TEXT:  
   
   
    
  HANGING CITY 
  OF NENchagi 
   
   
   
   
   
   
    
   
   
   
   
   
   
  
   
  2 
   
   
  Hanging City of Nenchagi 
   
   
  The Chaagi and Xochnomogu 
  Deep below the Argos Plateau, hidden from 
  moon and sky, lies a sprawling network of natural 
  tunnels and caverns. Known to local thuels as 
  Nebechek, or long night, the barbarians shun the 
  unlit passages as a fool’s maze; a place only the 
  mad or desperate venture into.  
   
  But for adventurers seeking fame and fortune, 
  there might be good reason to delve the perfect 
  black. Referenced in crumbling tomes, the Mask 
  of Distant Suns is said to originate from a foreign 
  dimension or star system, granting the wearer 
  potent powers of mind control. Silver sheened, 
  inset with otherworldly crystals, the artifact was  
  last seen in the Hanging City of Nenchagi. 
   
  Centuries earlier, the Chaagi withdrew to their 
  subterranean “city” beneath the plateau, fleeing 
  the 
  devastation 
  of 
  the 
  Cyclops 
  wars. 
  Unfortunately for the humans, their retreat soon 
  became their prison, enslaved by an Aberrant 
  Terror erringly conjured by the mask’s magic.  
   
  Xochnomogu (or “Eternal Eye”) is a 10 ft sack of 
  floating, rubbery flesh, with a large central eye, 
  snapping tentacles, and ray emitting stalks. More 
  than a thousand years old, the ageless 
  abomination became the Chaagi’s “god”, 
  transforming them into cursed Urgot.  
  Alien and uncaring, Xochnomogu still rules 
  Nenchagi, feasting on human sacrifices while it 
  contemplates secrets unintelligible to humans. 
  Devoid of urgency, the years mean nothing to 
  Xochnomogu as it bides its time in the remote 
  underworld.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  As for the Chaagi, only a few hundred remain, 
  whittled away by decades of human offerings 
  and isolation. Marred by gangly, elongated limbs, 
  clawed hands, and sunken skin, the urgot are 
  wholly devoted to their unsleeping god.  
   
  The party might become involved in this 
  adventure by (i) finding a tome referring to the 
  mask’s last location, or (ii) being hired by a 
  wealthy archaeologist to find, and map, the 
  subterranean city. 
  Rumours & Hooks  
  Rare texts refer to the Mask of Distant Suns, 
  a magical artifact said to imbue the wearer 
  with psychic powers of domination. The 
  mask was last reported in the Hanging City of 
  Nenchagi. 
  
   
  3 
   
  Underground Journey  
  Delving the winding depths of the underworld is 
  not for the faint hearted. For the most part, the 
  tunnels are low (approx 5 ft high, requiring 
  bending down), cold, and eerily silent, but for the 
  party’s footfalls and crackling torches.  
   
  Encased in stone for days on end, a fine powdery 
  dust clings to the PCs, smothering them with an  
  earthy, 
  claustrophobic 
  smell. 
  Light 
  is 
  fundamental and in short natural supply. In the 
  absence of luminous moss/fungi (occasionally 
  found), the utter blackness is oppressive and 
  impenetrable. Adventurers will need significant 
  light provisions (torches, lanterns, oil, etc) to 
  complete their quest.  
   
  Travel to the “city” is abstracted below. The 
  journey takes 5 days, assuming the party doesn’t 
  get lost. Every 12 hours (or other time period 
  determined by the GM), check for Navigation, 
  Terrain & Conditions, and Random encounters.  
   
  Navigation 
  At least one party member, the navigator, makes 
  an Int (Wilderness Lore) check to ensure the 
  party is heading towards the city, and doesn’t 
  become lost. If they do become lost, roll 1d12. 
   
  WHILE YOU WERE LOST 
  1d12 
  Event 
  1 
  Roll on the Terrain & Conditions table. 
  2 
  The party loses another day whilst lost. 
  Roll again.   
  3 
  A random encounter occurs. 
  4 
  1d4 mules or other animals are lost, 
  injured or fall ill (equal chance, not 
  including ranger pets). 
  5 
  1d2 hirelings or NPCs are lost, injured 
  or fall ill (equal chance, not including 
  important NPCs). 
  6 
  A random encounter occurs. 
  7 
  One PC loses/uses up a random 
  mundane item or bundle of items 
  (climbing gear, rope, torches, etc). 
  8 
  One PC suffers exhaustion, losing 1 
  point of Str, Dex or Con (equal 
  chance). 
  9 
  A random encounter occurs. 
  10 
  1d4 PCs’ rations/water supplies are lost 
  or used up (parasites, etc). 
  11 
  One player regales the group with a 
  travel montage, a tale about their 
  background, or other worldbuilding. 
  12 
  A random encounter occurs, then roll 
  again. 
   
  Terrain & Conditions  
  There is a 50% chance of a change in terrain and 
  conditions. If a change occurs, roll 1d8:  
   
  TERRAIN & CONDITIONS 
  1d8 
  Change 
  1 
  Warm and/or more humid (nearby hot 
  springs, magma currents or rising 
  crevasse thermals). Other living things 
  will be attracted to the area, increasing 
  the chance of random encounters by 
  20%. 
  2 
  Slippery. Similar but with greater 
  rubble and scree scattered about. 
  Making a double move in the area 
  requires a Dex check to avoid falling 
  prone part way through the movement.  
  3 
  Overall similar conditions, but the 
  nearby passages are more or less 
  frequently used by others (+/- 10% 
  chance to random encounters, even 
  chance). 
  
   
  4 
   
  4 
  Gas. Marked by pockets of harmful gas 
  or fungi spores. A Luck (Con) save is 
  required to avoid 1d2 Con loss (Miner’s 
  Lung) or 1d3 Int (Scob Spore). 
  5 
  Wet (dripping limewater, large puddles 
  and rivulets, underground stream or 
  river, subterranean moss forest). Other 
  living creatures will be attracted, 
  increasing the chance of random 
  encounters by 20%, plus an additional 
  1d3 creatures.  
  6 
  Colder. This area is surrounded by 
  particularly dense rock, insulating it 
  from distant underground heat sources. 
  Resting here is more difficult, imposing 
  a -2 penalty on short rest recovery tests.   
  7 
  Still. These tunnels are especially still 
  and quiet, lacking the barest hint of 
  subterranean breezes. The echoes are 
  incredible. Advantage on any hearing 
  based Perception tests.  
  8 
  Luminous. This sector is high in 
  luminous moss/fungi, light reflecting 
  stone, crawling glow bugs, etc, allowing 
  the PCs to see (dimly) up to 100 ft. PCs 
  may harvest temporary light provisions 
  (1d2 days worth, spoiling after 2d4 days; 
  moss shrivels, glow bugs die, etc).  
   
  Journey Encounters 
  Check for an encounter (30% base chance). If an 
  encounter occurs, roll 1d8, plus 2 after the first 
  24 hours of travel.  
   
  1. A bubbling sound forewarns the party of 
  the enormous 200 ft cavern (50 ft high) 
  ahead of them. Hot, bubbling mud pools  
  litter the area, regularly spraying 
  scalding mud into the air (a hazy steam 
  fills the cavern).  
   
  Crossing the cavern requires a Luck (Dex) 
  check to avoid being randomly scalded 
  for 3d6 damage (taking precautions, 
  such as moving past geysers just after 
  they’ve gone off, grants adv). Living 
  within the pools themselves are 3d6 
  heat resistant Giant Mud Crabs, hungry 
  for soft flesh. 
   
  Giant Mud Crab, AC 17, HD 3, 2 x Claws 1d6+1, 
  19: the target is grabbed and automatically 
  suffers claw damage at the start of its turn 
  (action and Str contest to break free), S14 D10 
  C12 I3 P10 W8 Ch7, L6, Mv 30 ft inc up walls. 
  Giant mud crabs are 4 ft wide, with strong claws 
  and grey brown/green carapaces. They are 
  immune to fire/heat damage.   
   
  2. Large webs begin cluttering passages. 
  Whilst many are old and patchy, as the 
  party 
  proceeds 
  they 
  become 
  increasingly thick and resilient. A single 
  particularly old Giant Spider lairs here, 
  living on large worms or making forays to 
  the surface (as Giant Spider, LFG p.125, 
  but 6 HD, Bite 1d8+1 + poison, Luck 10. 
  Boss Monster with 45 hp). 
   
  3. Scattered fungi, growing in size until 
  large 
  enough 
  to 
  fill 
  passageways 
  completely (requiring cutting through), 
  lead to a colossal underground forest, 
  500 ft across. The breadth of fungi here 
  is immense, from tiny 2 inch Red Cap 
  mushrooms to immense black and gold 
  Yellow Curtain treeshrooms, tendrils 
  clinging to the 100 ft ceiling.  
   
  Cultivating the forest are alienesque 
  fungi pods with sucking, feeler like limbs 
  lurching about. The pods are quasi 
  sentient and aware that a human corpse 
  makes for a fertile spawning vessel.  
  
   
  5 
   
  Fungi Pod, AC 11, HD 4, Tendril 1d10, 19: puff of 
  toxic spores causing 1d4 Dex loss (Luck (Con) 
  save for half), S12 D10 C17 I3 P12 W16 Ch4, L7, 
  Mv 30 ft inc up walls and ceilings. Fungi Pods are 
  4 ft tall balled masses of toadstool, bowl and 
  branch fungi, with elongated tendrils dragging 
  them forward. A PC reduced to zero hp must be 
  recovered in one round, or the body is lost 
  (infested with toxic fungi spores, which grow to 
  maturity in 2d4 weeks).  
   
  Careful searching of the forest might 
  reveal the exceedingly rare Morrigan’s 
  Bloom (Perc (Apothecary) check, if 
  trained may harvest 2d4 doses, a 
  powder tincture that grants the user a 
  Haste effect for 1d4 rounds, at the end of 
  which they lose 1d2 Will).  
   
  4. This series of winding passages grows 
  increasingly narrow, until the way 
  onward is barely a foot wide. Characters 
  in bulky armour or otherwise heavily 
  encumbered will have to remove their 
  gear and pull it behind them to squeeze 
  through. The slim corridor continues in 
  this way for several hours, making travel 
  very uncomfortable (Con check or 1 Str 
  loss due to severe cramps). 
   
  5. Whilst navigating a fissure like corridor, 
  there is a 50% chance of 3d6 Rock 
  Burrowing Annelids bursting from the 
  walls/ceiling/floor, drawn to the party’s 
  movement vibrations. PCs fighting in 
  cramped conditions may only use small 
  weapons, and suffer a penalty on attack 
  rolls (-2 or disad, depending on the 
  weapon). 
   
  Rock Burrowing Annelid, AC 10, HD 1, Acidic 
  body slap 1d6, 19: target’s weapon or armour 
  damaged per Injuries & Setbacks table, S5 D6 C10 
  I2 P15 W16 Ch4, L4, Mv 20 ft or burrow 5 ft. Rock 
  burrowing annelids are 5 ft long, 4 ft thick 
  sinuous worms, with circular sucker maws, 
  covered in highly potent acid (strips rock, steel, 
  flesh, etc). They subside on smaller burrowing 
  creatures but prefer to gorge on juicy mammals 
  when possible.  
   
  6. The arched entry to this 50 ft cavern is 
  adorned with simple dwarven runes (Int 
  (General Lore) check reveals themes of 
  protection and remembrance).  
   
  Inside are a series of simple tombs and 
  cairns, seemingly quickly erected, yet 
  sturdy enough to bear the ages. 
  Engravings spouting virtues of dwarven 
  grit, 
  fearsome 
  temperament 
  and 
  impressive beardiness can be found on 
  most of the tombs (“As fullsome in beard 
  as in courage”, “As fiery in life as she 
  wert in death”, “No stone unturned, no 
  skorn unhewed”, etc). 
   
  If searched, most of the tombs contain 
  something of value (total 1 x Carry Loot, 
  LFG p.136). One tomb in particular 
  (“Toegrun Craghammer, quick to charge, 
  slow to retreat. Rest in pieces my young 
  friend.”) contains a blemish free steel 
  warhammer; “Khezek-Nor, or “Biding 
  Wrath” is magical. If attuned to, the user 
  causes +5 damage on hammer crits. Any 
  further attunements over time (if any) 
  are at the GM’s discretion. Such a user 
  invariably grows a rampant beard of 
  quarrelsome tangles (grows to 6 inches 
  by the end of the day even if shaved off, 
  including females). 
   
  7. As the party approaches this massive 
  chamber, the floor becomes damp, and 
  loud dipping noises can be heard from 
  ahead. The massive 600 ft cavern 
  
   
  6 
   
  beyond (100 ft roof) is mostly taken up 
  with a subterranean lake. The waters are 
  jet black and still, but for regular drops 
  falling from a multitude of ancient 
  stalactites overhead.  
   
  The lake is too deep (30 ft) to wade 
  across, but can be swum (if in heavy 
  armour/encumbered, requires a Con 
  check to avoid 1 Con loss due to 
  exertion).  
   
  In the middle of the lake is a patch of 
  perfect darkness; a floating 15 ft miasma 
  of utter black that somehow seems to 
  absorb torchlight. Anyone touching the 
  water there feels a gentle pull. Anyone 
  entering it is sucked into a Veil portal and 
  instantly transported to the Black Lake 
  (Midlands p.286, Area 5).  
   
  8. Stuck to the ceiling and walls of this area 
  are large splotches of dark green slime, 
  caked in a layer of fine dust. The colony 
  of 2d6 Green Slime (LFG p.112) has been 
  dormant for years. They awaken 2d4 
  rounds after the party approaches within 
  120 ft.  
   
  9. A 200 ft chamber lined with twisting 
  pillars from floor to ceiling. Spread about 
  the floor are the carcasses of plague 
  worms, rock scorpions and one or two 
  urgot (Chaagi), covered in  a hard semi  
  opaque residue. 2d6 Tentacle Crawlers 
  use the chamber as a lair, excreting their 
  foul carcass preserving saliva over 
  victims.  
   
  Tentacle Crawlers, AC 13, HD 3, 2 x Choke/Claw 
  1d6+2, 19: special, S15 D10 C12 I2 P11 W10 Ch6, 
  L4, Mv 30 ft or burrow 5 ft. Tentacle crawlers are 
  subterranean omnivores, and generally only 
  hostile if their lair is attacked. On a Nat 19, one 
  of the creature’s face tendrils injects 1d3 crawler 
  larvae (about half an inch long) into the target 
  (using a needle like proboscis concealed in the 
  tendril and leech like anesthesia). If undetected 
  (Perc (Det) check at disad, or Int (Apoth) check), 
  the victim vomits up foot long infant crawlers (1 
  hp) in 1d4 days (causing 3d6 damage and a Will 
  check to resist a minor madness). 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  10. A relatively small chamber contains a 3 
  metre vein of silver ore (worth 2d4 x 100 
  gp if extracted, taking some hours with 
  the right tools). Careful study of the vein 
  reveals that parts of it appear to have 
  been 
  chipped 
  away 
  (on 
  a 
  Perc 
  (Detection) great success, it looks more 
  like tiny bite marks). 3d4 Xornlings 
  (p.130) 
  are 
  nearby, 
  using 
  their 
  chameleonic abilities to hide from the 
  party. If the PCs have large stores of gold 
  or any gems, the xornlings follow them, 
  hoping for a chance to sneak into their 
  
   
  7 
   
  packs (perhaps when the party sleep, or 
  if they discard their bags to mine the ore 
  vein). 
   
  The Hanging City 
  Once home to more than 2,000 Chaagi, the 
  population has dwindled over the years to 3d20 
  + 150 residents. Much of the “city” is abandoned, 
  the people scattered across its many levels, 
  forming small circles of sub-tribes. No matter the 
  clan however, all of the Chaagi worship the 
  undying Xochnomogu.  
   
  Xochnomogu AC 17, HD 12, 2 x Tentacles 2d4, 
  plus 1d4+1 eye rays, 19: central eye 40 ft long 20 
  ft wide cone psychic blast (Luck (Will) save or 
  Confused), S14 D12 C14 I16 P16 W19 Ch1, L12, 
  Mv 30 ft flying. Xochnomogu is an Aberrant 
  Terror  with the usual benefits (LFG p.98), Minor 
  Exploit Protection, Reroll Pool (LFG p.95) and Off 
  Turn Attacks (one random eye ray). At will 
  Telepathy (does not speak). Its eye ray attacks are 
  (i) Disintegrate, (ii) Charm Monster, (iii) 
  Blindness, (iv) Magic Missile, (v) Frighten, (vi) 
  Sleep, (vii) Flesh to Stone, (viii) Telekinesis (each 
  eye stalk projects two different coloured rays). 
   
  Urgot, AC 11, HD 1+4, Club/Claw etc 1d6+1, 19: 
  the target is cursed and loses 1 point of Luck, S13 
  D13 C16 I7 P9 W12 Ch6, L5, Mv 30 ft. Moan 
  once/day, all creatures within 20 ft suffer a minor 
  madness (Luck (Will) save resists). The urgot see 
  better than humans in the dark, but still require 
  light to see in complete darkness. 
   
  The urgot generally go about their daily life 
  either half naked or in coarse robes weaved of 
  fungi plant fibres, some quite colourful. The 
  “priests” wear bleached white robes, spotted 
  with black eye designs, and deep hoods. 
  The city itself can be broadly separated into five 
  enormous subcaverns as indicated below. Unless 
  otherwise indicated, the caverns are mostly 
  cloaked in darkness, with occasional luminous 
  moss or mushroom oil torches/slow burning 
  “lantern” bowls. 
   
  Sneaking about the caverns is entirely possible, 
  in the sense that most spaces are unoccupied. 
  Bright light sources give away PCs or resident 
  urgot from a distance, but creeping about with 
  phospherant moss, shuttered lanterns, or dim 
  glow stones allows greater stealth. 
   
  (1) Mushroom Farm 
  This enormous cavern is 1,000 yards wide with a 
  200 ft ceiling. Crude stone buildings ring the 
  boundary of a huge mushroom plantation. The 
  fungi are a rainbow of colours, from muted 
  browns to golden yellows, growing to as high as 
  8 ft, all of them edible (although some might 
  need distilling, cooking or other treatments in 
  order to remove certain toxicities).   
   
  5d10+20 urgot are present farming the 
  mushrooms at any one time. Searching the stone 
  huts is unlikely to return much other than 
  farming tools, baskets of preserved foodstuffs, 
  and workers clothes (greeny grey tabards with 
  many pockets). 
   
  (2) Worship Cavern 
  500 ft wide, entry to the worship cavern is via 
  crude stone steps cut into the walls, descending 
  to the cavern floor 100 ft below. Scattered 
  stalagmites provide limited ground cover. In the 
  centre of the room is a raised 30 ft high dais of 
  igneous rock.  
   
  Unless already encountered or drawn away 
  elsewhere, Xochnomogu is here, meditating 
  
   
  8 
   
  above the Mask of Distant Suns. In addition to 
  the aberrant terror, 2d6+5 Chaagi cultists are 
  present, intoning sacred litanies to their 
  demigod. One of them, Ochnimyru, is an 
  Urgozer. 
   
  Ochnimyru, Urgozer, AC 11, HD 3+3, Dagger 
  1d4+2, 19: uncontrolled magic, roll on the Dark 
  & Dangerous Magic table, S10 D14 C16 I14 P14 
  W14 Ch9, L7, Mv 30 ft. May choose from the 
  following spells twice per combat: Sleep, Speak 
  with Dead, Hideous Laughter, Magic Missile (as 
  3rd level).  
   
  The Mask has four levels of attunement, granting 
  the following effects. Whether the mask if 
  magical, a device of high technology, or 
  something else entirely is a matter for the GM.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  1. The user may invoke Telepathy three 
  times per day.  
   
  2. The user may invoke Suggestion once 
  every 1d4 days.  
   
  3. The user may invoke Charm Monster 
  once every 1d4 days.  
   
  4. The user may invoke Telekinesis once 
  every week. 
   
  A character attuned to the mask has disad on 
  checks to resist madness.  
   
  (3) Abandoned Complex 
  One particularly large cavern, approximately 800 
  yards across, has been abandoned by the Chaagi. 
  The interior of assorted huts and hanging caves  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  9 
   
  are in a derelict state, and great fissures and 
  cracks litter the ground. Few Chaagi live here for 
  any extended period, except perhaps a for few 
  exiles, including the wily Nunbusu (3 HD, Int 14, 
  Dex 15, advantage on stealth related checks).  
   
  The complex has been taken over by a colony of 
  slow moving Bore Ooze; shiny, slick looking 2 ft 
  undulating putrescenes of white colouration. 
  The bore ooze is somewhat akin to a leech, 
  sucking the blood from victims until it turns 
  scarlet then drops off in a sluggish torpor. 
  Generally speaking, bore ooze are not deadly, but 
  many are infected with Scumpox (foul smelling 
  boils which pop to ooze thick white puss; causes 
  1d4 Dex loss over 1 week, a Luck (Con) check 
  resists).  
   
  Bore Ooze AC 10, HD 1, Blood drain 1d3, 19: the 
  ooze splits into two (full HD), S6 D6 C14 I2 P10 
  W15 Ch1, L4, Mv 20 ft inc walls, ceiling etc. Bore 
  ooze are immune to weapon damage but suffer 
  double damage from fire. They drop off a victim 
  after causing a total of 3 damage. There is a 50% 
  a particular Bore ooze carries Scumpox disease. 
  ` 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  (4) Hanging Caves 
  This 1,500 foot cavern has a 250 ft ceiling 
  supported by huge rock columns, excavated by 
  the Chaagi to form hanging caves. More than a 
  hundred pillars include homes of approx 30 - 50 
  ft 
  wide 
  with 
  5 
  ft 
  ceilings 
  and 
  open 
  archways/windows. Many have rope and wood 
  (hardened fungi material) bridges connecting 
  them, forming a criss crossing network 100 ft off 
  the ground. Mushroom oil braziers and torches 
  are more common in this cavern than any of the 
  others, but large swathes of darkness and 
  shadow remain. 
   
  2d20 + 80 urgot are present here when the PCs 
  arrive (sleeping, eating, socialising, etc). Of those 
  who are awake, approx half will be inebriated 
  with Mokmo, a mind altering snuff dust that 
  causes euphoria and Slowness for 1d4 hours. 
   
  Looting huts produces (roll 1d8): (i) 1 x Carry Loot 
  (twice only), (ii) mushroom oil flask, (iii) fungi 
  foodstuff, (iv) robes/cloaks/ceremonial garb, (v) 
  random 
  weapon, 
  (vi)–(viii) 
  nothing 
  of 
  consequence (just furniture, bedding, etc). 
   
  Map 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  10 
   
  (5) Underground River  
  A powerful underground river supplies the 
  Chaagi with water, and often acts as their 
  garbage disposal, carrying waste downstream to 
  wherever the river leads. The river shore is never 
  empty, with at least 3d6+20 Chaagi here 
  gathering water in pots, washing clothes, 
  bathing, socialising etc. Parts of the white sand 
  river banks are stained red; from time to time 
  sacrifices are made here, particularly exiles, 
  whose bodies are dumped and swept away.   
   
  Random City Encounters 
  There is a 40% chance of a random encounter 
  every hour spent within the “city” caverns. If an 
  encounter occurs, roll 1d8:  
   
  1. 3d6 Urgot lugging sacks of mushroom 
  harvest, their legs stained with dark soil 
  from the knee down.  
   
  2. 1d4+2 urgot children, watching from 
  nearby shadows. One of them lets out a 
  squeak of fear, tipping off the group’s 
  location.  
   
  3. An old, drunken urgot with oversized 
  eyes, sleeping off a fermented fungi 
  binge. Yun’nupp is groggy if woken. He 
  speaks only Chaagi, and will betray the 
  party at the first opportunity. 
   
  4. 1d4 Plague Worms (Midlands p.106) 
  burrow up from the surface, hungry to 
  feast on the party. If pressed hard, they 
  attempt to retreat into their burrow 
  holes. If any escape, they return 4d6 
  minutes later with 3d6 reinforcements. 
   
  5. A serious tremor rocks the complex, 
  causing large shards of rock to drop from 
  above. All PCs must make a Luck (Dex) 
  save to avoid 4d6 damage, and a roll on 
  the Injuries & Setbacks table.  
   
  6. The party stumbles upon an exceedingly 
  rare adamantine vein, hidden behind a 
  recently collapsed wall. If harvested 
  (takes 1d4 hours with the right tools) it is 
  worth 2d4 x 200 gp, enough to make a 
  single weapon. 
   
  7. 3d6 Urgot warriors with chitin armour, 
  shields and steel weapons, returning 
  from a week long border patrol (as Urgot 
  but AC 15, sword 1d8+2, Will 13, shield 
  may negate one attack). 
   
  8. From or in a remote, shadowed area, 
  3d6 Flying Lizards (as Vampire Bat LFG 
  p100, but scaled and spined) dive bomb 
  the party for their life giving blood.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Aftermath 
  Whether or not the mask is retrieved, if 
  Xochnomogu lives, its encounter with the party 
  galvanizes it into action. It sends cultists to the 
  surface, scouting for slaves and breeding stock.  
  
   
  11 
   
  CREDITS 
   
  Author:   
  Stephen J. Grodzicki. Copyright © 2018. 
   
  Artwork:  
  Some artwork copyright 2018 Majiek Zagorski and The Forge Studios LLC, used with permission. 
  Some artwork copyright 2018 David Guyll, used with permission. 
   
   
  Some artwork copyright 2013 Gary Dupuis, used with permission. 
   
   
  Some artwork copyright 2016 Lawrence van der merwe, used with permission. 
   
   
  Website: 
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SOURCE: textdata/thevault/Low Fantasy Gaming/Low Fantasy Gaming Adventures & Settings/Adventure Frameworks (LowFG)/Adventure Frameworks #45 Hanging City of Nenchagi [parchment] (LowFG).pdf