows of columns, as simple as the rest of the 
  building. The dungeon level houses the 
  treasury and a few prisoners deemed 
  important enough to keep here – three spies 
  from Ossary, a lizardman shaman and 
  Remalthes (CN Ftr2), a corrupt official 
  caught red handed when he was embezzling 
  funds. The only tower of the Palace is 
  Kritas’s Harem. His wives and concubines 
  are guarded by an Aerial Servant*. 
  Kritas the Red: male human Wiz6; hp 23; 
  AC 18 (16 Bracers, +2 Ring); AL LG; Str 
  10, Dex 11, Con 15, Int 16, Wis 13, Cha 13; 
  ring of fire resistance, scroll (fireball, fear), 
  golden headband of ESP (may use spell two 
  times per day, 6th level of ability), potion of 
  healing; Spells: 4/4/4/3, 0: detect magic*, 
  read magic*, detect posion**; 1: sleep, 
  unseen servant, shield*, protection/evil*, 
  burning hands, hold portal*, magic missile*, 
  identify; 
  2: 
  see 
  invisibility*, 
  protection/arrows*, invisibility*, ray of 
  enfeeblement*, ESP, knock, acid arrow; 3: 
  fireball, lightning bolt, slow*, dispel magic, 
  suggestion**, 
  sepia 
  snake 
  sigil, 
  clairaudiance; 4: remove curse, dimension 
  door, minor globe of invulnerability. 
  Veteran Footmen (50): Ftr3; hp 18 avg; AC 
  15 (ring mail, shield); Str 12, Dex 10, Con 
  12, Int 10, Wis 10, Cha 10; longsword and 
  spear. 
  Elite Bodyguards (20): Ftr4; hp 28 avg; AC 
  18 (chainmail, shield, Dex); Str 14, Dex 12, 
  Con 12, Int 10, Wis 12, Cha 10; bastard 
  sword and spear. 
  Aerial Servant*: HD 16; hp 76; AC 19; 
  dmg 2d8+12; DR 10/+1. 
   
  2. Temple of Nephtlyss: low, flat roofed 
  building. The worship area is a columned 
  hall slightly below street level, where exotic 
  flowers and scented oils are burnt before a 
  stylized silver spilder idol (worth 4000 gp) 
  and various other valuables (silver and gold 
  items, gold embroidered silks worth an 
  additional 
  1400 
  gp 
  total). 
  The 
  ten 
  priestesses live in quiet and cold cells, 
  whereas High Priestess Telviris Viridis has 
  her own locked quarters with sacred scrolls 
  and a font of holy water. 14 small spiders 
  also inhabit the shrine, attacking thieves and 
  infidels. The priestesses of Nephtlyss 
  administer healing and blessings at 50 gp per 
  application (lasting 1d6 days), and Telviris 
  Viridis can be persuaded to find an omen by 
  augury (150 gp) or remove a curse (250 gp). 
  The temple also functions as a banking 
  house. Certificates for 100, 200 and 500 gp 
  are available at a 10% markup. These may 
  be redeemed at any other temple dedicated 
  to the goddess and are forgery-proof (DC 
  32). 
  Telviris Viridis: Female Viridian Clr5; hp 
  34; AC 12; AL LN; Str 10, Dex 14, Con 11, 
  Int 9, Wis 12, Cha 7; staff, scroll of 
  wyrmwatch, conjure phase spider; Spells: 
  [Law, Luck] 5/3/2/1, 0: light, detect 
  poison**, virtue**; 1: bless, bless water, 
  cure light wounds, cause fear, protection 
  from chaos†; 2: augury, chant, calm 
  emotions†; 3: remove curse, magic circle vs 
  chaos†. 
   
  8
  
  Priestesses (10): Female Clr2; hp 13x4, 4, 
  11x2, 9, 8, 14; AC 10; AL LN; staff; Spells: 
  [Law, Luck] 4/2, 0: detect magic, light**, 
  purify food/water; 1: cure light wounds, 
  bless, entropic shield†. 
  Small Spiders (14): HD 1; hp 4 to 8 avg; 
  dmg 1+poison (d6/d6 Str). 
   
  3. Guard Captain: this is the house of 
  Broktend, captain of the palace guard (Ftr6). 
  He is a dwarf with a mean temper and an 
  unorthodox agenda – when not on active 
  duty, he haunts the Beggars Quarter in 
  disguise, hiring outlanders to do away with 
  real or imagined criminals. See areas 8e. and 
  31. for more details. 
   
  4. House of Kleantes the Wizard: formerly 
  the apprentice of Timon (see area 17.), 
  Kleantes soon got fed up with his master and 
  became an adventurer. He spent fifteen years 
  in the lands of Tarantis, before finally 
  stumbling upon a tomb protected by a potent 
  curse – ever after, all Gishmesh would feel 
  unreasoning hatred against him, no matter 
  what he did or said. Even since he returned 
  home in haste, he has avoided the southern 
  streets, and is mortally afraid of Gishmesh or 
  those who look like one. Kleantes is in 
  favour with Kritas, who prefers his company 
  to the cynical and sarcastic Timon. As a 
  result, he has become rather wealthy in the 
  last years, allowing him to engage in costly 
  but pleasurable pursuits – wine, drugs and 
  the company of his lover, Sanjis Tharsa 
  (through whom he is connected to the secret 
  police). He maintains a well tended garden 
  terrace built on the ruins of an old city wall 
  section, 20 feet above ground. A three 
  storied tower with eight colourful glass 
  panes on the top floor rises from the level of 
  the terrace, while his slaves and servants 
  (who may not set foot in his quarters) live in 
  dark rooms under the street level. Nine 
  guards watch the two entrances and the 
  terrace. 
  Kleantes the Wizard: male human Wiz6; 
  hp 18; AC 18 (16 bracers, +1 cloak, +1 
  Dex); AL N; Str 13, Dex 13, Con 9, Int 13, 
  Wis 12, Cha 13; dagger, cloak of defense +1; 
  Spells: 4/4/3/2, 0: light*, detect magic**, 
  read magic*, detect poison, dancing lights, 
  cantrip; 1: sleep, color spray, identify*, 
  burning hands*, floating disk*, charm 
  person*; 
  2: 
  ESP*, 
  levitation, 
  hideous 
  laughter*, acid arrow*, locate object; 3: 
  fireball, hold person*, suggestion*, major 
  image, 4: minor globe of invulnerability, 
  wizard eye. 
  Kleantes can also conjure a variant mirror 
  image once per day: 1d4+2 images for 12 
  rounds, which attack as 3 HD Fighters and 
  inflict 3d4 cold damage with their touch. 
  Guards (9): Ftr2; hp 10 avg; AC 15 (scale, 
  buckler); Str 11, Dex 10, Con 10, Int 10, Wis 
  11, Cha 10; shortsword and bow. 
   
  Miscellaneous Missions 
  These are some of the missions Kleantes 
  may hire a party or a prospective apprentice 
  for. Expansion, particulars and renumeration 
  are up to the Judge. 
  1. A man named Othran of Ard has been 
  asking about him and his house in the 
  Beggars Quarter. Find out what he is looking 
  for. 
  2. Find a certain standing stone in the 
  Arthiop Mud Flats and copy the writing 
  found on its surface. Beware the open way, 
  for it shall not stay open for long. 
  3. Write an epic poem in his honour, 
  specifically about the defeat of the Lich Lord 
  Tallaric. 
  4. Find out where Timon is at the moment. 
  Report on his whereabouts every third hour, 
  but don’t let him notice anything. 
   
  9
  
  5. Acquire an intact mummy from the jungle 
  tomb of Dullah – preferably still in its 
  sarcophagus. Do NOT attempt to take 
  anything else, or even stray beyond the 
  Dreaming Doorway. 
  6. Meet a certain stranger in Ösdal’s garden 
  (19.) after midnight. Take the package he 
  hands you and immediately smuggle it into 
  the Slave Market (35.). Someone will be 
  waiting for it – kill him quietly and leave the 
  unopened package in his hands. 
  7. A secret door is rumored to be found near 
  the Garden of Heroes (19.). See if this rumor 
  is true and investigate what lies behind if it 
  is. 
  8. A visiting Gishmesh alchemist in town is 
  selling rare metals useful in various magical 
  experiments. Approach him and negotiate 
  the purchase of all the metal. Try to 
  convince him the party was sent by Timon. 
   
  5. Saddak’s Pub: strangers and caravans 
  (60% chance to be present, see APPENDIX 
  III.) are Saddak’s main patrons, although 
  agents of the secret police also like to drop 
  by and listen. Saddak used to be a caravan 
  guard and knows many tales about the 
  wastelands from the city of Khauran to the 
  lands of Oricha, which he is happy to share 
  with patrons who tip well. Omnion, an old 
  philosopher clad in a green trimmed white 
  toga, is sipping his wine in the corner. He 
  traveled here to visit the archives of the 
  Temple of Lady of Wisdom – „and seek the 
  sacred srolls, said to consider the treatise of 
  Mon the Great, delineating certain questions 
  of ethics, most notably the effects and 
  aspects of non-action.” In fact, he would like 
  to spy out the wherebeing of his fellow 
  cleric, Thezemus - this fellow was caught 
  sneaking about and promptly imprisoned in a 
  delicately constructed mosaic. Omnion is a 
  7th level cleric of Cornno, God of Thieves. 
  Six old guards are frequetly found here 
  retelling their tales of valour: the luck 
  bringing standing stone near Horaja (where 
  one must sacrifice a bull to earn the favour 
  of the gods), the unsuccessful military 
  campaign against the Redrock orcs and the 
  taking of Romag’s Stockade. 
  Saddak: male human Ftr3; hp 23; AC 10; 
  AL N; Str 12, Dex 10, Con 18, Int 10, Wis 
  14, Cha 14; dagger and falchion. 
  Omnion: male human Clr7; hp 31; AC 16 
  (chainmail, Dex); AL CN; Str 10, Dex 12, 
  Con 9, Int 13, Wis 16, Cha 16; dagger 
  (poisoned – DC 18, 4d6/4d6 Hp), scroll of 
  slay living, potion of silence; Spells: [Luck, 
  Travel] 6/5/4/2/1, 0: purify water**, detect 
  magic, 
  detect 
  poison**, 
  light*; 
  1: 
  command**, 
  cure 
  light 
  wounds**, 
  sanctuary, entropic shield† 2: hold person, 
  silence, cure moderate wounds, slow poison, 
  aid; 3: speak w dead, searing light, 
  nondetection† 4: divine power, freedom of 
  movement†. 
  Old Guards (6): Ftr2; hp 12x2, 5, 8, 10, 
  13); AC 15 (ring mail, shield); AL LG; Str 9, 
  Dex 10, Con 11, Int 12, Wis 12, Cha 10; 
  shortsword and spear, medals. 
  Saddak’s Rumor Mill 
  1. It is best to avoid the northern pass 
  through the Ered Perack. Jarmoco is an 
  unfriendly place with some strange people – 
  they are so glum they don’t even seem 
  human. 
  2. Three demons dwell amidts the Arthiop 
  Mud Flats. They have slain five adventurers 
  who were searching for their treasure filled 
  lair. 
  3. A stranger was caught trying to sneak into 
  the northeast tower and carried to the palace 
  for interrogation. 
  4. A man with greenish skin – clearly a 
  Viridian – was looking for mercenaries on 
  an expedition to the nearby isles. (see area 
  15.) 
   
  10
  
  5. Dishonest men live in the Court of Akho. 
  They deal in merchandise forbidden in this 
  town, but only serve those who know the 
  right words. 
  6. It is said that an ancient evil slumbers 
  beneath far away Red Moon Pass. 
  7. Lizardmen have kidnapped a family living 
  on the Riverwatch. 
  8. The Three Plates is taking away the best 
  customers. Those houris and she-devils sure 
  know how to enthrall men. 
  9. Not long ago, a man in chain mail and a 
  white tabard with an olive branch visited the 
  pub – he placed six gold pieces on the 
  counter and mentioned that he is in need of 
  strong mercenaries. He can be found at an 
  abandoned manor house to the southeast. 
  (See APPENDIX VI.) 
  10. Timon and Kleantes are always looking 
  for old writings and books. They are said to 
  pay handsomely, although some of their 
  requests go beyond the limits a honest man 
  should go. 
  11. The fabled jungle city of Strantath is 
  ruled by the sorceress queen Tritag Ledhron. 
  She is the lover of a demon and lives in a 
  prosperous palace high above the city’s 
  teeming slums. 
  12. A caravan arrived in port and headed 
  straight south into the jungle – they were 
  transporting heavy sacks and large coils of 
  iron chains. 
   
  6. Marketplace: a crowded place with 
  shouting 
  men 
  and 
  colourful 
  tents, 
  pickpockets (15% chance, Rog2) and women 
  haggling for a bargain. There are copper 
  cauldrons and iron pots, fine cloths and 
  woven rugs, various wines („the best – with 
  pine resin and urom leaves”), weaponry 
  (curved blades, mostly – among them a most 
  decorative scimitar for the low, low price of 
  60 gp) and fruits. Bagpipe players and 
  drummers clad in shaggy fur coats are 
  drawing attention to the Three Plates 
  Resthouse. 
   
  7. Three Plates Resthouse (Brignestor’s 
  Den of Inquity): one of the licensed inns in 
  Zothay, this three tiered building serves as 
  an inn, a brothel and the former headquarters 
  of the Old Thieves Guild. As the tale goes, 
  the old masters of the place were killed to 
  the last after a night of rowdy revelry, out of 
  sheer misunderstanding. The culprits, a band 
  of treasure hunters called „The First Imperial 
  Expeditionary Division”, departed in haste – 
  but their influence remained, for six comely 
  prostitutes were charmed by potions of love 
  formerly carried around by Brignestor 
  Kraberdengel, a gnome illusionist. These 
  ladies of the night were so impressed by 
  Brignestor’s manly prowess (not to mention 
  the potions) that they took over the remains 
  of the establishment and renamed it in his 
  honour before turning their own organization 
  into an arm of the secret police. Currently, 
  the Resthouse (distinguished by its engraved 
  copper plates) is the most expensive inn in 
  town. 12 guards, 9 thieves (3*Rog1, 
  4*Rog2, 2*Rog3, mostly women) and 11 
  fiddle girls (Rog1) look after the needs of 
  guests. Their leader, Sanjis Tharsa  lives on 
  the third floor, in the former rooms of the old 
  guildmasters. 
  Sanjis Tharsa: female Tharbrian Rog5; hp 
  22; AC 11; AL CG; Str 13, Dex 13, Con 13, 
  Int 15, Wis 13, Cha 16; dagger, opium and 
  sleep poison. 
  Guards (12): Ftr1; hp 8 each; AC 13 
  (leather, buckler); AL N; Str 13, Dex 11, 
  Con 10, Int 10, Wis 10, Cha 10; shortsword. 
   
  8. Barracks and Gates: these buildings 
  house Zothay’s army and guards. Since the 
  danger of an orcish or Skandik invasion is 
  still ever present, troops are well equipped 
  and at a high alertness. The toll is 1 sp per 
   
  11
  
  head, 1 sp per horse or mule, 1 gp for armed 
  men and 5% of wares for merchants. All 
  outlanders are told the more important laws 
  before allowed through a gate. 
  8a. 
  Cavalry 
  Barracks: 
  Commander 
  Strephon Arthon and 100 trained light 
  horsemen with their 10 officers are 
  stationed in this compound. Drills are held 
  daily at the central courtyard, and three 
  patrols of 20 horsemen with an officer each 
  are out on the road at all times. 
  Commander 
  Strephon 
  Arthon: 
  male 
  human Ftr8; hp 68; AC 17 (banded, Dex); 
  AL LN; Str 12, Dex 12, Con 15, Int 15, Wis 
  11, Cha 10; two handed sword. 
  Trained Light Horsemen (100): Ftr 2; hp 
  14 avg; AC 14 (leather, shield); Str 12, Dex 
  10, Con 12, Int 10, Wis 10, Cha 10; 
  longspear and longsword. 
  Cavalry Officers (10): Ftr 4; hp 26 avg; AC 
  16 (chainmail, shield); Str 12, Dex 10, Con 
  12, Int 10, Wis 10, Cha 10; longspear and 
  longsword. 
  8b. Arthiop Gate: Gate Captain Thidion, 
  20 veteran bowmen  and 20 city guards. 
  Thidion is the last remaining member of the 
  once prestigious Torin family, as described 
  in APPENDIX VI. He doesn’t care about his 
  fortune, letting it fall into ruin. 
  Gate Captain Thidion: male human Ftr6; 
  hp 25; AC 15 (chainmail, shield, Dex); AL 
  N; Str 15, Dex 7, Con 13, Int 9, Wis 15, Cha 
  13; longsword and longbow. 
  Veteran Bowmen (20): Ftr3; hp 18 avg; AC 
  13 (studded leather); Str 10, Dex 14, Con 11, 
  Int 10, Wis 10, Cha 10; longbow and 
  shortsword. 
  City Guards (20): Ftr2; hp 12 avg; AC 15 
  (ring mail, shield); Str 12, Dex 10, Con 12, 
  Int 10, Wis 10, Cha 10; shortsword and 
  spear. 
  8c. Guard Barracks: Watch Commander 
  Tal Ong is a weak fighter, but his supreme 
  intellect and organization skills more than 
  make up for his shortcomings. He is also an 
  agent of the secret police, currently 
  concerned with the disarray at Glorious 
  Gate. 100 city guards, about half of them on 
  duty all time. There are rumors of ghosts, as 
  dismal shrieks and moaning can be heard on 
  some nights. A secret entrance from the 
  western alleyway leads to an unused 
  underground meeting room haunted by 38 
  giant rats. Below is yet another level, 
  flooded and empty. 
  Watch Commander Tal Ong: male human 
  Ftr4; hp 18; AC 16 (chain shirt, shield); AL 
  LG; Str 10, Dex 11, Con 9, Int 18, Wis 11, 
  Cha 14; dagger. 
  City Guards (100): Ftr2; hp 12 avg; AC 15 
  (ring mail, shield); Str 12, Dex 10, Con 12, 
  Int 10, Wis 10, Cha 10; shortsword and 
  spear. 
  Giant Rats: HD ½; hp 4 avg; AC 13; dmg 
  1-4. 
  8d. Glorious Gate: the older gate of Zothay 
  was built a long time ago by an eccentric 
  tyrant, Rames the Great. The whole surface 
  of the structure is full of randomly 
  protruding 
  bricks, 
  sometimes 
  forming 
  patterns which may or may not mean 
  something. Atop the southern bastion stands 
  the brass statue of a bull with the head of a 
  bearded man. In his final prophecy, Rames 
  promised it would one day reveal its secrets 
  to 
  the 
  wise. 
  Gate 
  Captain 
  Landar 
  Themizar, once a sailor, is known to care 
  little about his tasks. Themizar is obsessed 
  with the sounds coming from below the 
  gatehouse, and spends much of his time 
  looking for hidden entrances. The 20 
  veteran bowmen and 20 city guards are lax 
  in their duties and easily bribed.  
  Gate Captain Landar Themizar: male 
  human Ftr4; hp 23; AC 17(chain mail, 
  shield); AL N; Str 14, Dex 11, Con 13, Int 
   
  12
  
  12, Wis 9, Cha 15; longsword and light 
  mace. 
  Veteran Bowmen (20): Ftr3; hp 18 avg; AC 
  13 (studded leather); Str 10, Dex 14, Con 11, 
  Int 10, Wis 10, Cha 10; longbow and 
  shortsword. 
  City Guards: Ftr2; hp 12 avg; AC 15 (ring 
  mail, shield); Str 12, Dex 10, Con 12, Int 10, 
  Wis 10, Cha 10; shortsword and spear. 
  8e. 
  Army 
  Barracks: 
  another 
  large 
  compound, these buildings house the 100 
  veteran footmen who guard the palace. 
  Commander Broktend is rarely here, 
  relying on Sergeant Velt Ren for day to day 
  affairs. 
  Commander Broktend: male Dwarf Ftr6; 
  hp 44; AC 15 (chain shirt, shield, Dex); AL 
  NG; Str 15, Dex 8, Con 17, Int 12, Wis 17, 
  Cha 15; warhammer. 
  Sergeant Velt Ren: male human Ftr4; hp 
  26; AC 19 (chain shirt, shield, Dex); AL LG; 
  Str 15, Dex 16, Con 8, Int 13, Wis 11, Cha 
  18; flail. 
  Veteran Footmen (100): Ftr3; hp 20 avg; 
  AC 15 (as above); Str 12, Dex 10, Con 12, 
  Int 10, Wis 10, Cha 10; longsword and 
  spear. 
  8f. Guard Barracks: a thin tower rises 
  above the newly built southern barracks. 
  From the 100 city guards and 100 veteran 
  bowmen here, 10 are always in reserve on 
  „tower duty”. These are all trustworthy men 
  who watch the sea but also try to spy on the 
  goings on of the Slave Market and the 
  Beggars Quarter. Guard Captain Glant the 
  Ham is an old veteran known for his 
  kindness and the heroic songs he knows. 
  Guard Captain Glant the Ham: male 
  Tharbrian Ftr3; hp 14; AC 12 (Dex); AL LG; 
  Str 13, Dex 14, Con 7, Int 11, Wis 16, Cha 
  12; shortsword and spear, potion of fire 
  breath. 
  City Guards (100): Ftr2; hp 12 avg; AC 15 
  (ring mail, shield); Str 12, Dex 10, Con 12, 
  Int 10, Wis 10, Cha 10; shortsword and 
  spear. 
  Veteran Bowmen (100): Ftr3; hp 18 avg; 
  AC 13 (studded leather); Str 10, Dex 14, 
  Con 11, Int 10, Wis 10, Cha 10; longbow 
  and shortsword. 
   
  9. Chimera Bath: grotesque, weird reliefs 
  and statuettes adorn the sooty walls of the 
  venerable bathhouse, a greenish brass dome 
  with small glass windows standing above its 
  large, circular chamber. Entry is 3 cp for 
  citizens, 2 sp for outlanders, 2 sp for a 
  thorough massage. Ratoglek Gorp is famed 
  for the exotic bath salts (5 gp) he mixes and 
  sells – a thorough application heals 3 hp 
  worth of wounds. A private luxury bath is 
  available at 10 gp for half a day. This is a 
  small columned hall with colourful mosaics, 
  soft cushions and brocade curtains. Five 
  assassins lie in wait for their prey, Tauzon 
  the Goldsmith. Tauzon got word of the 
  attempt and is long gone from town, but the 
  cutthroats will attack any nondescript male 
  human, 
  preferably 
  while 
  naked 
  and 
  unarmed. Their leader, Arzanai waits 
  outside and locks the door soon after when 
  the victim steps inside, and won’t open it 
  until signaled from within. He is in service 
  of the Thieves Guild and works as a 
  bathhouse attendant during the day. 
  Ratoglek Gorp: male human Wiz1/Alc2; hp 
  10; AC 9; AL N; Str 11, Dex 8, Con 12, Int 
  13, Wis 12, Cha 10; dagger, spellbook lost. 
  Assassins (5): Rog2; hp 10, 5, 6, 10; AC 11, 
  AL LE; Str 10, Dex 13, Con 10, Int 11, Wis 
  10, Cha 10; poisoned dagger (DC 16, d6/d6 
  hp). 
  Arzanai: Rog2; hp 9; AC 11, AL LE; Str 
  10, Dex 13, Con 10, Int 11, Wis 10, Cha 10; 
  poisoned dagger (DC 16, d6/d6 hp). 
   
   
  13
  
  10. Sun Tower: followers of the Sun God 
  abandoned this shrine after their patron was 
  slain by the Demon Lord Tsathoggus. The 
  three floors are empty and in need of repair. 
  The once vivid murals are faded and 
  crumbling, stairs are perilous (30% chance 
  of a collapse) and the stained glass windows 
  are broken. A bare altar stands on the top 
  floor. If a LG fighter prays or sacrifices here, 
  he will be visited by a dream promising 
  divine championship (as per Player’s Guide 
  to the Wilderlands). 
   
  11. Grain Storage: huge amounts of grain is 
  stored in the building. This is mostly an 
  emergency supply for sieges and such, and 
  15 city guards  watch for disturbances. 
  Sergeant 
  Dwyn 
  hates 
  lizardmen 
  and 
  frequently organizes hunting expeditions 
  against their kind. 
  City Guards (15): Ftr2; hp 12 avg; AC 15 
  (ring mail, shield); Str 12, Dex 10, Con 12, 
  Int 10, Wis 10, Cha 10; shortsword and 
  spear. 
  Sergeant Dwyn: male human Ftr3; hp 22; 
  AC 15 (ring mail, shield); AL LN; Str 12, 
  Dex 10, Con 12, Int 10, Wis 10, Cha 10; 
  shortsword and spear, oil of cure serious 
  wounds. 
   
  12. Sage: Yam Ord Tal Amthra is a skilled 
  astronomer and astrologue, also versed in 
  plant lore and herbalism. He will divine 
  someone’s future for 250 gp (the Judge 
  should provide a few subtle hints which may 
  be useful in a forthcoming adventure) or 
  reveal the location of hidden things for 400 
  to 800 gp (only aboveground locations and 
  objects – in the latter case, these must be 
  fairly rare or unique items). He also sells 
  herbal mixtures such as: goldenroot elixir, 
  80 gp (curative, 3d4 hp), fire pea balm, 50 
  gp (turns stone hard when exposed to heat) 
  and silverweed, 480 gp (a most dangerous 
  injective stimulant/poison, its primary effect 
  is newfound vigor; +4 Str and +4 on 
  initiative. After 10 minutes, however, a DC 
  16 saving throw must be made or the user 
  suffers 3d6 Con damage. Silverweed is also 
  known to raise the recently dead if used 
  within 1d6 minutes, although its secondary 
  effects make this a risky gamble indeed.) 
  Yam Ord Tal Amthra bears the Mark of the 
  Snake, a sign on his hands which makes any 
  sort of venom inert on touch (as per slow 
  poison). This service he performs for free. 
  His tower contains books of elder lore, and 
  his garden is full of herbs, miniature fruit 
  trees and exotic plants of all kinds. A sylvan 
  fairy protects the garden and it can also call 
  a large air elemental to its aid. 
  Yam Ord Tal Amthra: male karakhan 
  Sag9; hp 22; AC 10; AL LG; Str 8, Dex 9, 
  Con 10, Int 16, Wis 13, Cha 12. 
  Sylvan Fairy: HD 3; hp 20; AC 11; AL NG; 
  no physical attacks; spells: 0/4/3/2/1, 1: 
  shield, magic missile, color spray; 2: 
  hypnotic pattern, web, mirror image; 3: 
  suggestion, major image; 4: minor globe of 
  invulnerability. 
  Large Air Elemental: HD 8; hp 52; AC 20; 
  dmg 2d6+2; whirlwind. 
   
  13. 
  Temple 
  of 
  Mitra: 
  lion 
  statues, 
  decorative tapestries and small fonts adorn 
  Mitra’s solemn sanctuary. The temple is old 
  and well respected, for its clerics are adept 
  healers who help the needy free of charge. 
  Holy water is available at 20 gp per vial, 
  although only the trustworthy may buy them. 
  The 
  current 
  high 
  priest, 
  Melchior 
  Goldengown, is clad in the Armaments of 
  Mitra all day. These sacred clothes were 
  once worn by a prophet of the religion. The 
  prayer on the illuminated scroll hidden 
  within the head of the mace is believed to 
  call a full army of the deity into being – thus 
  far, no one has tried to investigate the 
   
  14
  
  legend. 14 clerics administer rites and look 
  after the needs of worshippers. The temple 
  also organizes night vigils to watch for 
  raiding lizardmen. A cache of scrolls is 
  found in the high priest’s personal shrine 
  (neutralize 
  poison*3, 
  cure 
  critical 
  wounds*2, cure disease*2, cure blindness, 
  remove paralysis*3, raise dead). 
  Melchior Goldengown: male dorin Clr8; hp 
  50; AC 25 (full plate +2, shield +1, Dex, 
  cloak of defense +1); AL LG; Str 13, Dex 
  13, Con 12, Int 10, Wis 17, Cha 14; mace 
  +1, cloak +1; Spells: [Healing, Fire] 
  6/5/4/4/2; 0: purify water**, light, detect 
  poison, create water**; 1: bless, create holy 
  water, 
  cure 
  light 
  wounds, 
  command, 
  protection from evil, burning hands†; 2: 
  chant, 
  augury, 
  spiritual 
  weapon, 
  cure 
  moderate wounds*†; 3: cure disease, dispel 
  magic, searing light, resist fire†; 4: divine 
  power, divination, wall of fire†. 
  Clerics of Mitra (14): Clr2; hp 7, 11*2, 14, 
  12, 13, 15, 6*2, 10, 8*2, 17*2; AC 16 (chain 
  shirt, shield); AL LG; Str 12, Dex 10, Con 
  10, Int 11, Wis 11, Cha 12; mace; Spells: 
  [Healing, Fire] 4/2, 0: purify water, create 
  water, virtue, resistance; 1: cure light 
  wounds*†, command OR create holy water, 
  bless, cure light wounds† OR detect evil, 
  cure light wounds, burning hands. 
   
  14. Thaskhotar’s Tavern: the wizard-
  fighter Thaskhotar, originally of Ghinor, is 
  long dead, but his morose son, Kamali Itlari 
  kept the name for familiarity’s sake. He 
  sealed the underground laboratory of his 
  father  - as the rumors say, he was almost 
  killed by some kind of magical trap that left 
  him scarred for life. In his locked quarters, 
  he keeps an ebony idol of the Jedahad Bird. 
  This statue has three diamond eyes and is 
  worth 4500 gp in all, but each eye is 
  protected by a magical trap (Reflex DC 18; 
  4d8 hp fire damage, 4d8 hp cold damage, 
  6d8 hp lightning damage) that may only be 
  disarmed 
  by 
  the 
  proper 
  incantation. 
  Merchants, seamen and travellers frequent 
  the 
  establishment. 
  These 
  include 
  the 
  following: appearing as a squat man with a 
  shaved head and a flat nose, Kush is a 
  polymorphed ogre mage waiting for an 
  accomplice. He may sell two pieces of 
  incense of meditation to a sufficiently 
  infamous character at 600 gp each. 11 
  Skandik barbarians  have just sold a load 
  of stolen goods on the black market (area 
  36.) and are busy to get parted from their 
  360 gp. Eldwyn, a Tharbrian mercenary is 
  looking for a group to join. Her rodentlike 
  appearance has made her few friends, and 
  she will try to make up some wild tale so 
  that she will be accepted – such as how two 
  men in green cloaks (one a half orc) have 
  been inquiring about a party member. 
  Zedomus, a Viridian is also looking for 
  mercenaries (although NOT Eldwyn) on a 
  sea expedition. See area 15. for more details. 
  Kamali Itlari: male Ghinoran Rog6; hp 24; 
  AC 10; AL LE; Str 17, Dex 11, Con 14, Int 
  10, Wis 13, Cha 11; dagger and shortsword. 
  Kush, Ogre Mage: HD 5; hp 30; AC 16; 
  halberd; fly, invisibility, cause darkness, 
  polymorph at will, regeneration 1 hp per 
  round, charm person, sleep, gaseous form, 
  cone of cold (8 dice) once per day. 
  Skandik Barbarians (11): Ftr2; hp 5, 7*3, 
  13*2, 11*2, 8, 14*2; AC 16 (chain shirt, 
  shield); AL CN; Str 13, Dex 10, Con 12, Int 
  9, Wis 9, Cha 11; battleaxe or longsword. 
  Eldwyn: female Tharbrian Ftr6; hp 36; AC 
  18 (chainmail, shield, Dex); AL N; Str 15, 
  Dex 13, Con 6, Int 15, Wis 15, Cha 6; 
  bastard sword, silver horn, ancient engraved 
  cold iron dagger (a family heirloom). 
   
   
  15
  
  Tales at Thaskhotar’s 
  1. Not long ago, a man in chain mail and a 
  white tabard with an olive branch visited the 
  pub – he placed six gold pieces on the 
  counter and mentioned that he is in need of 
  strong mercenaries. He can be found at an 
  abandoned manor house to the southeast. 
  (See APPENDIX VI.) 
  2. Grantion, captain of the Fire Breather 
  seems impatient, as if he was waiting for 
  something. 
  3. Not long ago, an old statue of a naked 
  woman with bat wings was caught in a 
  fisherman’s net. Beshtal Teg the Idol Maker 
  bought it for a large sum (see area 28.). 
  4. It is said one of Kritas’s secret agents was 
  sold on the Slave Market. Who knows who 
  bought him? 
  5. Zedonus, a Viridian staying at the tavern 
  is looking for mercenaries to explore the 
  nearby islands. 
  6. Grantion was looking for the services of a 
  magic-user a few days ago. („Already 
  solved.” – he grunts if asked about it) 
  7. The faint sounds of chimes may be heard 
  in 
  the 
  tavern’s 
  Haunted 
  Room. 
  The 
  incorporeal form of a woman is seen at 
  times. 
  8. The dead body of a mer-elf was found 
  washed up on the shore. 
  9. Sorm the Sailor sells old glass vials he 
  finds in the sea. It looks like he has found a 
  steady source, for he never seems to run out 
  of them. (See area 15.) 
  10. The nearby courtyard is guarded day and 
  night and iron bars have been installed to 
  keep out visitors. What’s that old well 
  guarded for? 
  11. Lizardmen have attacked a fisherman 
  and kidnapped his two sons. 
  12. The sunken town of Azamar, 60 miles to 
  the southeast, hides a palace with breathable 
  air and a maiden who longs for her long lost 
  love. 
   
  15. 
  Harbor: 
  fishermen, 
  travellers, 
  merchants and cheap courtesans frequent the 
  harbor. Main wares include fish, pearls 
  (2d6*10 gp worth, 2d6 available any given 
  day), wine and oil (one amphora full for 30 
  gp), grain (5 gp per large sack) and ironware. 
  Sorm the Sailor sells decorative glass vials 
  for 1d10 gp each, which he recovers from a 
  sunken galley (a small bay in hex 3812). A 
  large fishing ship, seaworthy but said to be 
  cursed, is available for the price of 180 gp. 
  Noteworthy ships in port include: the Fire 
  Breather, a large merchant ship, bound for 
  the Isles of Etherial Bells with a cargo of 
  pitch, olive oil and wine. Captain Grantion, 
  60 sailors and a trained carnivorous ape. 
  Zothay’s Sword, the town’s warship, is a 
  large galley with a crew of 60 men. Captain 
  Rillin is known for his bad luck and 
  bumbling ineptitude, secretly sacrifices 
  people to imaginary sea gods. Thor’s Son, a 
  Skandik longship, is preparing for a raiding 
  expedition. 40 men are lead by the blood 
  brothers Axe the Great and Ska the 
  Magnificient. They may take recruits if 
  suitably impressed by their „manly provess”. 
  The Pteranon, a small but sturdy Viridian 
  vessel, is owned by Zedonus the Viridian. 
  With 30 men and his trusted guards, Roidus, 
  Sandés and Belisar, he is looking for the 
  enchanted sword of his exiled forefather, 
  Aldar 
  Visidius. 
  He 
  seeks 
  competent 
  mercenaries on an expedition to the isles 
  nearby; afterwards, learning that the sword 
  had been stolen (as described in APPENDIX 
  V.), he may go after the „thief” who took it, 
  take up piracy to at least regain his losses or 
  (most likely) both. Zedonus is likable, 
  charming and fond of outrageously tall tales 
  – not to mention completely untrustworthy. 
  Although he wouldn’t murder a hireling, he 
  would be happy to disarm one and leave him 
  to fend for himself. 
  Sorm the Sailor: male human Ftr1; hp 5; 
  AC 12; AL N; Str 12, Dex 15, Con 10, Int 
  11, Wis 9, Cha 12; dagger. 
   
  16
  
  Captain Grantion: male human Ftr5; hp 35; 
  AC 16 (leather, buckler, Dex); AL N; Str 14, 
  Dex 16, Con 11, Int 12, Wis 12, Cha 9; 
  scimitar, crossbow and dagger. 
  Grantion’s Crew (60): Ftr1; hp 7 avg; AC 
  13 (leather, buckler); Str 11, Dex 11, Con 
  10, Int 10, Wis 10, Cha 10; shortsword and 
  dagger. 
  Carnivorous Ape: HD 5; hp 23; AC 15; 
  dmg 1d6+3/1d6+3/1d8+3. 
  Captain Rillin: male human Ftr4; hp 25; 
  AC 17 (chain shirt, shield, Dex); AL CE; Str 
  13, Dex 13, Con 13, Int 13, Wis 13, Cha 13; 
  bastard sword. 
  Rillin’s Crew (60): Ftr2; hp 12 avg; AC 15 
  (ring mail, shield); Str 12, Dex 10, Con 12, 
  Int 10, Wis 10, Cha 10; shortsword and 
  spear. 
  Axe the Great and Ska the Magnificient: 
  Ftr3; hp 22, 26; AC 16 (chainmail, Dex); AL 
  LE; Str 17, Dex 13, Con 13, Int 10, Wis 8, 
  Cha 10; greataxe and greatsword. 
  Skandik Raiders (40): Ftr2; hp 14 avg; AC 
  15 (ring mail, shield); Str 12, Dex 10, Con 
  12, Int 10, Wis 10, Cha 10; battleaxe. 
  Zedonus: male Viridian Ftr6; hp 39; AC 18 
  (chain shirt, shield, Dex); AL CN; Str 17, 
  Dex 13, Con 9, Int 12, Wis 8, Cha 18; 
  longsword, 
  light 
  crossbow 
  (poisoned 
  quarrels – DC 18, 2d6/2d6 hp), potion of 
  cure light wounds*2, potion of cure serious 
  wounds, potion of controlling humans (32 
  levels, Will DC 18, 5d6 rounds). 
  Roidus, Sandés and Belisar: male Viridian 
  Ftr3; hp 18, 19, 20; AC 17 (chain shirt, 
  shield, Dex); AL N; Str 14, Dex 12, Con 12, 
  Int 11, Wis 10, Cha 10; longsword OR 
  battleaxe, 4 javelins. 
  Zedonus’ Crew: Ftr1; hp 8 avg, AC 13 
  (leather, buckler); Str 11, Dex 11, Con 10, 
  Int 10, Wis 10, Cha 10; scimitar. 
   
  16. Courtyard: bars of wrought iron block 
  the arched passage between two buildings. 
  Two guards, one a veteran footman, one a 
  recruit stand watch and block access. They 
  have orders to note and report anyone asking 
  suspicious questions to the secret police. The 
  courtyard itself is a dark and empty place, 
  save for an old, abandoned tower and a dried 
  up well. About halfway down, there is an 
  opening leading to a narrow horizontal 
  crawlway leading to the Court of Want (32.) 
  – also, a side passage leads to old rooms 
  under the tower and the Place of Stone 
  Death. 
  This 
  dungeon 
  is 
  detailed 
  in 
  APPENDIX VII. Note that the entrance to 
  the tower is bricked up; it is easier to climb 
  the walls and enter it through a window. 
  Quamos, Veteran Footman: Ftr3; hp 26; 
  AC 15 (ring mail, shield); Str 12, Dex 10, 
  Con 12, Int 10, Wis 10, Cha 10; longsword 
  and spear. 
  Verix, Recruit: Ftr1; hp 8; otherwise as 
  above. 
   
  17. Timon the Wizard: a smaller one-story 
  house built from rough stones; green plants 
  and vines can be seen on its flat terrace. 
  Beyond the sparse interior lies a corridor that 
  ends in a locked iron door (DC 24). There is 
  only a 10’*10’ room behind, however, and 
  that is occupied by an enraged wind 
  walker*. The true way to the wizard’s 
  rooms is through another secret door to the 
  west. A domed hall with skylights of 
  multicoloured glass serves as Timon’s 
  retreat, while his repository of scrolls and 
  books is found in the small cell below. 
  Another wind walker guards the quarters. 
  Timon’s graying, wild hair, unkempt beard 
  and reddish nose, as well as his patched 
  robes suggests a foolish old man. These 
  outward signs are false, however, as his 
  disciplined intellect, friendly yet often 
  insultingly sarcastic demeanor and restless 
  curiosity make him one of the strongest 
   
  17
  
  personalities in Zothay. Timon taught both 
  Kritas the Red and Kleantes (4.), but neither 
  could tolerate his inquisitiveness and the jabs 
  about their own work. Timon isn’t especially 
  interested in visitors, but he is willing to 
  teach spells for a steep fee or services 
  rendered. His spellbooks are kept under lock 
  and protected by six sepia snake sigils each. 
  Spare copies are found in an abandoned, 
  walled up chamber two days from here; 
  these have explosive runes in addition to the 
  sigils. 
  Timon the Wizard: male human Wiz7; hp 
  28;  AC 18 (bracers +3, cloak +3, ring +1, 
  Dex); AL LN; Str 9, Dex 13, Con 12, Int 18, 
  Wis 12, Cha 10; bracers +3, cloak of 
  defense +3, ring of protection +1, wand of 
  polymorph (28 charges, polymorphs to small 
  animals 
  only), 
  iron 
  flask 
  (contains 
  rakshahsa), potion of diminution, potion of 
  polymorph self, potion of invisibility, potion 
  of cure light wounds*2, potion of cure 
  serious wounds, scroll of teleport; Spells: 
  5/5/4/3/1, 0: light*, detect magic*, read 
  magic*, detect posion*, dancing lights*, 
  prestidigitation*, 1: sleep, identify*, burning 
  hands*, charm person**, unseen servant, 
  magic missile*, jump, 2: knock*, flaming 
  sphere*, acid arrow*, cont. light, locate 
  object, levitation*, 3: fireball*, protection 
  from normal missiles, clairvoyance**, sepia 
  snake sigil, 4: remove curse, dimension 
  door*, shout, 5: conjure elemental. 
  Wind Walkers* (2): HD 6; hp 34 each; AC 
  17; dmg 2d6+6; detect thoughts, ethereal, 
  invisible. 
   
   
  Miscellaneous Missions 
  Timon is rumored to be the bane of any 
  apprentice, demanding the impossible and 
  being 
  delighted 
  by 
  pointing 
  out 
  the 
  inevitable failure. These rumors are all true; 
  however, he is just as generous with rewards 
  and will never undercut his disciples. 
  1. Consult with Daepheros the Water Naga 
  about the effects of inverted water and the 
  alchemical properties of blacksilver. She 
  lives in the Spring Temple of Ai, located at 
  hex 3416. 
  2. Enter the Beggars Quarter and observe the 
  goings on at night. Report anything out of 
  place, especially people transporting larger 
  items. 
  3. There is an old alcove in the Square of 
  Red Dust, with an idol depicting a goat’s 
  head. Sacrifice a goat at its base, preferably 
  at midnight. Should clerics of Mitra 
  complain, point out that this is perfectly 
  legal thanks to an obscure but very specific 
  edict found in Zothay’s ancient legal 
  documents. 
  4. Acquire an intact mummy from the jungle 
  tomb of Dullah – preferably still in its 
  sarcophagus. Do NOT attempt to take 
  anything else, or stray beyond the Dreaming 
  Doorway. Bring the mummy to Kleantes the 
  Wizard and greet him with an epic and 
  outrageously exaggerated poem about his 
  greatness. Watch him squirm as he tries to 
  remain calm and polite. 
  5. Slay a chimera and bring back its corpse; 
  one is said to live in the Broken Wastes. Try 
  not to damage it too much. 
  6. The priestesses of Hecate in the Ered 
  Perack range keep enchanted scrolls printed 
  on fine sheets of metal. Steal at least three – 
  once properly deciphered, they often reveal 
  never before seen spells. 
  7. There have been subtle rumors that 
  someone is planning to assassinate Kritas. 
  Find out who this man is and what his 
  motives are; just don’t kill him yet. (See area 
  31. for more on this.) 
   
  18
  
  8. Bring expensive gifts to Dhazi Kathari, 
  the Lord of Black Baron Pass (found along 
  the Old South Road to the north). Try to find 
  out if the rumours about his spellcasting 
  powers are true. If they are, find out whether 
  he would be willing to exchange a few 
  spells. 
   
  18. Ösdal’s Mausoleum: Ösdal, hero of the 
  Gishmesh, was one of those who bitterly 
  opposed the rise of Edario I. in Tarantis. 
  Unlike many others, he chose exile over 
  submission, bringing his most loyal subjects 
  across the Winedark Sea in 4342. At this 
  time, Zothay was ruled by Zaides the Trader, 
  a prosperous merchant driven by an almost 
  religious dedication to conquer the Broken 
  Wastes and unearth the mysteries of its past. 
  One rival of his, Narmothran, allied with 
  Ösdal to bring his reign to a bloody end. In 
  exchange for these services, the Gishmesh 
  were allowed to settle and prosper south of 
  the city – which eventually built new walls 
  to protect their enclave from orc raids. 
  Ösdal’s reputation as an almost semi-divine 
  hero grew over the years, and his body was 
  enshrined in this columned hall, constructed 
  from the purest limestone and marble. His 
  iron sarcophagus, suspended from four thick 
  iron chains five metres over ground level, 
  may not be opened by any earthly force. The 
  mausoleum is open to all who want to pay 
  their respects or learn about Ösdal’s many 
  deeds. The mausoleum doesn’t contain any 
  treasure. 
   
  19. Garden of Heroes: the graves of 
  Ösdal’s warriors lie under the carved 
  headstones of this elevated garden one story 
  above street level. Each stone looks to the 
  northeast, in the direction of Tarantis. The 
  surrounding walls are all that remains of 
  Ösdal’s original keep. A small bridge leads 
  to the walkway encircling the Mausoleum, 
  where verses carved in stone praise the 
  heroes of old. The small alley east of the 
  garden hides a secret door. At night, people 
  can be seen vanishing behind it, and they 
  only return in the morning. It leads to an 
  exclusive drug den (formerly a chapel of 
  Selanii) run by Ikaitan the Unblessed, a 
  strange man from the Valley of the Ancients. 
  See APPENDIX VIII. for more details on 
  the establishment and its patrons. Note that 
  some Gishmesh who have visited this place 
  consider it holy ground, and the underground 
  place doubly so – visitors should better mind 
  themselves. 
   
  20. Temple of Selanii: Selanii, Paldorian 
  Goddess of the Sea, is the most revered deity 
  among Zothay’s Gishmesh. Her temple 
  doubles as a ritual bath for those of the faith 
  – others, while admitted, may not join the 
  rites or receive temple services. Even 
  Gishmesh 
  outlanders 
  are 
  treated 
  with 
  suspicion, unless they demonstrate their 
  open contempt towards King Atar. The sea 
  winds constantly blow through its spacious 
  chambers, even on otherwise calm days. 
  Thuunis of Thalanzar, the high priest, is 
  still a young man with little experience, who 
  got his position after his predecessors 
  departed on a holy quest two years ago. He 
  doesn’t like to be bothered, as his studies of 
  the sacred texts keeps him occupied all the 
  time. Instead, five acolytes serve in his 
  stead. Thuunis knows about Ikaitan’s den 
  (APPENDIX VIII.) and regards him with 
  suspicion, thinking him to be a false prophet. 
  Unless proven right, however, he doesn’t 
  dare to take action. 
  Thuunis of Thalanzar: male Gishmesh 
  Clr4; hp 31; AC 18 (breastplate, shield, 
  Dex); AL CG; Str 8, Dex 12, Con 12, Int 10, 
  Wis 16, Cha 15; trident +1; Spells: [Healing, 
  Water] 5/4/2, 0: purify water**, light, create 
  water**, 1: create holy water**, protection 
  from 
  elements, 
  command, 
  2: 
  augury, 
  spiritual weapon, hold person. 
   
  19
  
  Acolytes (5): Clr1; hp 8, 6, 3, 6, 8; AC 12 
  (steel shield); AL CG; Str 14, Dex 10, Con 
  11, Int 12, Wis 11, Cha 13; mace; Spells: 
  [Water, Healing] 3/1, 0: purify water, create 
  water**, 1: cure light wounds, obscuring 
  mist†; mace. 
   
  21. Court of Akho: protected by ancient 
  customs, only the merchants living in the 
  Court of Akho may sell pure oil in Zothay. 
  Their shadowy courtyard and the crumbling 
  houses surrounding it don’t even hint at the 
  wealth they possess, but every scoundrel 
  worth his name knows the wild tales about 
  rooms filled with gold and secret deals about 
  more than the commonly available goods. If 
  there is a smuggling operation here, it 
  remains a well kept secret. Otherwise, all 
  kinds of oils are available to the curious, 
  from lamp oil to opium oil for 30 gp (a most 
  popular relaxant among the well to do), pure 
  opium for 25 gp, scented oil for 5 gp, 
  meditative oil for 8 gp, oil of the deepest 
  dreams for 14 gp, etc. In the middle of the 
  courtyard, ten steps lead down to a wall 
  fountain carved to resemble a donkey’s 
  head. Rumors say the donkey will open a 
  secret passage if the correct words are 
  spoken. 
   
  22. Monument to Themeles: this 20’ tall 
  bronze colossus standing on a 10’ pedestal 
  depicts an idealized image of Themeles the 
  Bull-slayer, 
  clad 
  in 
  a 
  loincloth 
  and 
  triumphantly presenting the severed head of 
  a slain adversary. Unknown to most, it is 
  also the receptacle of a wraith, the restless 
  shade of a worker murdered and buried here 
  during the monument’s construction. The 
  vengeful spirit whispers promises of power 
  and glory to those who would listen to it, and 
  tries to lure them back at night to prey on 
  their life essence. It can be slain in combat, 
  but only some sort of excorcism can drive it 
  off permanently. 
  Wraith: HD 5; hp 32; AC 15; dmg 1d4+1d6 
  Con; incorporeal, TR +2. 
   
  23. Governor: Sjorald Ivarsson, the 
  appointed governor from Ossary dwells in 
  this fortified house. As the „second most 
  powerful man in town”, as well as the 
  emissary of the hated King Alkazed, he has 
  few friends and many enemies. He is always 
  accompanied by eight mercenaries, and six 
  bowmen stand guard atop his squat and ugly 
  tower. As Sjorald has been stealing from the 
  monthly tribute, and some are starting to 
  notice it, he is anxious to unearth a plot or 
  rebellion plan which he can present to 
  Ossary. He would pay well for any sort of 
  convincing evidence, and is especially 
  curious about the well guarded Northeast 
  Tower. His collection of silver cups and 
  drinking vessels is worth 1600 gp. Unknown 
  to all, one of the goblets is magical; any 
  poison or magical liquid poured into it loses 
  effectiveness immediately. 
  Sjorald Ivarsson: male Skandik Ftr5; hp 34; 
  AC 18 (scale, shield, Dex); AL NE; Str 18, 
  Dex 13, Con 16, Int 10, Wis 6, Cha 14; 
  battleaxe. 
  Mercenary Guards (8): male Skandik Ftr3; 
  hp 21, 16, 15, 14, 20, 24, 17, 22; AC 17 
  (chainmail, shield); AL LE; Str 14, Dex 10, 
  Con 13, Int 9, Wis 10, Cha 12; battleaxe and 
  light crossbow. 
  Bowmen (6): male Skandik Ftr2; hp 14, 13, 
  16, 11, 14, 15; AC 15 (ring mail, Dex); AL 
  LE; Str 12, Dex 15, Con 13, Int 9, Wis 10, 
  Cha 12; longbow and longsword. 
   
  24. Northeast Tower: although it looks like 
  the other wall towers from outside, this 
  building is guarded constantly and even 
  anyone entering the street leading to it will 
  be regarded with suspicion, questioned and 
  told to „mind his business”. Five veteran 
  footmen watch the street from well defended 
   
  20
  
  positions, six veteran bowmen on the 
  battlements and six on the top of the tower 
  report any suspicious activity, while both 
  interior levels are guarded by another ten 
  veteran footmen. Below a locked iron 
  trapdoor (DC 18), there is a smaller, recently 
  constructed basement. There are signs that 
  the ground has been disturbed. Indeed, five 
  coffins with protective lead sheets and 
  locked iron bands (DC 18) are buried under 
  a feet of loose earth. They contain five dead 
  bodies. This is just a ruse: the bodies belong 
  to common criminals executed in the palace 
  dungeons and brough here in relative 
  (although not particularly well maintained) 
  secrecy. While they are just decoys, several 
  parties are interested in recovering and 
  questioning them using speak with dead. 
  Rumors of their disappearance would 
  inevitably surface and attract a lot of 
  attention. The real treasure lies under a 
  further five feet of packed earth and stones: a 
  lead shielded vault magically protected from 
  both divination and teleportation magic. To 
  make sure no news ever get out, a guardian 
  daemon* is instructed to slay and devour 
  any intruder who fails to immediately utter 
  the words, „I have come for the armaments 
  from beyond the greater spheres, and hereby 
  announce 
  your 
  dismissal.” 
  The 
  vault 
  contains a cache of  20 laser pistols (touch 
  attacks to hit, 2d10 damage, 100’ range), 
  three laser rifles (as above, but 3d10 damage 
  and may hold two cartridges at a time), 140 
  cartridges with six shots each, the metal 
  boxes the items were found in, plus two 
  small warheads with disposable launching 
  platforms. Either warhead could reduce a 
  small citadel or village to molten slag, and 
  this doesn’t even include the radiation 
  poisoning. Only Kritas, the wizard Timon 
  and the architect who constructed the vault 
  (Brenna the Avalonian, enjoying her „exile” 
  among the elves of Onhir) know about the 
  vault’s existence, only Kritas and Timon 
  know about its contents and none of them 
  realize the destructive power at their 
  disposal, although Timon at least suspects it. 
  Veteran Footmen (25): Ftr3; hp 26 avg; AC 
  17 (chainmail, shield); AL LN; Str 14, Dex 
  11, Con 15, Int 11, Wis 14, Cha 10; 
  longsword and spear. 
  Veteran Bowmen (12): Ftr3; hp 21 avg; AC 
  15 (studded leather, Dex); Str 10, Dex 15, 
  Con 12, Int 10, Wis 10, Cha 10; longbow 
  and shortsword. 
  Guardian Daemon*: HD 8; hp 56; AC 21; 
  dmg 4d4+4/2*1d6+2; fire breath every 1d4 
  rounds, 5d6 fire (DC 16), DR 20/+2. 
   
  25. Gates: originally, more than 2500 years 
  ago, these small towers marked the edge of 
  the town and were meant to keep people out. 
  Now that Zothay has expanded beyond 
  them, they no longer fulfill this defensive 
  function – on the other hand, they do a 
  decent job of keeping the inhabitants of the 
  Beggars Quarter in. After nightfall, they are 
  closed (the only exception is the gate at the 
  Square of Red Dust, which has its guard 
  tripled instead) and not opened until dawn. 
  Anyone trying to get out or get in at this time 
  is assumed to be up to no good and arrested; 
  scaling the walls or otherwise circumventing 
  the gates means an instant death sentence. 
  Each gate is garrisoned by 10 guards and 
  five archers who report to Guard Captain 
  Glant the Ham (see area 8f.). One of the 
  guards in the towers has a horn he will blow 
  in case of an emergency. This whole 
  arrangement is quite costly for Zothay, but 
  the agreement with Ossary prevents better 
  measures. Note that the western gate (area 
  26.) has been taken over by the Thieves 
  Guild. 
  City Guards (10*5): Ftr2; hp 12 avg; AC 15 
  (ring mail, shield); Str 12, Dex 10, Con 12, 
  Int 10, Wis 10, Cha 10; shortsword and 
  spear. 
   
  21
  
  Veteran Bowmen (5*5): Ftr3; hp 18 avg; 
  AC 13 (studded leather); Str 10, Dex 14, 
  Con 11, Int 10, Wis 10, Cha 10; longbow 
  and shortsword. 
   
  26. Western Gate: with the right amount of 
  bribes, Revin Olthar, secret head of the 
  Thieves Guild, became the commander of 
  this gate. After securing the position, he had 
  the bribed official assassinated and gradually 
  replaced the guards with his own 15 men 
  (these people are ill trained and it shows – 
  they also believe Revin Olthar is Hak the 
  Black’s underling, not vice versa). Although 
  business goes on as usual, the „watch” turns 
  a blind eye to people who enter Savim’s 
  Opium Den (area 27.) and step out of 
  Beshtal Teg’s Shop of Idols (area 28.). Only 
  a few members of the guild (including the 
  owners 
  of 
  the 
  aforementioned 
  establishments) know the secret way, and it 
  isn’t used for simple smuggling. Currently, 
  Revin Olthar is trying to plant a spy in the 
  secret police – and, eventually, probably 
  with the aid of the Skandiks, topple the 
  government and grab the tyrancy for 
  himself. Thus far, his progress has been 
  slow, as Sjorald Ivarsson, the Skandik 
  governor, is uneasy about an alliance. He 
  realizes the shakiness of his power, and is 
  always careful in his dealings, trying not to 
  appear too relelevant to the authorities. 
  Revin Olthar: male Tharbrian Ftr5; hp 42; 
  AC 17 (chain shirt, shield, Dex); AL LE; Str 
  15, Dex 15, Con 10, Int 10, Wis 12, Cha 10; 
  scimitar. 
  Thug Guards (10): Ftr1; hp 3*4, 10*2, 5*2, 
  8, 2; AC 15 (ring mail, shield); Str 11, Dex 
  11, Con 10, Int 10, Wis 10, Cha 10; 
  shortsword and spear. 
  Thug Archers (5): Rog 1; hp 4, 2, 1, 3*2; 
  AC 14 (studded leather, Dex); Str 10, Dex 
  12, Con 11, Int 10, Wis 10, Cha 10; longbow 
  and shortsword. 
   
  27. Savim’s Opium Den: this tiny and 
  cramped den is the favourite of those who 
  would enjoy a pleasant dream but lack the 
  money to do it in their own homes, or afford 
  the right drugs. Savim sells cheap, opium 
  laced tea (2 gp per serving). This diluted 
  concoction is of little value – more 
  discerning customers can get the right stuff 
  for 20 gp, and a pleasant bed to go with it. 
  Savim 
  discourages 
  theft 
  in 
  his 
  own 
  establishment, and a burly bouncer makes 
  sure nobody makes trouble. A secret passage 
  is located in a separate room nobody uses 
  otherwise. 
  Savim: male human Rog2; hp 11; AC 13 
  (Dex); AL CN; Str 14, Dex 18, Con 13, Int 
  10, Wis 14, Cha 7; dagger (poisoned – DC 
  18, 2d6/2d6 hp). 
  Bouncer: male human Ftr2; hp 21; AC 13 
  (studded leather); AL N; Str 16, Dex 10, Con 
  13, Int 6, Wis 10, Cha 8; club and dagger. 
   
  28. Beshtal Teg’s Shop of Idols: although 
  unable to cast spells, the proprietor of this 
  store, the Ghinoran Beshtal Teg is a wizard 
  in his own right. With the eldritch powers at 
  his disposal, he is able to bind evil spirits 
  into his crudely carved idols. These 
  guardians are for sale to those who are 
  willing to pay for them. He himself buys 
  ancient statues, idols and figurines both for 
  enchantment and his collection. Although 
  Beshtal Teg is able to fashion more types, 
  the following kinds of idols are generally 
  available: guardian idols (500 gp) can use a 
  mental strike once per day on anyone who 
  passes by them. Will DC 12 to resist, 6d6 hp 
  subdual damage if failed, none otherwise. 
  Idols of observation (800 gp) observe, 
  listen to and report suspicious events. While 
  they are continually active, they will only 
  speak once per day. Idols of control (1000 
  gp) may, once per day, take over the body of 
   
  22
  
  an unwilling subject for 1d4 rounds (Will 
  DC 12) and control its basic physical 
  movement – e.g. attack as a 5 HD monster, 
  walk, jump, try to break an object, etc. More 
  delicate tasks are impossible, and control 
  doesn’t extend to the psyche and the mind. 
  The subject is aware the whole time. As the 
  spirits inhabiting the idols are malevolent, 
  they are risky to use. Guardian and control 
  idols may harm their owner, and idols of 
  observation can (and often do) lie, omit 
  information or distort the truth. They will 
  happily contribute to the downfall of their 
  master. They aren’t particularly bright (Int 
  8), but possess a crude animalistic cunning. 
  Each idol can use its powers once per day – 
  they can do it twice, but in this case, the 
  connection between the idol and the 
  inhabiting spirit is severed and the statues 
  have to be reenchanted to function properly. 
  Apart 
  from 
  the 
  multitude 
  of 
  lesser, 
  unenchanted idols in the shop, there are two 
  guardian idols, two idols of control and an 
  idol of observation set to watch the secret 
  door leading to Savim’s Opium Den. If 
  Beshtal Teg is attacked or slain, they do 
  everything in their power to destroy the 
  killer. A kneeling statue of a naked woman 
  with bat wings, horns and a smile that would 
  make a whore of Viridistan blush, is 
  undergoing enchantment (it will become 
  some sort of charming type). 
  Beshtal Teg: male ghinoran Wiz4; hp 7; AC 
  13 (Dex); AL CE; Str 14, Dex 16, Con 7, Int 
  14, Wis 12, Cha 6; dagger (poisoned – DC 
  18, 2d6/2d6 hp), no spells. 
   
  29. Sealed House: this abandoned, four 
  story house once belonged to a mercenary 
  company (still evident from the stone relief 
  depicting two crossed swords, one vertical 
  and one horizontal, above the entrance), 
  disbanded by Zennon, the predecessor of 
  Kritas the Red. After learning of an 
  assassination plan (formented by the cult of 
  Set), he had the mercenaries imprisoned in 
  the house after confiscating their wealth. 
  Without food and water, the prisoners soon 
  turned to cannibalism, but not even this 
  could prevent their demise. Since then, they 
  have risen as ghouls; 20 of them still remain, 
  waiting for something or somebody to sate 
  their hunger. The door to the house is wizard 
  locked (DC 24). 
  Ghouls: HD 2; hp 13 avg; AC 14; dmg 
  1d3/1d3/1d6; paralysis. 
   
  30. Lamp Light Pub: although the 
  Tharbrian propertior, Ragnar, is only 
  permitted to sell drinks, he also rents a well 
  hidden room for thieves at 1 gp per day. 
  Suspicious travellers, petty criminals and the 
  poor of the Beggars Quarter frequent the 
  foul smelling and dark establishment. A few 
  cheap trollops (Rog1) ply their trade nearby, 
  also trying to pickpocket their guests. 
  Visitors looking for work receive some 
  uncertain hints at first („There is this… there 
  is that…”). After a generous palm greasing 
  (a few gold pieces), they are directed to the 
  Court of Want to talk to Old Gor. After 
  leaving the pub, a filthy beggar named 
  Throrm will bump into a character and 
  whisper „Pst, meet me at the walled up 
  tower after sundown”. He is in the service of 
  Broktend and tries to recruit the characters if 
  they look capable enough. 
  Ragnar: male Tharbrian Rog2; hp 7; AC 11 
  (Dex); AL N; Str 12, Dex 12, Con 10, Int 10, 
  Wis 10, Cha 11; longsword. 
   
   
   
  23
  
  Table Talk 
  1. Not long ago, a man in chain mail and a 
  white tabard with an olive branch visited the 
  pub – he placed six gold pieces on the 
  counter and mentioned that he is in need of 
  strong mercenaries. He can be found at an 
  abandoned manor house to the southeast. 
  (See APPENDIX VI.) 
  2. Three foolish thieves tried to sneak into 
  the Tower of the Prophets at night. The 
  fanatics noticed them, immediately smahed 
  in one’s head, and broke the arm of the 
  second. 
  3. Several guards have been spotted near the 
  harbor. They seem to be looking for 
  something. 
  4. Hak the Black, head of the Thieves Guild 
  recently acquired a new slave girl, rumored 
  to be an Altanian princess. 
  5. If you are looking for a fence, Kritas is the 
  man to seek. Yeah, Kritas the Cripple, not 
  Kritas the Red. You can find him at the slave 
  market, just ask around. 
  6. Trellan, the son of Old Gor has gone 
  missing. Some say he left town because of 
  some quarrel with one of Hak’s men… 
  others claim he took a suspicious job, 
  because he was talking about a lot of easy 
  money in the nearby farmlands. (Trellan was 
  offed by fanatics of Dorak. See rumor 1.) 
  7. There are undead in the abandoned tower, 
  but there is also treasure; somebody who 
  could open the magical lock and avoid the 
  guardians could find the real wealth of the 
  mercenaries – a secret room full of gold and 
  other valuables. 
  8. The corpse of an old tramp was found 
  near one of the gates, his body drained of all 
  blood. There were deep cuts on his wrists 
  and neck. 
  9. There is going to be a raid on the streets 
  again… the soldiers are getting restless. 
  10. A cleric of Set was seen buying 
  sacrificial victims on the slave market. He 
  slipped something about „the altar of opals” 
  and the southern swamps. 
  11. The Gishmesh are not people to mess 
  with. They are very suspicious of foreigners 
  in their quarter – bah, as if they belonged 
  here. 
  12. Watch for eyes and ears, they will hear 
  your words if you don’t learn to talk silently. 
  For example, look at that man… yes, he is 
  one of them. 
   
  31. 
  Broktend’s 
  Second 
  House: 
  Commander Broktend, usually in charge of 
  the army footmen (see area 8e.), leads a 
  double life. He masquerades as a travelling 
  merchant, only visiting his dwelling on rare 
  occasions. As he always makes sure to don  
  simple clothes and mess up his otherwise 
  carefully 
  maintained 
  beard 
  on 
  these 
  occasions, no one suspects the connection. 
  Most of the time, the house is locked, with a 
  regular and a hidden lock (both DC 18) to 
  discourage entry. He usually approaches the 
  house through a secret door to the west 
  (from the apartment of a tailor who also 
  happens to belong to the secret police). 
  Broktend is constantly looking for outsiders 
  with mercenary leanings and tries to use 
  them against the Thieves Guild. His tasks are 
  assassinations 
  or 
  kidnappings 
  of 
  key 
  underworld figures, and are always well paid 
  (as appropriate for the campaign – the values 
  given would be normal for a stingy Judge). 
  Commander Broktend: male dwarf Ftr6; 
  hp 44; AC 9/15 (chain shirt, shield, Dex); 
  AL NG; Str 15, Dex 8, Con 17, Int 12, Wis 
  17, Cha 15; shortsword. 
   
  Hired to Kill 
  1. Vit Torin, a guard on the Slave Market; a 
  tall blonde man with a beard. 40 gp. Avoid 
  unneccessary casualties. 
   
  24
  
  2. Sumay, an old fisherman (in reality a 
  smuggler and an informant for slavers). 24 
  gp. Make him disappear. 
  3. Enkidu, a city guard serving at the 
  Western Gate of the Beggars Quarter. 70 gp. 
  No traces; try to take him alive. If the 
  attempt is successful, bring him to Sun Street 
  at night, where someone will be waiting to 
  pick him up. 
  4. „And now, you will need to kill the man 
  himself, Kritas…” This refers to the fence at 
  the Slave Market, but Broktend likes to 
  watch the surprise. 300 gp, and torch his 
  cellar as well. Should anyone be with him, 
  kill them as well. If the would be assassins 
  are too eager before they learn which Kritas 
  to kill, Broktend will be extraordinarily 
  careful with them later and make sure agents 
  of the secret police follow their steps while 
  they stay in Zothay. 
  5. Arzanai, an assassin. 70 gp. See area 9. 
  Try to interrogate him about his mark before 
  he is done away with. 
  6. Sjorald Ivarsson. This is a hard task, but 
  the 1000 gp reward will be more than 
  adequate. If at all possible, try to pass the 
  blame on his guards somehow, or any other 
  Skandik the characters can find. Once the 
  deed is done, it would be best to leave town 
  for a few months. He tries to reassure the 
  mercenaries if they seem uneasy – „It is sure 
  that Kritas and his guards will not really 
  press matters, because we… we are sure 
  they would be more than happy to see him 
  dead.” If the party looks extraordinarily 
  trustworthy and essentially good natured, he 
  will give them the medals of the City Guards 
  in addition to the reward amount with a 
  laugh, and warn them to „behave like good 
  lads now”. Further tasks of a more political 
  nature – probably given by Kritas himself – 
  are possible, witht he appropriate rewards. 
   
  32. Court of Want: the most destitute, the 
  dregs of society inhabit the houses nearby. 
  Even the other street scum shun them. Most 
  of the dusty, dried up square is occupied by 
  the kennels of Old Gor, who sells skinny 
  and mostly worthless dogs for 1 sp each. A 
  man with dirty stubble reeking of rotgut and 
  filth, Old Gor has always been a miserable 
  coward of a thief. He never got far in his 
  sixty years (especially once he was caught 
  and his ear was lopped off), and currently 
  serves small men who are still greater than 
  himself. This way, he can make a living and 
  spare a few coins for his no-good son, 
  Trellan. When dealing with others, he is 
  always reluctant to pay and never tired 
  enough to haggle on the smallest price. Gor 
  stands on the lowest rung of the Thieves 
  Guild, and is usually the first man to test a 
  potential newcomer. After a few (1d4) tasks, 
  he sends him/them to Hak the Black. Despite 
  his old age, he is tough as a nail and meaner 
  than his dogs. A tunnel opening from a dry 
  well in the courtyard leads to another court 
  outside the Beggars Quarter (16.). A side 
  passage connects to the basement of an old 
  tower and the Place of Stone Death (see 
  APPENDIX VII. for more details). 
  Old Gor: male human Rog3; hp 24; AC 11 
  (Dex); AL CN; Str 13, Dex 13, Con 16, Int 
  14, Wis 10, Cha 8; dagger in cane. 
  Dogs (27): HD 1; hp 6 avg; dmg 1d4+1. 
   
  Miscellaneous Missions 
  1. A guest of the Chimera Bath, a sickly 
  fellow by the name of Jornil, should suffer a 
  minor accident. Nothing serious, just a 
  reminder. 
  2. There is a long chest in the Lamp Light 
  Pub (Ragnar will know which). Smuggle it 
  out of the city and throw it into the swamp. 
  Don’t open it in any case. 
   
  25
  
  3. Examine the dry well in the court. There 
  is a secret passage, but the men he sent last 
  time never came back. Report on the 
  findings, especially if  there is an exit 
  outside the Beggars Quarter. (see area 16. 
  for more) 
  4. A certain young urchin stole from 
  someone higher up. Find the boy and give 
  him a solid beating. 
  5. There is a small silver statue in the 
  Temple of Selanii. It depicts a triton and is 
  rumored to be unguarded. Find out if the 
  rumor is true and steal it if possible. 
  6. The merchants in the Court of Akho are 
  behind in protection money. Take a vial of 
  poison (a small vial of contact poison, DC 
  18, harmless but causes excruciating pain for 
  2d4 hours) and somehow inject it into an 
  amphora of bathing oil. Place a secret mark 
  on 
  the 
  amphora 
  and 
  blackmail 
  the 
  merchants. [Someone from the guild, a rival 
  of Gor’s, will spy on the characters, remove 
  the mark and place it on another amphora.] 
   
  33. 
  Alchemist: 
  Mulsargon, 
  a 
  skilled 
  charlatan, wears embroidered blue robes 
  with mystical symbols and sells fake goods 
  to the easily duped. His wares include: 
  Potion of Strength, Potion of Combat Might, 
  Dust of Warding Off Evil, Lockgrease (to 
  make opening locks easier), Elixir of Love 
  and Blade Balm. All cost 20 to 40 gp, 
  depending on how gullible the customers 
  look, and are completely useless – except 
  Blade Balm, which is mildly poisonous (DC 
  12, 1d6/1d6 hp) and costs 40 gp. 
  Mulsargon: male human Rog3; hp 14; AC 
  12; AL N; Str 12, Dex 15, Con 8; Int 13, Wis 
  10, Cha 17; staff and dagger (with Blade 
  Balm). 
   
  34. Weaponsmith: although Zothay isn’t 
  known for the quality of its its blacksmiths, 
  there are a few who practice this trade. Olaf 
  the Hunter is one of them; he makes arrows 
  and shortswords for the Thieves Guild. His 
  shop also sells a few suits of armor: two 
  chainmails 60 gp each, scale mail 20 gp, 
  breastplate 95 gp. All of these are in need of 
  repair. 
  Olaf the Hunter: male human Ftr4; hp 26; 
  AC 12 (Dex); AL N; Str 12, Dex 14, Con 12, 
  Int 10, Wis 10, Cha 10; longsword. 
   
  35. Slave Market: this large square was 
  once the site of Zothay’s old palace, still 
  evident from the remaining walls  that 
  surround it. Small houses – slave and guard 
  barracks – cling to its perimeter. Captives 
  come mainly from Skandik raids to the 
  Ebony Coast and Tarantis, Altanian and orc 
  villages to the south and southwest, 
  occasionally elsewhere. Auctions are held 
  for special slaves twice per month. There are 
  usually 2d4*10 human, 1d3*10 nonhuman 
  and 1d6+1 extraordinary slaves on the 
  market. General prices are 20 gp for an 
  average manual laborer, 40 gp for a strong 
  laborer, 60 gp for a trained fighter (Ftr2 or 
  Ftr1), 30 gp for a woman and 15 gp for a 
  child; nonhumans 10 to 20 gp extra. For 
  more exact pricing, see the guidelines in City 
  State of the Invincible Overlord, published 
  by Necromancer Games and Judges Guild. 
  Currently, there are 20 average laborers, 25 
  strong laborers, 5 fighters, 8 women and 5 
  children, 
  as 
  well 
  as 
  the 
  following 
  extraordinary 
  slaves: 
  Tharr, 
  an 
  orc 
  barbarian and a trained gladiator (Ftr4, 400 
  gp, Str 18), Regdolet, a Tharbrian fighter 
  (Ftr3, known to steal valuables, 150 gp) and 
  Ya’a, an „amazon princess” (Ftr1, 200 gp, 
  Cha17). Zosimos, a mediocre man both in 
  trade and leadership, is in charge of the 
  market. He is more often found sampling the 
  excellent wines of the countryside than at 
  work. Nevertheless, he has quite a lot of 
  experience under his belt and knows the seas 
  and major trade routes of Barbarian Altanis 
   
  26
  
  like his palm.  20 guards make sure nobody 
  escapes and the merchandise remains 
  unharmed. They all dread Zosimos’s drills. 
  Zosimos: male human Ftr3/Rog4; hp 46; AC 
  14 (studded leather, Dex); AL N; Str 12, Dex 
  12, Con 13, Int 10, Wis 12, Cha 6; mace and 
  throwing daggers. 
  Market Guards (20): male human Ftr2; hp 
  12 avg; AC 14 (studded leather, buckler); Str 
  12, Dex 10, Con 11, Int 10, Wis 10, Cha 10; 
  shortsword and club. 
   
  36. Fence: under an old rug in an empty (but 
  guarded) shack, a trapdoor leads to stairs 
  which lead down to the wet and sickly 
  smelling cellar of Kritas the Crippled, the 
  fence of the Thieves Guild. All kinds of 
  stolen 
  goods 
  – 
  tapestries, 
  brass 
  and 
  copperware, weapons, objects of art and 
  even wine – are stockpiled in the little room, 
  leaving little room for sitting. Kritas is a 
  small, weak man, his pale face and thin 
  beard continuously twitching. He can’t walk 
  properly and speaks in a hushed tone with 
  great difficulty. Once the most promising 
  thief in the guild, he was cursed with this 
  wretched state by an undead cleric for 
  disturbing his resting place, and no priest or 
  wizard could remove his condition. As a 
  fence, he buys stolen goods at 25 to 30% of 
  market value and asks no questions. He 
  won’t buy items appraised over 1000 gp, 
  unless he can find a buyer beforehand (50% 
  chance, -5% per additional 500 gp value; 
  2d4 weeks). He sells various mundane items 
  at 75% their normal price, as well as two 
  magic items: a cloak with embroidered 
  golden flies (+1 to Fortitude saves, wearer 
  develops an urge to rub his hands together 
  when excited, 450 gp) and a potion of 
  levitation (190 gp). 
  Kritas the Crippled: male human Rog8; hp 
  18; AC 9; AL LE; Str 7, Dex 6, Con 3, Int 
  17, Wis 11, Cha 8; noncombattant. 
  37. Thieves Guild: the „new guild”, 
  established 40 years ago by an exile from 
  Kauran, has since become the second most 
  powerful organization in the city, and has 
  managed to virtually destroy their rivals. 
  Nevertheless, they possess little combat 
  effectiveness and couldn’t stand a chance in 
  an open confrontation with the authorities. 
  Their building, a sprawling complex with 
  multiple exits and lots of empty rooms, is 
  easily abandoned in case of an emergency. 
  In addition to thieves, defenses include five 
  guardian idols, four idols of observation 
  and two idols of control, as described under 
  area 28. (and a few nonmagical idols to 
  confuse intruders). The guildmaster, Revin 
  Olthar doesn’t even operate from here – 
  leaving Hak the Black, a gutless dupe to do 
  his dirty work. Hak knows he is a miserable 
  failure as a leader and has developed an 
  unhealthy 
  persecution 
  complex; 
  being 
  haunted by desperation, he has turned to 
  opium and other drugs. For all important 
  decisions, he has to consult Revin Olthar, 
  limiting his effectiveness. The elite thieves 
  don’t even bother with him – since they 
  know the boss, they see no need to go the 
  hard way to reach his ear. Currently, there 
  are nine apprentices, 11 footpads, four 
  cutpurses and three elite thieves in the 
  guild. Revin Olthar’s treasures and the guild 
  locker – which only he has the access and 
  keys to – are found in a hidden room beneath 
  the building. Thieves looking for work – 
  those who have proven their worth before, or 
  are well known in the area – may gain work 
  and guild protection for 20% of their take; 
  they will also be able to sell the stolen goods 
  at a higher rate – 40 or 50%. The guild can 
  provide weaker sorts of venom, information, 
  a hiding place and (if this service isn’t 
  abused and the thugs return in good health 
  most of the time) hired muscle for risky 
  endeavours. 
  Hak the Black: male human Rog3; hp 17; 
  AC 14 (leather, buckler, Dex); AL N; Str 14, 
   
  27
  
  Dex 14, Con 16, Int 12, Wis 8, Cha 5; 
  scimitar. 
  Apprentices (9): Rog1; hp 1*3, 4*2, 3, 6, 
  5*2; AC 13 (leather, Dex); Str 11, Dex 12, 
  Con 10, Int 12, Wis 10, Cha 10; dagger and 
  shortsword. 
  Footpads (11): Rog2; hp 9*2, 11*2, 12, 7, 
  5, 4, 10, 13*2; AC 15 (studded leather, 
  buckler, Dex); Str 11, Dex 12, Con 10, Int 
  12, Wis 10, Cha 10; dagger and shortsword. 
  Cutpurses (4): Rog3; hp 16, 12, 19, 14; AC 
  15 (studded leather, buckler, Dex); Str 11, 
  Dex 12, Con 10, Int 12, Wis 10, Cha 10; 
  shortsword, shortbow and dagger. 
  Elite thieves (3): Rog4; hp 21, 22, 20; AC 
  16 (studded leather, buckler, Dex); Str 11, 
  Dex 15, Con 15, Int 15, Wis 10, Cha 11; 
  scimitar and throwing daggers (both with 
  poison – DC 18, 2d6/2d6 hp). 
   
  Miscellaneous Missions 
  1. A man living near the Square of Red Dust 
  has stolen a golden goblet from the Temple 
  of Mitra and tried to pawn it. Steal the goblet 
  for the guild and give the fool the beating of 
  his life. 
  2. People have been observed vanishing 
  behind a secret door in the eastern wall of 
  the Garden of Heroes. Find out what lies 
  beyond the door and report back for further 
  instructions. 
  3. A member of the guild was captured on a 
  job and taken to an unknown location. Find 
  his whereabouts and rescue him. 
  4. The Temple of the Lady of Wisdom (hex 
  3913) is renowned for its wealth. Steal the 
  mask of Thothmes from the high priest, 
  Vanir Tholemestes. Be careful – the place is 
  well guarded and even a small mistake may 
  result in failure. Better return empty handed 
  than not return at all. 
  5. Try to infiltrate the Glorious Gate and if 
  possible, find a way to bribe or blackmail 
  Gate Captain Landar Themizar so that 
  smugglers 
  will 
  have 
  an 
  easier 
  time. 
  Reasonable expenses will be paid for by the 
  guild. 
  6. A merchant at the Court of Akho recently 
  bought a treasure map. Acquire this map for 
  the guild and investigate the location of the 
  treasure. The guild will provide henchmen, 
  equipment and transportation. 
  7. There is a good deal to be made in grain – 
  the harvest has been bad and the stores have 
  been spoiled. Travel to Ossary and negotiate 
  a trade deal with a merchant named Avares – 
  an old friend and business partner. 
  8. A guard captain named Revin Olthar has 
  become dangerous for the guild. He must be 
  slain in complete secrecy and without a 
  single trace, preferably while he is asleep. 
  There are three thieves who are allied to him 
  – they must also die before they can react. 
  The reward will be extremely generous. 
  [Needless to say, this is Hak’s attempt 
  against the guildmaster himself – at this 
  point, he believes he can take over and erase 
  the traces of his boss and his closest 
  underling. Should the attempt be successful, 
  the PCs might become his lieutenants. It is 
  also possible that an eavesdropper hears of 
  the plan and decides to complicate matters – 
  this is for the Judge to decide.] 
   
  38. Poorhouse: while there are many 
  beggars in the Beggars Quarter, the ones 
  who live in this abandoned ruin are reputed 
  to be the worst of their kind. The reputation 
  is well deserved, for they are the degenerate 
  disciples of their fell deity, Shakkur, Lord of 
  Beggars and Master of Naught. Their band 
  steals food for sustenance, often „procuring” 
  human flesh to devour in their dank cellar. 
  The 30 beggars are only semi-intelligent but 
  possess a feral cunning. As a blessing from 
  their god, ten have been given the powers of 
  „resurrection” and vampirism. These, once 
  killed, stand up once again to fight against 
   
  28
  
  their foes with full hit points. They may also 
  carry some kind of disease at the Judge’s 
  option. 
  Beggars of Shakkur (20): HD 1; hp 3 avg; 
  AC 9; dmg 1d6-1 (club) OR 2d4-1 (bite). 
  Shakkur’s Blessed (10): as above, but they 
  return to life if slain, and once they 
  successfully bite an opponent, they remain 
  attached until killed, draining 2d4-1 hp 
  worth of blood per round. 
   
  39. Tower of the Prophets: this barren and 
  empty plaza with its worn stone tiles is the 
  center of a mysterious cult – if it is a cult at 
  all. As decribed in APPENDIX IV., the 
  fanatical and aschetic „prophets” (who serve 
  the Prophets of the Wastes, although the 
  distinction isn’t something most people care 
  about) don’t tolerate anyone near their 
  worship ground. Any given time, there are at 
  least 2d8 fanatical dervishes sitting cross-
  legged on the ground in their loose and plain 
  white linen garbs, absorbed in prayer and 
  quiet contemplation. There are an additional 
  20 to 30 in the tower, making their rounds. 
  Occasionally, four or five come down, only 
  to be replaced by their companions. On 
  major holy days (20% chance any summer 
  month, 10% chance otherwise), there are 
  2d4*10 below and the same number above. 
  Venturing near the plaza is suicide at this 
  time, for the enraged prophets attack infidels 
  in a screaming frenzy if approached. As for 
  the tower itself, it is the most ancient 
  building in the whole town, dating back to 
  the times before Altanis was a flowering 
  land – probably even the Kelnoran Age. It 
  shows signs of more recent additions: a 
  shimmering, colourful brass cupola and a 4 
  metres (13’) wide „collar” near the very top; 
  a walkway for the procession of prophets. 
  The total height of the tower is 60 metres 
  (200’); 40 to the collar, an additional 5 to the 
  rim of the cupola and 15 to the very top. Its 
  base is 20 metres (approx. 66’) wide, 
  narrowing to 18 metres (60’) at the top (the 
  collar adds 26’ to this, for a total of 86’). 
  There is only one entrance to the tower, 
  leading to a small chamber and a narrow, 
  steep circular stairway upwards. This leads 
  to the aforementioned circular walkway. The 
  dervish-prophets tread this ancient and well 
  worn platform in a ponderous monotone, 
  doing their circles in double or triple file. 
  Joining them is not without risk: apart from 
  the harsh winds from the sea and the lack of 
  any railings, the Presence which fills the 
  prophets is extraordinarily strong here; so 
  strong, in fact, that it can easily seize a 
  person of weak will. Anyone here must 
  make three successful Will saves (DC 18). If 
  all three are failed, the victim’s own 
  momentum brings him over the edge; where 
  he will plummet to his death. Even a single 
  failure will cause a disturbance in movement 
  the prophets will detect, and if two are 
  unsuccessful, they will surely recognize the 
  infidel is in their midst! However, if all three 
  saving throws are passed, the character gains 
  some sort of insight or guidance regarding 
  the nature of his problems or dilemmas in 
  the form of a sudden understanding. If 
  someone is aware of the powers of the place, 
  he can guide his own thoughts towards a 
  specific conundrum; otherwise, the most 
  pressing 
  concern 
  is 
  „answered”. 
  This 
  function of the tower isn’t well known and 
  rarely used by those familiar with it.  
  Furthermore, the eons old stone pillar hides 
  yet another secret: it is the „home” of the 
  real Prophets of the Wastes. Only someone 
  actively looking for the secret of the tower 
  and one who has then contemplated it in the 
  heights can find the well hidden secret door 
  leading to the stairs downwards… spiralling 
  to depths equal to the height of the structure. 
  Here, in a dusty and forlorn chamber, sit 
  three unmoving figures behind a crude stone 
  table, clad in loose, dusty and tattered robes 
  which cover their bodies. One rests his hand 
  on the table; another crosses them before his 
   
  29
  
  chest. Their faces are hidden by the hoods of 
  their garments and golden masks with no 
  human features – just two small, round holes 
  for eyes, a small, protruding noseguard and a 
  slightly larger circular hole where the mouth 
  should be; covered by a fine metal mesh. 
  This is how the moldering figures have been, 
  and this is how they will always be. They are 
  mere projections of the Entity or Entities 
  behind them, illusions without real physical 
  being, reflecting the appearances of the first 
  visitors to ask it a question. What kinds of 
  powers the prophets are will have to be 
  decided by the Judge, as well as the nature of 
  their counsel, should the characters acquire 
  it. In the author’s campaign, they were a 
  singular but disjointed entity formed from 
  the slowly disintegrating geosynchronous 
  satellite system orbiting above the surface of 
  the planet, which has evolved into a sort of 
  semi-divine 
  being 
  with 
  vast 
  psionic 
  potential. Other Judges will doubtless find 
  their own answers. 
  Prophets of the Wastes (quite a lot): male 
  Ftr2; hp 16 avg; AC 11 (Dex); AL N; Str 12, 
  Dex 12, Con 12, Int 12, Wis 12, Cha 12; 
  flail; immune to mind affecting spells, 
  always make Will saves, berserk rage. 
   
  40. Temple of Athena: as the patron 
  goddess of Zothay, Athena, Lady of Wisdom 
  has a temple on this hill, although her main 
  sanctuary is found to the southeast (hex 
  3913). The pathway to the hill is flanked by 
  10 statues depicting scenes symbolizing the 
  wisdom inherent in human activity – such as 
  city planning, writing, war, marriage, 
  education, etc. Clerics of deities with access 
  to the Knowledge domain may spend a few 
  days here in meditation; upon completion, 
  they can learn an unique spell the Judge feels 
  appropriate to dispense. Athena’s temple, a 
  marble and limestone building, is surrounded 
  by healthy fruit trees, well tended grapes and 
  quiet areas of rest. Inside, there is a spacious 
  hall with a statue of the goddess, plus side 
  rooms for the clergy. Perena of Zothay is 
  the high priestess, a consort of Kritas the 
  Red and the most important spiritual guide 
  in the town. She is served by six priestesses 
  and 20 slave guards. The temple doesn’t sell 
  magical items, but anyone who is generous 
  with sacrifices (wine, a prize bull or 
  anything of that sort over 200 gp value) may 
  receive a potion or an appropriate spell 
  scroll. Beyond simple rites, Athena’s temple 
  also holds funerals before its gates. As the 
  flames of the funeral pyre die down and the 
  ashes are blown away by the winds from the 
  sea, the priestesses try to look for an omen – 
  equal to an augury in most cases, divination 
  for large sacrifices or a remarkable person 
  (moderately well known character of at least 
  5th level) or communion for a great hero or 
  ruler with excessive offerings. 
  Perena of Zothay: female human Clr5; hp 
  25; AC 15 (bracers 13, Dex) or 22 (as above, 
  shield, full plate); AL LG; Str 12, Dex 15, 
  Con 10, Int 15, Wis 15, Cha 14; spear and 
  dagger; Spells: [War, Knowledge] 5/4/3/1, 0: 
  purify water, detect magic, detect poison, 
  read magic**, 1: bless**, detect evil, 
  protection from elements, cure light wounds, 
  magic weapon†, 2: enthrall, slow poison, 
  augury, 
  spiritual 
  weapon†, 
  3: 
  prayer, 
  clairaudience†. 
  Priestesses (6): female human Clr2; hp 11, 
  12*2, 8, 16, 9; AC 11 (Dex); AL LG; Str 12, 
  Dex 13, Con 10, Int 11, Wis 12, Cha 14; 
  spear; Spells: 4/3, 0: create water, detect 
  magic, light**, 1: create holy water, bless, 
  cure light wounds. 
  Slave Guards (20): male human Ftr1; hp 6 
  avg; AC 10; AL non-evil; Str 12, Dex 10, 
  Con 10, Int 10, Wis 10, Cha 8; shortsword. 
   
  30
  
  Appendix I.: Rumors 
  These general rumors are appropriate to be 
  dropped into a conversation, used as 
  adventure hooks or as a basis for further 
  expansion. Some could exist in multiple, 
  very divergent variants; their veracity may 
  also be doubtful. 
   
  1. The lizardmen living in the Arthiop Mud 
  Flats have a hidden temple among old ruins. 
  They worship a demonic idol of enormous 
  proportions. 
  2. Zothay was built on ancient ruins. It is 
  said there are still a few entrances to this 
  underground realm. 
  3. A corrupt bureaucrat in the palace will be 
  beheaded next week. 
  5. An island nearby hides the tomb of a 
  cursed hero. 
  6. Giant frogs were observed in the woods to 
  the southwest in great numbers. Could that 
  have anything to do with the legend of 
  Thonos 
  Zamothoor, 
  arch-hero 
  of 
  Tsathoggus? 
  7. Danger lurks in the Tower of the Prophets. 
  Traps so insidious that no common thief can 
  come back with the prize they protect. 
  8. An exiled merchant, Vnathim Ar-Taman 
  is petitioning Kritas to return him to his old 
  home. He seeks someone who would take up 
  his case. 
  9. Dhazi Kathari, the Lord of Black Baron 
  Pass, has made the Old South Road safer, 
  but he is a strange man himself. It is said he 
  is a slave trader who only sells the most 
  worthless scum one can find. 
  10. The Altanian tribes are expected to 
  gather any time now and start their 
  traditional campaign against the lands to the 
  north. Better wait with travel for a while. 
  11. A thief claimed to have found the Dismal 
  Pits of Ykhar Laron, an old prison-tomb 
  sealed hundreds of years ago. Unfortunately, 
  nobody knows where he disappeared to. 
  12. Kleantes and Timon are old rivals, 
  constantly scheming and plotting against 
  each other. It seems Kleantes is in favour 
  with Kritas right now. 
  13. A merchant caravan plans to cross the 
  mountains through a recently discovered 
  pass that would greatly reduce travel time. 
  They are looking for recruits to guard the 
  pack animals. 
  14. 
  Once, 
  another 
  goddess 
  inhabited 
  Athena’s temple. She and her followers were 
  driven away and even their names were 
  erased. 
  15. Lizardmen haven’t been seen for a while. 
  They might be planning a big raid. 
  16. A huge talking serpent with spellcasting 
  powers lives in the Broken Wastes. 
  17. In a clash with smugglers, city guards 
  killed an innocent man just minding his 
  business. The watch denies these rumors… 
  why do they think they can fool us? (20% 
  chance said by agent provocateur) 
  18. Ossary plans to increase the tribute 
  again, due to pressure from Kauran. 
  19. An enormous bird lives on a small island 
  far to the west. 
  20. An abandoned, overgrown garden is 
  found in the jungles to the south. A crazy 
  hermit inhabits it, said to possess fearsome 
  magical powers. 
   
   
  31
  
  Appendix II.: Random Encounter Tables 
   
  Random encounter tables are only used at night. During the day, assume all kinds of people are 
  present, most of whom aren’t interested in harrassing the characters. Separate charts are provided 
  for the town in general and the quarters in particular. Roll random encounters every hour or 
  whenever they are appropriate. Actual encounters occur on a 1:6 chance, 2:6 in the Beggars 
  Quarter. 
   
  General Chart (2d4) 
  1. Thief (1, Rog2) 
  2. Drunks (2d4, usually 1 HD equivalent or 
  Ftr1-2) 
  3. Townspersons passing by (1d6) 
  4-6. as per quarter 
  7. Prostitutes (1d3) 
  8. City official (1, 20% 1d6 Ftr1 guards) 
  Town of the Elect (1d6) 
  1. Faint whispers (if near the Street of 
  Themeles, beckoning to area 22.) 
  2. Guard patrol (10 city guards) 
  3. Prosperous citizen (1, 10% 1d6 Ftr1 
  guards) 
  4. City official on important errand (1 plus 
  10 city guards) 
  5. Foreigner going for a walk 
  6. Townspersons passing by (1d6) 
  Riverwatch (1d6) 
  1. Lizardmen (2d6) 
  2. Mitra’s watch (Clr2 plus 2d6 Ftr1s) 
  3. Guard patrol (10 city guards) 
  4. Robbers (2d6 Ftr1s, only approach weaker 
  groups) 
  5. Fishermen preparing for work (1d6) or 
  smugglers 
  6. Shady type (1) 
   
  Gishmesh Quarter (1d6) 
  1-3. Militia patrol (1d6+6 Ftr1s, all locals) 
  4. Shady type (1) 
  5. Gishmesh group enjoying the night (4d6) 
  6. Water zombies (2d6) 
   
  Beggars Quarter (1d6) 
  1. Beggars (2d6, 20% of Shakkur, see area 
  38.) 
  2. Drunks (2d4, usually 1 HD equivalent, 
  Rog1-2 or Ftr1-2) 
  3. Giant rats (2d10) 
  4. Stray dogs (3d4) 
  5. Robbers (2d6 Ftr1s, only approach weaker 
  groups) 
  6. Shady types (1d4, „just hanging around”) 
   
   
  32
  
  Appendix III.: Sample Caravans 
   
  These two caravans are provided as random 
  encounters found at Saddak’s pub, along the 
  Old South Road, or anywhere else the Judge 
  wants them to be. 
   
  Caravan #1: this company usually travels 
  between Zothay and Warvik, occasionally 
  visiting Kauran or Ossary. They specialize in 
  wares 
  from 
  Valon, 
  Malikarr 
  and 
  Thunderhold. In return, they bring spices, 
  silks, fine Ghinoran glass and wood carvings 
  to the north. Right now, the pack mules carry 
  the following goods: 
  • dwarven weapons from Thunderhold, 
  total value 900 gp. Battleaxes, 
  swords and daggers. 
  • clothes from Valon, made from the 
  pelts of northern white cats, 1000 gp. 
  • dyes from Malikarr, 1000 gp. 
  • scented oil from Malikarr, delivered 
  to the Court of Akho, 800 gp. 
  Three merchants, Angore the Iron-head, 
  Thornir and Varos Leng, own the assets. 
  Angore is a Dorin from the west, thin and 
  fast-spoken, fond of wild tales and curious 
  legends. He is a faithful worshipper of Mitra, 
  his patron, and contributes generously to the 
  faith. Thornir is an older dwarf from 
  Thunderhold, his red beard greying around 
  the edges. He spends most of his free time at 
  the bathhouse, trying to cure his skin 
  affliction. Varos Leng, a Tharbrian, looks 
  constantly tired and not too communicative. 
  In truth, he is afraid of the Stalking Fate, a 
  mysterious force that seeks to kill those who 
  possess the sacred scrolls of Y’a. He brings 
  them to Revin Olthar, who was in turn hired 
  by clerics of Set to recover them. Unlike 
  regular scrolls, these writings are equivalent 
  to a spellbook. The scrolls, if studied, reveal 
  the following spells: call forth a type II.  
   
  demon, wrack the spirit, exorcism, animate 
  the restless dead (double powered variety, 
  Wiz3 spell, hazardous as it doesn’t grant 
  control) and contact the outer void (this 
  contacts 
  some 
  kind 
  of 
  malevolent 
  supernatural 
  power 
  like 
  Yog 
  or 
  Nyarlathotep). The exact details of the spells 
  (and the Stalking Fate!) are „up to the 
  Judge”TM. The caravan is protected by 30 
  guards, three sergeants and Gerthyun 
  Gwyld, a skilled mercenary (the strong, 
  silent type). 
  Angore the Iron-head: male Dorin Ftr5; hp 
  27; AC 16 (studded leather, shield, Dex); AL 
  LG; Str 12, Dex 12, Con 9, Int 11, Wis 12, 
  Cha 11; scimitar and composite longbow. 
  Thornir: male dwarf Ftr6; hp 49; AC 18 
  (chainmail, shield, Dex); AL LG; Str 13, 
  Dex 13, Con 18, Int 12, Wis 12, Cha 8; 
  battleaxe. 
  Varos Leng: male Tharbrian Rog4; hp 26; 
  AC 14 (leather, buckler, Dex); AL N; Str 11, 
  Dex 13, Con 16, Int 11, Wis 12, Cha 9; 
  scimitar and dagger. 
  Gerthyun Gwyld: male human Ftr4; hp 28; 
  AC 18 (chainmail, shield, Dex); AL LN; Str 
  14, Dex 12, Con 13, Int 11, Wis 8, Cha 12; 
  bastard sword, composite longbow. 
  Sergeants (3): Ftr3; hp 21, 25, 14; AC 16 
  (chain shirt, shield); AL N; Str 12, Dex 10, 
  Con 12, Int 10, Wis 10, Cha 10; scimitar OR 
  longsword. 
  Guards (30): Ftr2; hp 12 avg; AC 15 (ring 
  mail, shield); Str 12, Dex 10, Con 12, Int 10, 
  Wis 10, Cha 10; scimitar. 
   
  33
  
  Caravan #2: this two-man organization is 
  involved in the southern trade, buying 
  anything they hope they can sell at a profit 
  elsewhere. They are always on the move and 
  often try untrod routes, discovering new 
  supplies 
  and 
  markets. 
  Their 
  current 
  manifesto, bought cheaply in Barath (2133), 
  includes: 
  • powdered sulfur in large sacks, 600 
  gp. 
  • 40 strong orc slaves, 50 gp each 
  (purchased at 10 gp), for a total of 
  2000 gp. 
  • unrefined scorpion venom, 11 doses, 
  50 gp each, 550 gp (a new 
  endeavour, much more will be 
  available next year) 
  • five 
  long 
  wooden 
  chests 
  with 
  mummies (unanimated) inside. This 
  cargo is worth 1500 gp and is bound 
  for the Isles of Etherial Bells via the 
  Fire Breather (see area 15.). 
  On the return trip, they intend to bring 
  weapons and armour – something the Arang-
  Tok orcs pay well for. The leaders of the 
  caravan are Kron Oltarg and Sthran Hald. 
  Kron Oltarg is a morose half-orc with a 
  black, scorched face and a hideously burned 
  left arm. He covers these wounds with fine 
  white cloth and constantly wears an old 
  chain shirt with a pointed helmet, also 
  blackened by fire. He is careless about 
  himself and others, only loyal to his 
  companion. Sthran Hald, a Tharbrian in 
  much better humour, smiles often, showing 
  his rotted teeth. He wears a brown travelling 
  cloak and isn’t opposed to admitting new 
  members into the partnership – something 
  Kron Oltarg isn’t too enthusiastic about. 36 
  guards and four sergeants accompany the 
  group. Many of these are orcs or half-orcs, 
  supplemented with a few Altanian outcasts. 
  Kron Oltarg: male half-orc Rog6; hp 38; 
  AC 21 (chain shirt, shield, ring +2, Dex); AL 
  LE; Str 13, Dex 15, Con 17, Int 10, Wis 11, 
  Cha 6; scimitar, shortbow, dagger (scorpion 
  venom – DC 18, 1d6/1d6 Str), potion of 
  haste, ring of protection +2. 
  Sthran Hald: male Tharbrian Ftr4; hp 30; 
  AC 19 (plate, shield); AL LE; Str 16, Dex 
  10, Con 13, Int 12, Wis 18, Cha 10; flail +1. 
  Sergeants (4): Ftr3; hp 24, 17, 40, 32; AC 
  16 (chain shirt, shield); AL N; Str 12, Dex 
  10, Con 12, Int 10, Wis 10, Cha 10; heavy 
  mace. 
  Guards (30): Ftr2; hp 12 avg; AC 13 (ring 
  mail); Str 12, Dex 10, Con 12, Int 10, Wis 
  10, Cha 10; falchion. 
  Appendix IV.: The Prophets of the Wastes 
   
  These militant ascetics are found in the 
  northeastern parts of Barbarian Altanis, 
  namely the Broken Wastes (from River 
  Mageven to the Lake of Temple Deeps) and 
  Quean’s Waste (from Black Baron Pass to 
  the Hetflas Dunes, Map 1 – City State). They 
  are dervishes who belong to no formal order 
  (or normal society in general), but often stick 
  together, driven by their fanatical zeal and  
   
  the Presence that seizes them. Those 
  individuals who are „touched by the 
  wasteland” are changed forever and remade 
  in its image. A prophet is always male, his 
  skin tanned by the sun, with shrunken skin 
  and deep wrinkles hiding an obsessed gaze. 
  They wear simple garments – brown and 
  white cloaks and burnouses, with some kind 
  of melee weapon (flails first and foremost).  
   
  34
  
  Prophets are eternal wanderers, shunning 
  civilization. It is not known how they 
  survive so long on the little wealth they 
  possess (a few goats, a spring and date trees 
  are typical), but they do – they say that as 
  long as they follow their „faith” with 
  complete dedication, they are immortal. 
  Indeed, their timeless look and complete 
  immunity to any spell or power that requires 
  a 
  Will 
  save 
  suggests 
  a 
  supernatural 
  influence. It is hard to find one who is 
  willing to interact with strangers, and even 
  then, they don’t like to talk. 
  When encountered, the dervishes (2d6+2 in 
  number, occasionally 2d4*10+10) are  are 
  usually seen whirling atop barren hills or 
  sand dunes, lost in the harmony of prayer 
  and contemplation. If this harmony is 
  disrupted by infidels, they whip out their 
  flails and attack with a righteous fury, 
  screaming for the death of the heathens. This 
  usually means anyone approaching a group, 
  especially those who could offer some sort 
  of temptation (women, loud people, clerics 
  of any religion – virtually anyone except 
  their own and Altanians, whom they 
  grudgingly respect but still avoid), since 
  according to the tenets of the Great Prophets 
  in Zothay, straying from virtue invites 
  destruction. The berserk rage grants them 
  unearthly precision in combat (see below). 
  The usual prophet is equivalent to a 2nd 
  level Fighter with some specific traits: 
  Prophets of the Wastes (2d6+2): male Ftr2; 
  hp 16 avg; AC 11 (Dex); AL N; Str 12, Dex 
  12, Con 12, Int 12, Wis 12, Cha 12; flail; 
  immune to mind affecting spells, always 
  make Will saves, berserk rage. 
  Berserk Rage (Su): a dervish can derive 
  unearthly precisity from perfect movement. 
  If he hits an opponent, he gains +1 on his 
  next attack and damage roll. If the new 
  attack is also successful, the bonus increases 
  to +2 and so on (+5 maximum). Once the 
  rhytm is broken by a failure, the cycle starts 
  anew. 
   
  Appendix V.: The Isles of Zothay 
   
  Four isles near Zothay can’t be found on 
  ordinary maps and sea charts – since they are 
  pretty small and are of little significance, 
  they have been omitted from prior works. 
  Their description is found below. 
   
  Idyllic Isles 
   
  3513 Isle of Nestorius: Thick foliage and 
  unpleasant, wet forests mark this isle. Fine, 
  shimmering nets or webs hang from tree 
  branches. These are poisonous on touch 
  (Con save, d6/2d6 Hp) and fairly fire 
  resistant. Towards the unstable rock spires of 
  the west, adventurers can find an overgrown 
  stone road winding its way between toppled 
  obelisks. The terminus of this road is a larger  
   
  open space before the black basalt wall. A 
  dangerous rock slide leads to an open cavern 
  mouth. There are faded and old pictures on 
  both sides (standing, running, curled up and 
  kneeling men) and the following inscription: 
  "The cavern of Nestorius. May fate be 
  cursed that so many excellent men had 
  perished 
  so 
  needlessly." 
  The mysterious veils are even more common 
  inside the cavern. They are hard to remove, 
  made even more perilous by the monsters: 
  gaunt, blackened corpses entangled and 
  covered in the webbings. There are ten of 
  these. They are like zombies in all respects 
  save their HD (4) and the poisonous touch of 
  their veils. They grab and grapple opponents. 
  Proceeding further, the adventurers arrive at 
   
  35
  
  the 
  entrance 
  of 
  a 
  narrow, 
  damp 
  hemispherical grotto. There is an inscription 
  on the floor: "The crypt of Nestorius. Neither 
  salve, nor tears, nor death can ease his 
  nightmare." There is a simple black basalt 
  sarcophagus in the middle of the grotto. 
  Sounds of faint writhing movement emanate 
  from within. The ebony black corpse is what 
  remains of Nestorius, and merely touching 
  him is poisonous! (Con save, d6/2d6 Con) 
  He does not attack or communicate, just 
  writhe. His body is completely impervious to 
  sword or spell. He is wearing a nettle green 
  cloak woven from some plantlike filament. 
  This is a cloak of poisonousness. Once 
  uncursed by Remove Curse, Exorcism or 
  such spells, the curse is broken and the 
  island is returned to normal. 
  Zombies of Nestorius (10): HD 4; hp 26, 
  12, 23, 24, 27, 13, 24, 21*3; AC 14; dmg 
  poison on grapple (DC 14, d6/2d6 hp); may 
  not be turned. 
   
  3514 Isle of Ash: A smaller, barren islet of 
  broken stone slabs and ash everywhere. On 
  the southern end stand empty stone huts, 
  with some broken clay vessels inside. One 
  has a charred table with a skeleton nailed to 
  it. On the slope of a minor stone outcropping 
  are five broken and weatherworn statues 
  depicting 
  kneeling 
  men, 
  grotesquely 
  oversized palms in their laps, their large 
  mouths leering emptily. Ash crumbles from 
  the 
  mouth 
  of 
  the 
  centermost 
  one 
  periodically, as if it was breathing regularly. 
   
  3613 Isle of the Dragonettes: A long island 
  with the northern half raised and the 
  southern submerged (one can see it continue 
  miles underwater with sunken terraced 
  gardens). A wide road covered with crushed 
  rocks goes up this gentle slope to a minor 
  plateau. There are several large boulders 
  standing at this location, mostly piled atop 
  each other. In the middle of a small 
  "clearing", a huge stone carving (?) rises 
  from a deep, narrow and broken crack in the 
  earth: a human hand, three men high, with 
  spread 
  fingers. 
  The 
  worksmanship 
  is 
  absolutely perfect. This area is also inhabited 
  by 
  six 
  dragonettes 
  (tiny 
  dragonlike 
  creatures) who attack without hesitation. The 
  dragonettes keep their treasure in a hidden 
  lair among the rocks (Escape Artist DC 12 to 
  access): 100 cp, 300 gp, six gems (3*50 gp 
  jaspers, small opal on a fine golden chain, 
  270 gp, 70 gp pearl, 350 gp aquamarine), a 
  potion of water breathing (two doses, 
  porcelain vial with three horizontal bands, 
  smells like cinnamon) and a copper and 
  glass container with five doses of Keo’s 
  ointment, all in a miniature cauldron. 
  Dragonettes (6): HD 9 (regarding attacks 
  and saves only); hp 10 each; AC 15; #atk 3; 
  dmg d4*2 (claw), 2d4 (bite); line of acid 
  breath (DC 18, 10 hp), three can cast one 
  spell each with the power level of a 9th level 
  Wizard, #1: magic missile (5d4+5 hp), #2: 
  shocking grasp (d8+9 hp), #3: jump. 
   
  3715 Isle of Perfect Dawn: A mountain 
  dominates this island. Thick forests and 
  dense undergrowth covers all. A herd of 
  miniature bison (1 HD, harmless) grazes on 
  the slopes, their smell cloaked by the scent 
  of wild orchids. Two small streams cross an 
  empty field where the topsoil has been 
  washed away, leaving barren rocks and a 
  few hardy bushes stubbornly clinging to the 
  surface. The island hides the resting place of 
  Aldar Visidius, an exiled nobleman from 
  Viridistan. (see area 15. for more) 
  A. Landing: there is a regular stone pile 
  here. An old log rises from the top, and a 
  rusted and empty bull’s eye lantern hangs on 
  a nail. This was some sort of signaling 
  device. The area is a safe anchoring point. 
  While the old road to the plateau has been 
  washed 
  away, 
  reasonably 
  observant 
   
  36
  
  characters may find a mostly clear path cut 
  into the jungle. 
  B. Old Road: the stones of this path are still 
  seen on the rocky slope. 
  C. Abandoned Village: seven empty stone 
  houses clustered around a paved central 
  courtyard. This place used to be the colony 
  Aldar Visidius established in his late years 
  for his followers and servants. After his 
  death, it stagnated  and eventually faded 
  away. The houses only contain wrecked 
  furniture (too rotted to be usable); the second 
  largest has three unfinished statues and 
  stoneworking 
  equipment 
  left 
  here 
  in 
  disarray. At night, harsh winds blow through 
  the empty landscape and faint sighs can be 
  heard from the jungle. The three unfinished 
  statues, awakened by primordial forces, 
  hunt down intruders in their land, smashing 
  through doors and pursuing in the jungle 
  with single minded determination. As they 
  are impervious to most weapons and spells, 
  eluding or trapping the statues may be the 
  only way to deal with them. At dawn, they 
  cease animation. 
  Stone Statues (3): HD 7; hp 35, 42, 52; AC 
  14; dmg 3d8+3; DR 20/+2; SR 20; construct 
  immunities.  
  D. Hidden Valley: the undergrowth is 
  especially thick in this steep ravine. The 
  smell of orchids is overpowering, their 
  fragrance laced with a subtle hint of decay. 
  There is no animal life, neither is there a 
  path along the streamlet. Ancient, faded 
  paintings cover the walls under an overhang. 
  They form primitive geometric patterns with 
  likewise ancient writing resembling debased 
  Altanian. The only phrase one can make out 
  (Decipher Script DC 18) is  „…far away, 
  beyond shunned lands, dwells the Master of 
  Dzan, he who sits on the back of the bull and 
  plays a pipe of tung. To venture into his 
  domain, stand you on the tall  rock and offer 
  yourself for the flames. Such is the call of 
  Dzan’s Master, and such is the way to reach 
  him.” Anyone who heeds these words and 
  offers himself as a burning sacrifice on the 
  island’s highest point will die a terrible death 
  but he will also rise in a strange sub-
  dimension, or perhaps the far future. Here, 
  under the faint light of a dying sun, lives the 
  Master of Dzan. Whether he is demi-god or 
  demon, and of what sort is up to the Judge, 
  as are the benefits and risks of visiting him. 
  Death by fire in that world is the only way to 
  return to the Wilderlands (along with all 
  equipment). 
   
  E. The Grave of Aldar Visidius:  a life 
  sized human statue stands before the 
  mountain, facing northwest (the direction of 
  Viridistan!). It depicts a stern looking older 
  man with noble features. The following 
  words in Viridian are carved into the statue’s 
  base: „I leave this life with forgiveness for 
  my enemies and love for my fair land, 
  Viridistan. May the banners of the Green 
  Emperor always fly in triumph.”   This 
  location is the final resting place of Aldar 
  Visidius, whose body once rested in a small 
  crypt nearby. The crypt consists of a single 
  room with a sarcophagus - the heavy stone 
  slab marked with his name and the family 
   
  37
  
  crest (a harpy pierced by a vertical long 
  sword). Unfortunately, the site has been 
  plundered and only a golden brooch remains 
  (20 gp worth, depicts the harpy and the 
  sword). The old nobleman’s enchanted 
  bastard sword (also a symbol of Viridian 
  knighthood and a priceless treasure for his 
  living descendants) was taken by one Terfin 
  Vidali, formerly a poor fisherman, now the 
  powerful head of the extensive Vidali 
  family. Terfin used the treasures of the 
  mausoleum to buy his ship, the Orc Headed 
  Mermaid. This merchant vessel is now 
  involved in the trade between Zothay and 
  Kauran, occasionally even venturing to 
  Ossary. Terfin has become a prosperous man 
  and a spy for his home city. As such, he is 
  well known to the higher authorities, 
  reporting to Kritas himself in most cases.
   
   
  Appendix VI.: The Abandoned Villa 
   
  The abandoned villa is located some way 
  south of Zothay, in hex 3812, just off the 
  Shepherds Road. It is surrounded by 
  untended vineyards and avoided by honest 
  folk. Twenty years ago, the prosperous 
  holding was attacked by a small orc warband 
  from Horaja. The landlords (members of the 
  Torin family), their guards and the slave 
  working in the fields were all killed in the 
  raid, but the orcs were not to enjoy their 
  plunder, as the clerics of Athena to the south 
  (hex 3913) arrived just in time to ambush 
  and slay them. As the sole remaining (if 
  distant) family member, Thidion (see area 
  8b.), didn’t care for maintenance, the 
  buildings and vines fell into disrepair. For a 
  while, they lay empty, only inhabited by the 
  occasional beggar or pilgrim; today, it is 
  inhabited by Bofred the Sainly and his 
  merry companions. 
  Bofred, a devoted follower of Dorak, God of 
  Peace, is a perfect exemplar of his faith. He 
  is tall and handsome, with a winning smile 
  and a positive outlook on life. He gladly 
  talks about the „crusade against evil” and 
  like matters. Otherwise, he is a pretty dim 
  and gullible type. To maintain peace and 
  stamp out evil, he visits shady dives in 
  Zothay and entices various ruffians and  
   
  never-do-wells into the villa (with generous 
  promises of gold), where he and his 
  companions slaughter them, attacking from 
  ambush. The group wears chain mail and 
  Dorak’s ceremonial attire – white tabards 
  with an embroidered green dove and an olive 
  branch, as well as Dorak’s sacred weapon, 
  the two handed flail. They take themselves 
  and their quest very seriously. 
  If, upon entering the villa, Bofred detects 
  evil on the characters (or if a „well hidden 
  evildoer” [i.e. anyone he doesn’t like] gives 
  himself away with an accidental slip), he and 
  his men attack. If the intruders pass their 
  test, they are invited to join the crusade and 
  help the case of Dorak. This means bringing 
  in as many evildoers as possible – preferably 
  in numbers that don’t exceed the „optimal 
  rate” – that is, 2:1 to Dorak’s side. They 
  offer no money, because virtue is its own 
  reward and greed is a form of evil itself. 
  Bofred the Saintly: male human Clr3/Ftr4; 
  hp 57; AC 15 (chainmail); AL CG; Str 18, 
  Dex 10, Con 16, Int 8, Wis 11, Cha 14; two 
  handed flail (1d10+6 damage); Spells: 
  [Strength, War] 4/2/1, 0: detect magic, 
  virtue*3, 1: bless, detect evil, enlarge†, 2: 
  cure moderate wounds, spiritual flail†. 
   
  38
  
  Cultists of Dorak (7): male human Ftr3; hp 
  21, 24, 29, 18, 20, 15, 20; AC 15 
  (chainmail); AL CG; Str 12, Dex 10, Con 
  12, Int 8, Wis 10, Cha 11; two handed flail. 
   
  A. Road: worn stones lead to the gates of 
  the Torin estate. Weeds and a few small 
  bushes have sprung from the gaps. 
  B. Vineyards: these vines are overgrown 
  with weeds, but still yield good grapes in the 
  autumn. There are a few olive trees as well. 
  Two small brick buildings contain vats, 
  presses and other winemaking equipment. 
  The cellars (interconnected) are mostly 
  empty, although  there are twelve full barrels 
  with good wine in a side passage. 
  C. Gates: a broken stone statue of Losborst, 
  God of Winemaking stands by the crumbling 
  wooden gates. 
  D. Outer Courtyard: remains of battle are 
  still seen in the dust – arrowshafts, broken 
  weapons and a split helmet. There is also a 
  well with good water and a stone pillar with 
  an inset iron ring. Grass and weeds grow by 
  the walls. 
  E. Oil Press: a huge wooden press used for 
  crushing olives lies dusty and abandoned. 
  Two amphoras remain, their contents rancid 
  and unusable. 
  F. Stables: the roof has collapsed over the 
  stalls. A fresh grave hides the remains of one 
  of Bofred’s companions, who was slain by a 
  hardier ruffian. 
  G. Slave Quarters: beds, small chests and 
  shelves are in disarray. The wooden beams 
  have been exposed to fire, and there is a 
  charred pile of broken wood neatly gathered 
  in the middle of the room. 
  H. Inner Courtyard: the grass here has 
  been cut and there are signs of human 
  presence – tracks, a sawhorse, neatly 
  chopped wood and a sack filled with 
  sawdust serving as a training dummy. 
  I. Great Hall: the huge wooden table and 
  chairs were recently repaired and the 
  cobwebs dusted off the small stone statues 
  by the walls. Bofred and companions spend 
  the evenings here in revel, drinking, feasting 
  and boasting. Game is roasted in the large 
  fireplace, and wine is drunk in great 
  quantities. 
  J. Private Quarters: this wing is empty, as 
  the roof has collapsed. A few wild doves 
  nest in the nooks. Dorak’s followers leave 
  them alone. The chamber in the corner 
  serves as the pantry. 
  K. 
  Followers’ 
  Quarters: 
  the 
  seven 
  followers sleep in these rooms. The 
  conditions are simple but neat. They have 
  few personal belongings. 
  L. Bofred’s Room: the well appointed 
  bedchamber is Bofred’s sleeping room. Like 
  his companions, he has little in the way of 
  furnishings. 
  M. Chapel: the former barracks has been converted 
  to a place of worship. A simple shrine, a few candles 
  and the dove with the olive branch in its beak mark it 
  as Dorak’s sacred ground. By the wall near the altar is 
  the heavy chest of the company. The chest is locked 
  (DC 18) and contains 1100 sp, 410 gp, a two handed 
  flail, two suits of chainmail, an aspergillum, six doses 
  of holy water, candles, scented oil, sticks of incense 
  and a potion of neutralize poison. 
   
   
  39
  
  Appendix VII.: The Place of Stone Death
   
  This extremely perilous dungeon is found 
  deep below Zothay’s Beggars Quarter, 
  somewhere between area 16. (Courtyard) 
  and 32. (Court of Want). It has only 
  relatively recently been uncovered, and thus 
  far, nobody has emerged alive. The wise will 
  leave it alone and heed the warnings at its 
  entrance, for there is much risk here – 
  although 
  the 
  rewards 
  are 
  just 
  as 
  extraordinary. 
   
  Level I.: Old Tower 
  The old tower once belonged to a 
  moderately powerful illusionist, the first to 
  discover (and fall prey to) the deadly trap 
  below the town. His squat, two level tower 
  lies abandoned, but a few rooms still hide 
  some overlooked valuables. 
  A. Wells: both wells are dry and empty, as 
  they have been for more than sixty years, 
  since the construction of deeper and larger 
  wells in other parts of town. Debris covers 
  their bottom; the northern one also has a few 
  canine bones – Old Gor sometimes dumps 
  dead dogs in it! The passage in between is 4’ 
  wide and arches 6’ high. Numerous small 
  gaps in the brick wall are visible – this is 
  where the water flowed in. For a while, 
  thieves and bandits used the passage, but 
  after the disappearance of the illusionist 
  living in the old tower, the authorities saw it 
  fit to seal off the southern courtyard 
  alltogether. The Thieves Guild, being a 
  relatively new organization in town, does not 
  know of this connection, although they know 
  the passage exists on the northern side. They 
  once sent two apprentices to investigate, but 
  neither made it back alive. 
  B. Gap in the wall: the western wall has 
  crumbled here, exposing a small and narrow  
   
   
  crawlway. It leads to the chambers below the 
  tower, whose master found it when he 
  noticed drops of water leaking from his wall 
  during excavation. He prudently had it 
  covered with new masonry, which the 
  thieves who were infiltrating the tunnel 
  noticed and opened up. 
  C. Unfinished chamber: this chamber was 
  under construction at the time of the 
  illusionist’s 
  disappearance. 
  Abandoned 
  chisels, pickaxes and buckets lie in disarray. 
  Someone has placed a dog’s skull on an 
  upturned bucket facing the entrance. 
   
  D. False corridor: a clever illusion covers 
  the southern wall. It is in the image of a 
  gently descending corridor blocked by an 
  invisible wall. The corridor’s end may not be 
  seen: after 50 feet, it takes a turn to the west. 
   
  40
  
  Naturally, the mirage doesn’t allow anyone 
  to enter the corridor, as it simply doesn’t 
  exist. Detection spells radiate moderately 
  strong illusion magic – and immediately 
  reveal an illusory script on the wall. The 
  script contains a suggestion (DC 16) to „get 
  out of this place”. The message contained in 
  the script (readable by anyone passing the 
  saving throw) is the following: „As my 
  disciple, you already possess the key to this 
  lock; neither magical nor corporeal, simple 
  yet elaborate.” The message is a red herring 
  designed 
  to 
  confuse 
  and 
  disorient 
  a 
  particularly unruly apprentice. A successful 
  dispel magic destroys it permanently. 
  E. Storage room: old crates, chests and clay 
  pots fill this dusty chamber. They contain 
  bales of decayed cloth, rotten sticks of exotic 
  wood, brass nails and other assorted mystical 
  paraphernalia. The contents of the room 
  have been disturbed recently. It is apparent 
  that somebody conducted a thorough search 
  in the area and didn’t care about leaving 
  things in order. The secret door to the south 
  is open, and an iron piton driven into the 
  wall makes sure it stays that way. The 
  sharply descending passage beyond the door 
  is old, worn by water and age. 
  F. Hexagonal vault: crude, rectangular 
  stone blocks are piled up on the floor of this 
  room. Debris, broken bits of statuary and 
  crumbling pillars make the going hazardous. 
  The walls reach a height of 25 feet before 
  they meet at the top. Niches in the wall – 
  arranged randomly about the vault – leer 
  emptily, only filled by dust and decay. There 
  is a round, deep well in the SW corner, 
  surrounded by an ornamental ring of open 
  eyes carved in the stone floor. Above the 
  well stands a large, sturdy iron tripod, a 
  long, long chain ladder hanging from it, 
  going down to the depths. The ladder is 190’ 
  long and completely safe, being made of an 
  extremely durable alloy.  The high grade 
  iron used in its construction in the ancient 
  days makes it worth 2 to 3000 gp if 
  recovered and sold. A small bundle of black 
  cloth lies by the well. It contains a flask of 
  old water, some foulness that might have 
  been dried fruits a few months ago, and a 
  moldy roll of cheese. 
  G. Empty room: the room below the tower 
  had been thoroughly ransacked at the time of 
  the illusionist’s disappearance. There are a 
  few remaining interesting bits, however: a 
  silver thaumathurgic triangle inlaid into the 
  floor, surrounded by a similarly constructed 
  golden circle; a faded mural on northern wall 
  and an iron chest under the spiral staircase – 
  apparently overlooked by the looters! The 
  circle and the triangle in the floor are used 
  in the creation of elaborate illusions. With 
  the proper instructions (found in location I.), 
  an illusionist (and an illusionist only) may 
  cast any illusion related spell and form them 
  into appropriate permanent mirages – items, 
  monsters, terrain or anything the caster 
  desires. These illusionary creations will 
  function as the magic used to create them, so 
  a color spray turned into a handkerchief or 
  an elixir will have the effects of the same 
  when used. The various effects attainable by 
  this magical manipulation must be carefully 
  considered by the Judge before allowed into 
  the game; it is advised that the guidelines for 
  constructing magical items be used if 
  permanent creations are desired. The mural 
  on the wall depicts a dark skinned, cloaked 
  man reading a scroll. The writing of the 
  scroll is illusory script, with a suggestion to 
  „go above and abase yourself before the 
  master of this tower” (DC 16 to resist). 
  Should the message hidden by the script be 
  deciphered, the letters turn into water and 
  trickle down the wall, forever lost. The iron 
  chest is a valuable looking illusion; 
  impossible to open and hard to transport. If 
  carried outside the tower, it crumbles to 
  rusty dust in 2d4*10 minutes. On the other 
  hand, there is a real chest hidden behind a 
  false one; it is invisible and contains two 
  potions of cure light wounds and two potions 
   
  41
  
  of miscibility. The latter may be mixed with 
  any other potion and results in a double dose 
  of the base liquid (90% chance) or explodes 
  as a 6th level fireball (10% chance). Two 
  potions of micsibility yield one dose of the 
  same; however, if mixed with yet another 
  potion, the end result will be an elixir of 
  youth (restore 2d6 years to the imbiber). 
  H. Lower level: this 30’ diameter room is 
  empty and desolate. Cobwebs hang from the 
  ceiling and dust covers the floor. No items of 
  any sort are to be seen. The entrance to the 
  tower is walled up. A locked iron trap door 
  allows access to the upper level (DC 18 to 
  pick). 
  I. Upper level: the upper level appears to be 
  a spartan bedroom. A decaying cot and a 
  writing desk are the only contents. The 
  windows overlooking the town are open; 
  birds have found this place to be an excellent 
  shelter; thus, the floor and the cot are both 
  covered in feathers and guano. Seagulls nest 
  in the rafters. The writing desk is a spartan 
  piece of equipment. Its drawer contains a tin 
  censer and two blocks of incense. The 
  incense is foul smelling and unpleasant 
  (being made of bat guano, sulphur and other 
  unwholesome substances), but it is the key to 
  the secrets of this room. Inhaling the fumes 
  induces a sort of trancelike catatonia (or just 
  mild nausea if the character attempts to 
  resist, DC 12). In this dream-state, the 
  character finds himself in the same room.  
  This time, it is a richly appointed suite with 
  luxurious red-and-blue carpets, mahagony 
  and teak furniture and a pleasant bed with 
  satin 
  pillows. 
  The 
  windows 
  overlook 
  Damkina Bay; however, no other buildings 
  are in sight… it is as if Zothay had never 
  existed! A shelf next to the writing desk 
  contains all types of books, from poetry to 
  more arcane matters, the most interesting 
  ones 
  being 
  a 
  treatise 
  on 
  using 
  the 
  thaumaturgic triangle in the basement, a tract 
  describing alchemical recipes (the incense 
  used to get here, a double strength acid and 
  various mind altering substances), a guide to 
  some exotic locale of the Judge’s choice and 
  a scroll of phantasmal killer sealed with 
  black wax. The wax is a form of contact 
  poison resembling nitharit (DC 12; 0/3d6 
  Con), and becomes an inhaled poison if 
  melted. A silver plate holds a goblet of 
  spiced pomegranate wine and a handful of 
  nourishing wild grapes. Unlike in reality, the 
  trapdoor to the lower level doesn’t exist in 
  the dream. 
  Time passes in the suite as it would outside. 
  The incense burns for eight hours, after 
  which everything returns to normal. The 
  same happens if someone attempts to exit 
  the tower via the windows while drugged… 
  also, he has to make a Balance check (DC 
  18) or fall down, suffering 2d6 points of 
  damage and possibly attracting attention 
  from the guards posted at the entrance of the 
  courtyard (see area 16.). All objects in the 
  room fade back into nothingness when the 
  dream ends, unless someone firmly holds 
  onto them. The same goes for anything else 
  brought into the dream; such valuables may 
  only be recovered by visiting the suite once 
  more. Drugged characters are dreaming and 
  helpless. They can be woken by removing 
  them from the room or extinguishing the 
  censer and clearing the air. 
   
  Level II.: The Place of Stone Death 
  Deep below the streets of Zothay lies this 
  strange grotto. It has been here since time 
  immemorial, and its existence is a mystery to 
  everyone, except the spirits of the dead who 
  have succumbed to its deadly wonders. It is 
  neccessary to note that escape from the place 
  is only possible through the well leading up 
  to 
  the 
  basement 
  of 
  the 
  old 
  tower. 
  Teleportation or trying to access other planes 
  from the grotto prove ineffective. 
   
  42
  
  A. Well: the chain ladder from above ends 
  in a small side-chamber. The black basalt 
  walls are rough, the floor littered with small 
  stones. A moldering human corpse in a black 
  cape lies on the ground. He apparently fell 
  from a great height, as there is not a single 
  intact bone in his body. The backpack of the 
  corpse is full of large rocks. He wears a short 
  sword and two daggers on his belt. 
   
  B. Entrance cavern: the eastern wall of the 
  cavern is worked – large, roughly cut blocks 
  surround a 15’ high double portal, flanked 
  by two stone statues. The statues are less 
  crude, and their likeness is definitely human. 
  They are 20’ and radiate magic if checked 
  for. The statues are stone golems which 
  animate if the treasures at E. or G. are 
  disturbed. If all thieves have been slain or 
  driven out, they return to their inanimate 
  state. Their size makes it impossible for 
  them to enter area C. If the characters 
  examine the loose debris around the 
  entrance, they can find numerous crushed 
  skeletons. They have no valuables, although 
  there is a 25% chance of finding a corroded, 
  blunt brass dagger on one of them. Ancient 
  glyphs are carved into the huge pillar 
  between the entrances. Once deciphered (DC 
  12, ancient Altanian), they yield the 
  following message: „Beyond lies the Place 
  of Stone Death. Stay away, stay away, thief, 
  or you’ll be sorry...” 
  Stone Golems (2): HD 14; hp 120 each; AC 
  26; dmg 2d10+9; DR 20/+2; slow, spell 
  immunity. 
  C. Columned hall: the western and northern 
  side of the area is a colonnade, the rest is 
  „open” – compared to the 20’ height of the 
  hall, its 60’ is certainly impressive. The 
  stonework is even rougher here than in area 
  B. Numerous stones look unstable, as if the 
  columns were just a good shove away from 
  collapsing. A corpse clad in a back cape lies 
  slumped against the pillar separating the 
  entrances, a bit of chalk in one hand and the 
  hilt of a shortsword in the other. Above the 
  broken body, a single word can be made out: 
  „stay”. In the open area, fifteen niches are 
  arranged mostly randomly in the walls. Their 
  contents are old skeletons clad in rotted 
  finery and equipped with silver baubles – 
  worth about 600 gp total, double for a 
  collector. These are of ancient Altanian or 
  Orichalan make. Finally, there are more 
  Altanian glyphs by the eastern passage (DC 
  12): „Here is stone and stone is here.” to the 
  left and „Men of stone, men of flesh, stone 
  and stone and stone and death.” to the right. 
  D. Passage: this passage is of a better 
  worksmanship than the other rooms, and has 
  a considerably lower ceiling (only 11’). The 
  blocks in the wall are smooth and well 
  arranged. Six stone statues – slightly more 
  refined than at the entrance – stand in 
  triangular niches, each one 9’ tall. The 
  statues are stone golems and animate if the 
  treasure at areas E. or G. is disturbed. The 
  archway at the end of the passage has yet 
  more glyphs (DC 12): „Here they lie, the 
  treasures of stone. They are of death and 
  shall nourish no man’s lust.” 
   
  43
  
  Stone Golems (6): HD 14; hp 100 each; AC 
  26; dmg 2d10+9; DR 20/+2; slow, spell 
  immunity. 
  E. Stone tomb: a plain sarcophagus lies in 
  the room at the end of the passage, 
  surrounded by sizable stone jars. An 
  extinguished lamp lies on its surface and a 
  bundle of thieves tools – lockpicks, small 
  hammers, chisels and screws – are spread 
  neatly on a sheet of oiled leather. The nine 
  stone jars are heavy (about 20-25 pounds 
  each) and sealed with a kind of cement: the 
  tops have to be broken off to reveal their 
  contents. One of them has been shattered and 
  lies empty. The other eight contain uncut 
  semiprecious stones, value 2d6*100 gp per 
  jar. The lid of the  sarcophagus is likewise 
  sealed, and would require eight man-hours 
  of hard work to open. A human skeleton lies 
  within. Its burial shroud crumbles to dust as 
  soon as it is touched, revealing the linen-
  wrapped body underneath. The mummy 
  wears 
  gold 
  and 
  platinum 
  jewelry: 
  a 
  headband worth 3000 gp, bracers worth 
  2000 gp for the pair (bracers of armor +6) 
  and four rings worth 200, 900, 1200 and 800 
  gp, respectively. The third ring is a ring of 
  elemental 
  command 
  (earth). 
  A 
  tome 
  clutched in the hands of the corpse is a 
  manual of gainful excercise. Finally, the 
  heart of the cadaver has been replaced with 
  an irregularly cut brownish gemstone worth 
  10,000 gp: as an earth gem, it breaks and 
  releases a huge (16 HD) earth elemental if 
  held up or hurled at the ground. Within the 
  Place of Stone Death, the elemental will be 
  hostile! 
  This 
  treasure 
  is 
  quite 
  extraordinary; 
  however, it is affected by a potent double 
  curse. First, if any of the valuables are 
  removed from the tomb proper, the stone 
  golems at B., D. and H. animate and move to 
  destroy all intruders. Second, the gemstones 
  and precious metals bear another hex: once 
  they go a certain distance from their proper 
  place, they turn into ordinary stone. 
  Furthermore, this transformation increases 
  their volume by three and weight by ten, 
  likely bursting flimsy sacks and weighting 
  down backpacks. This usually happens when 
  the enterprising thief is almost all the way up 
  the chain ladder at area A. – resulting in a 
  140’ fall, with a further 6d6 hp damage for 
  the rough rubble at the bottom. And then 
  there are still the golems to avoid upon 
  arrival… 
  Although the recovery of these riches may 
  look like a daunting task (with no retries 
  possible in most cases), it is not impossible. 
  If revealed and held up, the ring of elemental 
  command or the earth gem holds the golems 
  at bay if accompanied by the appropriate 
  command, but they will not obey further 
  instructions. There is a cumulative 10% 
  chance that the control is broken each round. 
  Magic items – including those covered by a 
  temporary dweomer such as Nystal’s magic 
  aura – don’t turn to stone as long as the 
  enchantment persists. A remove curse 
  removes the first curse on the valuables, and 
  a break enchantment, excorcism or a spell of 
  similar power removes both. Finally, certain 
  spells – gaseous form, fly and the like – may 
  at least allow a speedy retreat if all else fails. 
  F. Hall of graves: like area C., this large 
  hall has 22 niches in its wall, each holding 
  the remains of a single person. The total 
  value of the precious jewelry at this location 
  is 800 gp, double for a collector. 
  G. Vault of the stone titan: the dimensions 
  of area G. are cyclopean. The ceiling reaches 
  a height of 120’, lost in the darkness above. 
  The worked stone wall gives way to rough 
  natural basalt – unworked but not without its 
  own peculiar symmetry. Steps lead up to an 
  enormous throne under a huge rocky 
  overhang supported by four slender columns. 
  A humanoid figure, a veritable titan who 
  would be 30’ tall if he stood up sits on the 
  seat in quiet solitude. It is a stone titan, a 
  monstrous godling from the time of creation, 
   
  44
  
  once worshipped as a deity but long 
  forgotten – a handsome man of unyielding 
  grey stone. The titan doesn’t move, even if 
  disturbed, attacked or climbed on, unless it is 
  wounded for 20 hp or more, or its treasure is 
  disturbed (see below). 
  One of the titan’s hands is raised, and it is 
  obvious the colossus holds something in his 
  upturned palm. It looks like its eyes are 
  focused on objects within. These are 
  precious gemstones, uncut but of great value 
  (19,000 gp). Removing up to one fourth of 
  the stones doesn’t cause any trouble 
  (although the gems are under the effect of 
  the second curse, as detailed above), and 
  even more may be taken if they are replaced 
  by regular rocks. Removing more than one 
  fourth, or physically touching/standing in the 
  hand, however, activates the titan which first 
  shakes itself (DC 24 to hang on if desired), 
  crushes everything held in its hand (no save, 
  sorry) and stands up to meet the unfortunate 
  thieves. 
  Once awake, the stone titan is a terrible 
  opponent. It is equivalent to two stone 
  golems, but resistant to almost all weapons. 
  It chases down opponents and crushes them 
  with its hands or tramples them under its 
  feet. It can also hurl large rocks as a full 
  round action. If a hurled rock misses its 
  target, there is a 50% chance it strikes a 
  column, which shatters and falls if it receives 
  at least 20 hp worth of damage (Rfx DC 18 
  to avoid falling column, otherwise 10d8 hp + 
  instant death). The titan also uses its hold 
  monster spells on distant targets. Rousing 
  the titan also rouses the other golems (at 
  areas B., D. and H.)! 
  Although a nigh unstoppable force of nature, 
  even this juggernaut has weaknesses. The 
  ring of elemental command or the earth gem 
  from area E. holds it at bay regarding the 
  wielder of the ring only. Unfortunately, 
  neither item is potent enough to ward off 
  both the titan and the other golems; they 
  have to be used together to have effect. Even 
  then, the items can protect the wielder and 
  company from the titan only or the wielder 
  from the titan and the whole party from the 
  golems. The titan may not be commanded, 
  and neither can the the golems after their 
  demigod awakes. Finally, even without any 
  magical protection, there may be some hope 
  yet. The titan doesn’t „watch its step”, and if 
  a victim can quickly get to the far end of the 
  pit at area H. and await his pursuer there 
  (eluding thrown rocks and the other golems, 
  of course), the colossus will fall in the abyss 
  and be forever destroyed. If the party is 
  victorious, 
  award 
  XP 
  appropriate 
  for 
  defeating a demigod – they have earned it. 
  Treat the stone titan as if it were an iron 
  golem with respect to its ability scores, etc., 
  but not its special abilities. Unlike other 
  golems, the titan can execute two actions in 
  a melee round, including using two spells, 
  etc. Its wounds bleed crystals worth 10 gp 
  per hp. If it is bested in single combat, twice 
  as much can be extracted from its still 
  bleeding body (along with another earth gem 
  from its heart). 
  Stone Titan: HD 18; hp 210; AC 30; dmg 
  2*2d10+11 or hurl boulder for 3d8+11; DR 
  20/+2; spell immunity as stone golem; 
  spells: hold monster (this ability may be 
  used three times per day and requires the 
  titan to point at the intended victim), 
  imprisonment (this ability may be used once 
  per day on a held victim. The subject sinks 
  into the depths of the earth in 3d4 rounds, 
  forever lost). 
  H. Prismatic pit: this side hall is bathed in 
  an intense multi-hued radiance, at once 
  white and of all possible colours. The light 
  emanates from a wide bottomless pit in the 
  center of the room. The walls of the pit are 
  like crystals in the colours of the rainbow 
  and they slowly change their tones as one 
  watches. 
  This 
  effect 
  is 
  mesmerizing. 
  Looking at the pit requires a DC 12 Will 
   
  45
  
  save each minute. If the save fails, the 
  spectator is transfixed and stares at the 
  radiance with fascination. If it is successful, 
  he succesfully averts his eyes. Transfixed 
  individuals may be pulled away, „slapped 
  out of it” or just subdued with the 
  appropriate methods. Unless so removed, 
  they must make another save in ten minutes 
  (DC 18). If the second save is successful, the 
  victim can „get out”; otherwise, he will 
  permanently stand here gazing into the 
  depths, unless he is willing to go forward 
  and jump. The radiation finishes off a victim 
  in a few days (1d6 points of permanent Con 
  loss daily). 
  Falling into the pit is equivalent to stepping 
  through six prismatic spheres and invites 
  certain destruction. Even artifacts aren’t 
  immune to this power, and those who 
  survive are sent to another plane at once. A 
  person surrounded by a  prismatic sphere (or 
  dressed in a robe of scintillating colours, 
  enclosed in a bead of force or Otluke’s 
  resilient sphere, etc.) himself may descend 
  into the pit and travel to a plane of his 
  choosing. This trip is one way only and 
  another method must be found to return.  
  A few steps from the brink, there is a small, 
  approximately human sized heap. It is just a 
  pile of rags. The bones inside have 
  disintegrated and turned into colourful sand. 
  This is all that remains of the illusionist of 
  the tower above, for he was neither strong 
  enough to break away, nor bold enough to 
  meet his fate below. Finally, there are an 
  additional four stone golems here, who are 
  activated by actions in either E. or H. 
  Stone Golems (4): HD 14; hp 100 each; AC 
  26; dmg 2d10+9; DR 20/+2; slow, spell 
  immunity. 
   
   
  Appendix VIII.: Drug Den of Ikaitan the Unblessed 
   
  Ikaitan the Unblessed is one of the strangest 
  inhabitants of Zothay. He has been living 
  under the Garden of Heroes for five years, in 
  rooms which were once used for religious 
  rituals. At first, he provided rich men with 
  appropriately 
  expensive 
  drugs 
  in 
  an 
  appropriately 
  mysterious 
  environment. 
  Later, a Gishmesh elder found his way into 
  his establishment and was overcome by a 
  vision – although Ikaitan never claimed to be 
  anyone but himself, the old man recognized 
  his features to be of Ösdal, hero of the 
  Gishmesh as he looked in his advanced age. 
  Since then, Ikaitan has become much more 
  than a drug merchant. There aren’t many 
  who know of him, but they revere him as a 
  returned prophet or a demigod, which has 
  been easy to prove to the few doubters – 
  spells and weapons didn’t harm his body,  
   
  and he could do miracles – some pretty 
  subtle, 
  other 
  straightforward. 
  Indeed, 
  virtually all family heads in the Gishmesh 
  quarter believe him to be their saviour. 
  In reality, Ikaitan is a rakshasa, an evil spirit 
  encased in human flesh and a master of 
  deceit and illusions. He hails from the Valley 
  of the Ancients, where he was uncovered 
  and almost defeated. Although he could flee 
  from his pursuers, a curse made it impossible 
  to deny his true nature – even his name had 
  to contain a clue regarding his powers. 
  Ikaitan, like others of his kind, almost 
  always appears as a human. His form is of an 
  older, gaunt man with brownish skin, white 
  beard and moustache and piercing, dark eyes 
  above 
  a 
  proud, 
  hawklike 
  nose 
  (coincidentally, the almost exact likeness of 
   
  46
  
  Ösdal – the duplication was unconscious but 
  very successful). He dresses in silk robes and 
  always wears a tourban. He hides his 
  misshapen hands in the folds of his robe. 
  Ikaitan is not automatically hostile and may 
  function as a merchant of exotica – drugs, 
  spell components, even the occasional magic 
  item (see below). He neither denies nor 
  acknowledges rumors that he is Ösdal 
  returned, preferring to sidestep questions 
  with indirect answers such as: „I am an old 
  man; how old I am, I cannot say. Some have 
  indeed called me Ösdal in the past, and 
  some say I am Ikaitan the Unblessed. I have 
  been called a hero, a monster, a demon and 
  a thief, and there are some who believe me a 
  prophet, which others deny. Some of these 
  rumors are merely fabricated, others are 
  more accurate yet still far from the truth. It 
  is my preference that they remain rumors, as 
  either confirmation or refutation invites yet 
  more gossip, which I do not wish to be an 
  object of.” As his knowledge of history and 
  other matters is indeed impressive, he can 
  easily fool anyone, except those who know a 
  lot of details about Ösdal’s life before he left 
  Tarantis: the Gishmesh have talked at length 
  about his later years, but not his youth. 
  If the rakshasha is asleep, away or expects 
  trouble, he fills his den with illusions of all 
  sorts (a possible array is described in the 
  room 
  descriptions 
  below). 
  Creating 
  phantoms and mirages comes naturally to 
  him, and if all things fail, he can count on his 
  „disciples” to come to his aid. Ikaitan only 
  enters melee if all other options fail. Even in 
  this state, he is almost invulnerable. Of 
  course, a blessed/good aligned piercing 
  weapon (such as a crossbow bolt) slays him 
  immediately. If he suspects opponents know 
  of his weakness, he first uses an illusory 
  decoy to draw fire – this fake, naturally, does 
  not possess the special weakness. After he 
  has convinced the foes he is not what he was 
  suspected to be, he „teleports” the image 
  away and attacks a few rounds afterwards, 
  this time to kill. He casts spells as a 7th level 
  Wizard. 
  Ikaitan the Unblessed, Rakshasha: HD 7; 
  hp 58; AC 23; AL LE; dmg 2*1d4+1/1d6 or 
  by weapon; scimitar +2, cloak of defense 
  +2, wand of fireballs (6th level, 9 charges); 
  detect thoughts at will, change shape, 
  illusions, DR 15/good+piercing, SR 27, 
  Spells: 4/5/3/2/1, 0: light, detect magic**, 
  read magic, dancing lights**,  1: identify*, 
  burning hands*, charm person*, shield*, 2: 
  ray of enfeeblement, invisibility**, knock, 
  mirror image, mel’s acid arrow*, 3: fireball, 
  vampiric touch*, haste*, 4: dimension door 
  (this is accompanied by a loud bang and a 
  puff of smoke)*, fire shield. 
  Illusions: note that Ikaitan is capable of 
  creating all kinds of illusions – assume he 
  can cast any related spell (up to fourth level) 
  once per round. This use of illusions doesn’t 
  negate his invisibility or count towards his 
  daily spellcasting limit. 
   
  Exotic Goods 
  These wares are generally available at 
  Ikaitan’s. If requested, he can try to track 
  down other materials and spell components. 
  Quantities available at a time are noted in 
  parentheses. Note that thanks to a secret 
  agreement with the merchants at the Court of 
  Akho, Ikaitan can sell refined oil. 
  incense block   
  (2d4*10) 
  1 gp 
  scented oil  
   
  (2d4*5) 
  5 gp 
  acid   
   
  (3d4)  
  10 gp 
  spell component pouch (2) 
   
  20 gp 
  sedative1  
   
  (5d4)  
  20 gp 
  opium  
   
  (1d4*10) 
  25 gp 
  opium oil  
   
  (1d4*5) 
  30 gp 
  snake oil2  
   
  (7) 
   
  40 gp 
  oil of magic wpn3  
  (1) 
   
  55 gp 
  potion of CLW3  
  (4) 
   
  60 gp 
  stallion’s blood4  
  (1d4+1) 
  80 gp 
  pearl (for identify)  
  (1d4+2) 
  110 gp 
   
  47
  
  snake venom5   
  (2d4)  
  170 gp 
  Maleorg’s formula6  (1) 
   
  200 gp 
  white lotus7   
   
  (3) 
  200 gp 
  elixir of love3   
   
  (2) 
  280 gp 
  potion of CMW3  
   
  (3) 
  330 gp 
  silverweed8   
   
  (3) 
  450 gp 
  zombie dust9   
   
  (2) 
  600 gp 
  eye of detestable abomination10 
   
  800 gp 
  gemstones (1d6) 
   
   
  2d6*50 
  gp each 
   
  1 Ingested or inhaled, DC 12, -2 to rolls/sleep 
  2 Topical, cures 1d4+1 hp, reroll saves for 
  contact poison if applied immediately 
  3 As per spell/item of the same name 
  4 Potent sexual stimulant 
  5 Injected, DC 12, 1d6/1d6 Con 
  6 Created by Maleorg the Sybaritic of 
  Malikarr, ingested, DC 12, causes strong and 
  especially pleasant hallucinations 
  7 Inhaled DC 18, hallucinogen/tranquilizer 
  8 
  A 
  most 
  dangerous 
  injective 
  stimulant/poison, its primary effect is 
  newfound vigor; +4 Str and +4 on initiative. 
  After 10 minutes, however, a DC 16 saving 
  throw must be made or the user suffers 3d6 
  Con damage. Silverweed is also known to 
  raise the recently dead if used within 1d6 
  minutes, although its secondary effects make 
  this a risky gamble indeed. 
  9 Sprinkled on freshly killed bodies, it raises 
  them as shambling zombies who can be 
  controlled with simple commands. Affects 
  2d6+12 HD. 
  10 An electrum globe in the shape of an eye. 
  If held before a normal eye, the viewer sees 
  a distortion of the world – people become 
  monsters, strange beams of light or animals, 
  structures become hazy and insubstantional, 
  liquids look like molten metal, etc. Fancy 
  but practically useless. 
   
  A. Entrance: the secret door to the den is 
  hidden in the alley north of Copper Street. 
  This narrow street is usually deserted, since 
  almost no one lives in it – save for an old, 
  nearly blind coppersmith at the north end. 
  Pushing a rock in the wall (DC 12 to locate) 
  opens the door for three rounds. On the other 
  side, a lever provides the same function. 
  Stairs descending into the den are flanked by 
  small niches with burning lanterns. 
  Defenses: in case of an assault, the stairway 
  is criscrossed with a thick web composed of 
  light. Touching the strands produces a 
  pleasant sound like a lyre. The strands are 
  thin and extremely durable (like stainless 
  sttel wire!), causing 3d6 points of slicing 
  damage if somone falls in it (and a tripwire 
  makes sure he does, DC 12). If the lights are 
  extinguished, the strands vanish. 
  B. Meeting room: Ikaitan usually meets 
  with visitors here. The floor is covered with 
  an expensive Tarantine carpet and there are 
  wooden chests (containing blankets, silk and 
  brocade) covered with fur and animal skins 
  to sit on. A low table has pleasant 
  refreshments for the customer – scented 
  water, sugared fruits and sorbet. The air is 
  heavy with the sweet smell of incense. 
  Defenses: the room looks empty when 
  opponents are expected and everything looks 
  normal. If the intruders let their guard down 
  (or some time has elapsed), three animal 
  skins – one of a gazelle, one of a lion and 
  one of a leopard – rise from the chests, fill 
  themselves with air and animate. If they are 
  „killed” (wounded to ½ their hp), they sink 
  back to the floor, „defeated”. This, however, 
  is a ruse. As soon as they aren’t watched 
  closely, they leap on the back of a victim and 
  fight until destroyed! 
  Animated skins (3): HD 4; hp 18, 26, 17; 
  dmg 2*2d4+1/1d6. 
  C. Dome and font: this is a larger octagonal 
  room with a stone gazebo in it. A font, its 
  water emitting soft, yellowish light is in the 
  middle. Heavy tapestries hang in the corners. 
  The room is a gathering place for the guests. 
   
  48
  
  The waters of the font are sweet and pleasant 
  to drink 
  Defenses: the light of the font is a hypnotic 
  pattern (DC 13) in the case of an attack, 
  attracting hapless victims to the water – 
  which forms into a large serpent if 
  approached! The serpent tries to drown its 
  victims in the pool. 
  Water serpent: HD 3; hp 15; dmg 1d8; DR 
  10/blunt, fire immunity, reform in two 
  rounds if killed, purify water destroys 
  immediately. 
  D. Dining room: the large, 1’ high table and 
  the cushions around it are used for feasts and 
  meetings (particularly when Gishmesh elders 
  visit Ikaitan). Unless a feast is going on, the 
  place is empty. 
   
  E. Temple: the long hall was a place of 
  worship for the Gishmesh in Ösdal’s time; 
  after the construction of the Temple of 
  Selanii, it was abandoned and eventually 
  forgotten. The walls are still adorned with 
  painitings of sea creatures, the sea and the 
  lands of Tarantis. Two rows of columns 
  flank wooden pews facing a pulpit where 
  Ikaitan sits on silk pillows. Sometimes, 
  Gishmesh elders gather to hear his words on 
  philosophy, history and mysticism. At times 
  like this, opium oil burns in brass vials, 
  creating a calming atmosphere. A mural of a 
  merman hides a secret door to the east (DC 
  18). 
  Defenses: sedative drugs and opium is 
  mixed and burnt if an attack is in progress 
  (inhaled, DC 12, -2 to rolls/sleep). The haze 
  of the smoke obscures vision (like light fog) 
  and creates illusory opponents; insubstantial, 
  distorted monsters that change, dissolve and 
  reform constantly. At any time, there are 2d4 
  illusionary monsters in the temple. They are 
  similar to mirror images (i.e. they disappear 
  if hit), but they can fight as 3 HD monsters, 
  their touch inflicting 2d4 points of damage. 
  Once all are destroyed, 1d4 reform per 
  round, up to a maximum of eight. 
  Extinguishing the vials and clearing the air 
  destroys the phantoms. 
  F. Storage room: food, spare carpets and 
  cushions, copper and brassware, plates and 
  wine is stored here. 
  G. Personal quarters: once used by clerics 
  of Selanii, the side room contains a few 
  comfortable divans around a marble table. 
  Dates, figs and grapes lay on a silver platter. 
  The door to the south is made of reinforced 
  wood and locked (DC 18). 
  Defenses: wisps of black smoke linger in the 
  air before the door. If approached, they 
  congeal and form into a black panther who 
  attacks. 
  Smoke panther: HD 3; hp 20; dmg 
  2*1d3+1/1d6+3; DR 5/+1, semi-incorporeal 
  (20% miss chance). 
  H. Study: Ikaitan lives and sleeps here. 
  Thick furs cover the stone floor and a 
  lanthorn hanging from the ceiling provides 
  illumination. A heavy writing desk is against 
  the SE wall while a comfortable divan lies to 
  the west, a large iron trunk at its end. The 
  trunk is locked (DC 18); it contains the 
  precious items Ikaitan sells (all valued at 40 
   
  49
  
  gp or above), a set of divination sticks (casts 
  augury once per day) and a deadly cobra. 
  The spellbook of the rakshasha is hidden in a 
  depression below the chest (DC 18 to 
  locate), along with a scroll of teleport which 
  Ikaitan uses as a last resort. 
  Defenses: the cobra is let out and benefits 
  from a mirror image enchantment that 
  results in 1d4+2 duplicates. 
  Cobra*: HD 4; hp 15; dmg 1d3 +poison 
  (DC 18, 1d8/1d8 Con). 
   
  Appendix IX. Legal 
   
  This version of Zothay is done under version 1.0a of the of the 
  Open Game License, below, and version 3.0 of the d20 System 
  Trademark License and the d20 System Trademark Logo Guide. 
  Notice of Open Game Content: This product contains Open 
  Game Content, as defined in the Open Game License, below. Open 
  Game Content may only be Used under and in terms of the Open 
  Game License. 
  Designation of Open Game Content: All text containing game-
  related content within this book is hereby designated as Open 
  Game Content, subject to the Product Identity designation below. 
  Use of Content from Judges Guild: This product contains content 
  from Judges Guild that is used by permission and pursuant to 
  license, including but not limited to any names or content that 
  appear in this product that has previously appeared in a Judges 
  Guild product. Any such content is not Open Game Content. Any 
  failure in this designation does not cause such content to become 
  Open Game Content. 
  Designation of Product Identity: The following items are hereby 
  designated as Product Identity as provided in section 1(e) of the 
  Open Game License: Any and all material or content that could be 
  claimed as Product Identity 
  pursuant to section 1(e), below, is hereby claimed as product 
  identity, including but not limited to:  
  1. All artwork, symbols, designs, depictions, likenesses, formats, 
  poses, illustration, graphic design, maps, and cartography, 
  including any text contained within such items; 
  2. The names, personality, descriptions and/or motivations of all 
  creatures, characters, personalities, teams, personas, likenesses and 
  special abilities, places, locations, environments, magical or 
  supernatural abilities or effects, gods, races, countries, cities, city 
  states, political or geographic features, historic events, groups, 
  spells, skills, organizations, planes or deities in this book as well as 
  the name of any other thing originating from original Judges Guild 
  products and not stemming from the System Reference Document, 
  but not their stat blocks or other game mechanic descriptions (if 
  any); the intent of this designation is to protect every name, concept 
  and description in this product, regardless of what that name is 
  attached to, as well as every name that comes from the original 
  Judges Guild products on which this product is based; the strictest 
  possible designation is desired;  
  3. All stories, storylines, histories, plots, thematic elements;  
  4. Any and all content that is not otherwise Open Game Content by 
  virtue of appearing in the System Reference Document or being 
  provided as Open Game Content in a work listed in Section 15, 
  below. Basically, if it doesn’t have to be open by operation of the 
  license, it is not open in this product. And if it can be claimed as 
  Product Identity, it is. 
   
  OPEN GAME LICENSE Version 1.0a 
  The following text is the property of Wizards of the Coast, Inc. and 
  is Copyright 2000 Wizards of 
  the Coast, Inc. ("Wizards"). All Rights Reserved. 
  1. Definitions: (a) "Contributors" means the copyright and/or 
  trademark owners who have contributed Open Game Content; (b) 
  "Derivative Material" means copyrighted material including 
  derivative works and translations (including into other computer 
  languages), potation, modification, correction, addition, extension, 
  upgrade, improvement, compilation, abridgment or other form in 
  which an existing work may be recast, transformed or adapted; (c) 
  "Distribute" means to reproduce, license, rent, lease, sell, 
  broadcast, publicly display, transmit or otherwise distribute; (d) 
  "Open Game Content" means the game mechanic and includes the 
  methods, procedures, processes and routines to the extent such 
  content does not embody the Product Identity and is an 
  enhancement over the prior art and any additional content clearly 
  identified as Open Game Content by the Contributor, and 
  means any work covered by this License, including translations and 
  derivative works under copyright law, but specifically excludes 
  Product Identity; (e) "Product Identity" means product and product 
  line names, logos and identifying marks including trade dress; 
  artifacts; creatures; characters; stories, storylines, plots, thematic 
  elements, dialogue, incidents, language, artwork, symbols, designs, 
  depictions, likenesses, formats, poses, concepts, themes and 
  graphic, photographic and other visual or audio representations; 
  names and descriptions of characters, spells, enchantments, 
  personalities, teams, personas, likenesses and special abilities; 
  places, locations, environments, creatures, equipment, magical or 
  supernatural abilities or effects, logos, symbols, or graphic designs; 
  and any other trademark or registered trademark clearly identified 
  as Product identity by the owner of the Product Identity, and which 
  specifically excludes the Open Game Content; (f) "Trademark" 
  means the logos, names, mark, sign, motto, designs that are used by 
  a Contributor to identify itself or its products or the associated 
  products contributed to the Open Game License by the Contributor; 
  (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, 
  format, modify, translate and otherwise create Derivative Material 
  of Open Game Content; (h) "You" or "Your" means the licensee in 
  terms of this agreement.  
  2. The License: This License applies to any Open Game Content 
  that contains a notice indicating that the Open Game Content 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 terms 
  may be added to or subtracted from this License except as 
  described by the License itself. No other terms or conditions may 
  be applied to any Open Game Content distributed using this 
  License.  
  3. Offer and Acceptance: By Using the Open Game Content You 
  indicate Your acceptance of the terms of this License. 
  4. Grant and Consideration: In consideration for agreeing to use 
  this License, the Contributors grant You a perpetual, worldwide, 
  royalty-free, non-exclusive license with the exact terms of this 
  License to Use, the Open Game Content. 
  5. Representation of Authority to Contribute: If You are 
  contributing original material as Open Game Content, You 
  represent that Your Contributions are Your original creation and/or 
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  6. Notice of License Copyright: You must update the 
  COPYRIGHT NOTICE portion of this License to include the exact 
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  are copying, modifying or distributing, and You must add the title, 
  the copyright date, and the copyright holder's name to the 
   
  50
  
  COPYRIGHT NOTICE of any original Open Game Content you 
  Distribute. 
  7. Use of Product Identity: You agree not to Use any Product 
  Identity, including as an indication as to compatibility, except as 
  expressly licensed in another, independent Agreement with the 
  owner of each element of that Product Identity. You agree not to 
  indicate compatibility or co-adaptability with any Trademark or 
  Registered Trademark in conjunction with a work containing Open 
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  8. Identification: If you distribute Open Game Content You must 
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  9. Updating the License: Wizards or its designated Agents may 
  publish updated versions of this License. You may use any 
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  any Open Game Content originally distributed under any version of 
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  10. Copy of this License: You MUST include a copy of this 
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  Distribute. 
  11. Use of Contributor Credits: You may not market or advertise 
  the Open Game Content using the name of any Contributor unless 
  You have written permission from the Contributor to do so. 
  12. Inability to Comply: If it is impossible for You to comply with 
  any of the terms of this License with respect to some or all of the 
  Open Game Content due to statute, judicial order, or governmental 
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  13. Termination: This License will terminate automatically if You 
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  within 30 days of becoming aware of the breach. All sublicenses 
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  14. Reformation: If any provision of this License is held to be 
  unenforceable, such provision shall be reformed only to the extent 
  necessary to make it enforceable. 
   
  15. COPYRIGHT NOTICE 
  Open Game License v 1.0a Copyright 2000, 
  Wizards of the Coast, Inc. 
  System Reference Document Copyright 2003, 
  Wizards of the Coast, Inc.; Authors Jonathan 
  Tweet, Monte Cook, Skip Williams, based on original 
  material by E. Gary Gygax and Dave Arneson. 
  Original Spell Name Compendium Copyright 2002 
  Clark Peterson; based on NPC-named 
  spells from the Player’s Handbook that were renamed 
  in the System Reference Document. The 
  Compendium can be found on the legal page of 
  www.necromancergames.com. 
  Player’s Guide to the Wilderlands Copyright 2003, 
  Necromancer Games, Inc. and Judges Guild; 
  Authors Bob Bledsaw and Clark Peterson based on 
  original material by Bob Bledsaw, Bill Owen and 
  Bryan Hinnen. 
  Aerial Servant from the Tome of Horrors, Copyright 
  2002, Necromancer Games, Inc.; Author Scott Greene 
  and Clark peterson, based on original material by E. 
  Gary Gygax. 
  Cobra from the Tome of Horrors, Copyright 2002, 
  Necromancer Games, Inc.; Author Scott Greene. 
  Guardian Daemon from the Tome of Horrors, 
  Copyright 2002, Necromancer Games, Inc.; Author 
  Scott Greene, based on original material by Ian 
  McDowall. 
  Wind Walker from the Tome of Horrors, Copyright 
  2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by E. Gary Gygax. 
   
  Zothay © Copyright 2005 by Gabor Lux. All rights 
  reserved. 
   
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SOURCE: textdata/thevault/Wilderlands/Wilderlands D20/free downloads/D20 City State Zothay.pdf