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   GAZETTEER OF HELL
  Blood and Mire
  BY
  PAUL ELKMANN, GEOFFREY O. DALE
  COVER ART AND LAYOUT BY
  ERIC ELKMANN
  ART BY
  ANDREAS CLAREN
  ©2014 Spellbook Games. All characters, names, places, items, and text are copyrighted by Spell-
  book Games. All art is copyrighted by the artist(s) and is licensed to Spellbook Games. All rights 
  are reserved except as described in this notice: permission is granted to (1) to make personal cop-
  ies of this material, and (2) for non-commercial distribution of this material provided that the ma-
  terial is not altere or added to in any way, and is clearly identified as the work of Spellbook Games. 
  The incorporation of any part of this material into any other product offered for sale or distribu-
  tion in any other manner without the written permission of Spellbook Games is prohibited.  This 
  game aid may include mythical, religious, mystical, fantastical, and/or supernatural elements and 
  references; these elements are works of fiction intended only for purposes of entertainment. Any 
  resemblance between fictional characters described in this game aid and persons living or dead is 
  purely coincidental.
  
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  TABLE OF CONTENTS
  Introduction
  Circle Five
  Northeast Map
  East Map
  Southeast Map
  Southwest Map
  West Map
  Northwest Map
  Circle Six
  Northwest Map
  Northeast Map
  Southeast Map
  Southwest Map
  Encounter Tables
  Wizard’s Spells and Priest’s Prayers
  Pre-Generated Characters
  
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  INTRODUCTION
  This Gazetter is a game aid intended to assist a Games Master in using Hell as an adven-
  turing location in their campaign. It briefly describes a large number of locations that may 
  be of interest to Adventurers, or may be referred to by the Games Master as background, 
  historical, or reference material. The Gazetteer inclues maps showing the locations of each 
  described location.
  This product is a Games Master’s reference that describes in detail a portion of the geog-
  raphy of Malebolge (Inferno), in particular the Fifth and Sixth Circles, located in central 
  Hell. It is an overview of the middle section of the Pit. A ‘Circle’ is a toroid-shaped (dough-
  nut-shaped) region of Hell, with a fixed inner and outer radius relative to Hell’s fixed 
  geographical center. Each Circle is ruled by a Diabolic Prince with his unique Dukes or 
  Earls, guarded by Legions commanded by Diabolic Generals, is home to a specific group 
  of Devils, populated by a particular class of sinners. Many Circles are separated from their 
  inner and outer neighbors by cliffs, swamps, and rough terrain.
  Throughout this Gazetteer, the ‘outer’ radius, rim, circumference, etc., refers to the direc-
  tion on the side away from the center, while the ‘inner’ radius, rim, circumference, etc., 
  refers to the direction closest to the center (e.g. Lucifer). This book is titled, ‘Blood and 
  Mire,’ because it encompasses the Styx swamp of the Fifth Circle, and the River of Blood of 
  the Sixth Circle.
  Inferno is generally based on the description of Hell in the Divine Comedy by Dante 
  Alighieri, and the 1980 Judges Guild adventure module, Inferno. The complete Gazetteer 
  maps the entire one-hundred eighty mile radius of Lucifer’s Pit at scales of one to three 
  miles per hex. The Hell described in this Gazetteer is identical to that described in Spell-
  book Games’ Gehenna Primer and Inferno: Journey through Malebolge, with additional 
  details and encounter areas. 
  Each area of interest on each map is briefly described, providing the Games Master with 
  many adventure and encounter ideas to develop and use. There are over two thousand en-
  counter areas in the complete Gazetteer series. Individual locations will require additional 
  work by the Games Master to make into complete adventure sites, the level of detail pro-
  vided is generally not sufficient to run a game encounter from. Some locations are more 
  fully described in Inferno: Journey through Malebolge; these are indicated in the text.
  This Gazetteer is a stand-alone product in that it contains all the information necessary 
  to navigate those areas of Hell it describes. When reference is made to specific monsters, 
  spells, prayers, and enchanted objects, the details can be found in one or more of Spell-
  book Game’s: Portal to Adventure RPG rules, Codicil of Maladies, Inferno Bestiary, In-
  ferno Treasury, Inferno: Journey through Malebolge, or Gehenna Primer; all are available 
  from DriveThruRPG.com.  It is assumed the Games Master has these “standard” creatures, 
  spells, and object descriptions available, or is capable of substituting details from the rule 
  set they are using. The inner border of the Sixth Circle in Blood and Mire matches the 
  outer border of the Seventh Circle as described in Spellbook Games’ Gazetteer of Hell, Fire 
  
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  and Ice. The two products are intended to be used together to form a complete description 
  of Hell from the Fifth through Ninth Circles, and beyond to the Material Plane.
  Gehenna Primer may be particularly useful to a Games Master, as it contains generic in-
  formation that applies to all adventures in Hell. This includes how a mortal interacts with 
  the Inferno setting, the changes to and limitations of spells and prayers in Gehenna, and 
  the changes to healing and time. The ninety unique Devils that appear in Inferno are fully 
  described in Inferno: Bestiary, along with other monsters that may appear in this product. 
  The various diseases and conditions that may affect a character are more fully described in 
  Codicil of Maladies. The Games Master is free to substitute other sources as information as 
  they suit their campaign, or may create their own unique data.
  Gehenna and Inferno are locations for higher-level game play. It is suggested that Adven-
  turers be at least L10 before attempting to visit any part of Hell. Games Masters should 
  generally not allow easy access to Gehenna, nor an easy retreat from it. The suggested 
  prayer and spell restrictions found in Gehenna Primer are intended, in part, to prevent 
  an easy retreat once Malebolge has been entered. Adventurers entering the Gates of Hell 
  should not have a ready magical means of escape available to them, it is a place for the slog 
  of a campaign, not the swift in-and-out of a raid. The design intends that any mortal inside 
  Inferno be compelled to walk from the perimeter to Lucifer to make their escape, descend-
  ing through ten Circles and more than a vertical mile. Each Circle presents a unique envi-
  ronment, one that is often deadly to mortal life.
  COMMONLY-USED ABBREVIATIONS
  Adventurer Class – L# (e.g. Warrior L3)
  Armor Class – AC
  Feet/Foot (measurement) – FT
  Greater than or Equal to – GTET
   Health Points – hp
  Hit Die – HD
  Less than or Equal to – LTET
  
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  Circle Five
  Diabolic Prince
  Paimon (Grey Field with Red Castle)
  Diabolic Earls
  Styx – Ahriman, Astaroth, Bebal, Phlegyas 
  (Boatman of the Styx), City of Dis – Abalam, 
  Batinin, Belphegor, Mephistotoles
  Diabolic Generals
  Dobriham, Irricia, Kamdro, Lalullium, Quah 
  Vodar, Xuwia
  Devils
  Common, Ordinary, Nimidoryas, Assura, Et-
  varas, Zoybim, Types 5A through 5E
  Other Notable Creatures
  Furies, Erichtho, Myrodgar and Odozor
  Sinners and Punishments
  Wrathful (Styx, tearing at one another), Here-
  tics (Dis, Burning Tombs)
  Environment
  Fetid Swamp (outer zone), Burning City(inner 
  zone)
  Physical Challenges
  Wading (Swamp), Charydis Whirlpool, Dis-
  eases, Stoning (Furies), Inner and Outer Cliffs, 
  Massive Walls (Dis)
  Size
  Torus, Outer Circumference 410 miles, Walls 
  of Dis Circumference 350 miles, Inner Cir-
  cumference 290 miles, Outer Radius 68 miles, 
  Inner Radius 48 miles, Wall of Dis radius 57 
  miles, Width 20 miles (Styx 11 miles, City of 
  Dis 9 miles)
  Description
  The inner border is a 1500 FT cliff down to the Sixth Circle; twelve steep gullies allow movement 
  between the Fifth and Sixth Circles, they are spaced every twenty-four miles along the inner 
  perimeter. The outer border is a 500 FT vertical cliff; ten narrow and winding paths allow passage 
  between the Fourth and Fifth Circles. These paths are spaced forty miles apart along the outer 
  perimeter. An Infernal Minotaur guards each path between the Fifth and Sixth Circles.
  The Circle is divided into two zones, the outer zone is the Styx Marsh and the inner zone is Dis, 
  City of Burning Tombs. The Styx is eleven miles across, with water depths from 4 FT to 20 FT. Dis 
  is nine miles across. The Walls of Dis are in the half mile ring between the fetid swamp and the 
  city proper.
  A 50 FT wide band of huge mushrooms grows along the base of the outer cliff; these mushrooms 
  can be poisonous, induce hallucinations, cause paralysis, or have other effects. A wharf and sig-
  nal Tower is at the base of each of the gullies between the Fourth and Fifth Circles, with opposite 
  wharves along the Walls of Dis. There are three long canoes tied to each wharf (each 1400 pound 
  capacity). The signal tower summons Phelgyas, Boatman of the Styx, to ferry mortals across the 
  swamp. The fare for a one-hour trip is  (1) each passenger’s right arm [removed immediately at the 
  shoulder without pain and with the wound healed; permanently reduce hp by 4 health points; can-
  not be regenerated], (2) ten white or pink pearls of high quality [each valued GTET 2500 GP] per 
  
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  passenger, or (3) 25 years from each passenger’s lifespan. He will also transport persons possessing 
  valid written orders from any Prince, Duke, or Earl of Hell. Phelgyas owns a tower which moves 
  about the Circle as he desires (located on a small floating island); for purposes of this Gazetteer 
  the island is currently located on the western map of the Circle, but could be located as needed by 
  the Games Master.
  The whirlpool, Charydis, moves about the Styx in a random pattern, at 4 miles/hour; for purpos-
  es of this Gazetter it is currently located on the southeast map of the Circle, but could be located 
  as needed by the Games Master. Persons encountering Charydis are sucked in, suffering hp1d6/
  round of entrapment (avoid 1d20 GTET [30-Agility] plus 1d20 GTET [30-Strength]). Trapped 
  Adventurers break free on 1d20 rolls GTET [34-Strength], checked per round; a saving roll of 1 
  indicates the mortal has drowned.
  The Walls of Dis are 30 FT high, 30 FT thick, made of ancient red stones, and are crenellated along 
  the top. Cauldrons of boiling oil are located every 50 FT along the top. Ten Gates are spaced 35 
  miles apart. Each gate has an iron portcullis in front of silver rectangular double doors 15 FT wide 
  by 12 FT tall. The Gates are closed but unlocked. A mix of 100+2d100 Ordinary, Common, Assu-
  ra, Etvaras, Nimidoryas, Type 4 Devils, Type 5 Devils, and Type 6 Devils gather at along the wall’s 
  top; they taunt mortals with threats and obscene suggestions but take no other action if mortals 
  remain GTET 75 FT from the wall; when mortals approach they are attacked with 20+2d20 mis-
  siles/round and 3d12 spells. Mortals approaching the Gates are also attacked by the Three Furies 
  (see Inferno: Bestiary), each holding bloody Medusa heads (avoid sight 1d20 GTET [33-Intel-
  ligence], save versus stoning 1d20 GTET [34-Stamina]). Mortals clear the Walls of Dis without 
  fighting by, (1) successfully invoking the presence of a Good Deity, (2) blowing the Trumpet of the 
  Lord [found on the Fourth Circle], (3) invoking a scroll obtained from the Lesser Seraphim at the 
  Shining Hill [in the Vile Forest above the Pit of Malebolge], or (4) invoking a scroll after fighting 
  the Chimera of the Wood [in the Vile Forest above the Pit of Malebolge]. The walls remain cleared 
  for 9+1d12 minutes. When mortals try to clear the walls by fighting it is likely at least one Diabolic 
  General or Diabolic Earl arrives within 1d10 rounds.
  The City of Burning Tombs is made up of an uncountable number of rectangular marble sepul-
  chers, some covered by heavy marble lids, some with missing lids, and some with their lids bashed 
  in and broken in pieces. All tombs warm to the touch and many are hot enough to cause burns. 
  The tombs are 6 FT apart at all possible angles, so that there are no straight line paths. Open tombs 
  are lit from within with flickering red lights and orange-red tongues of fire; flames roll and dart in 
  spaces surrounding the tombs, with small jets of flame visible on the ground. Black smoke coils 
  upward out of every open tomb and a dark haze hangs over the entire City. Half of the tombs are 
  occupied.
  The Shade Erichtho speaks a doom to one mortal/day, making them more susceptible to having 
  their soul taken by a Mummy King or Queen (in an oasis on the Seventh Circle). Myrodgar is a 
  Human madman carrying an oversized bone club. (the bone holds the soul of Odozor, evil Fire 
  Giant mage who has a genocidal hatred of Dwarves; Odozor can dominate and take over Myrod-
  gar)
  Black stone Directional Obelisks are spaced at five mile intervals along the outer shore of Styx, 
  each 8 FT tall. Each Obelisk is engraved with arrows pointing to the north (clockwise direction) 
  and to the south (counterclockwise direction); the arrows are labeled with the nearest Diabolic 
  Prince or Earl (Astraroth, Ahriman, Bebal). Black Obelisks are also found around the outer 
  perimeter of the City of Dis, spaced at five mile intervals; these markers are engraved with arrows 
  and the names Abalam, Batanin, Belphegor, Paimon, and Mephisotoles.
  
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  Weather and Effects
  Styx
  The sky over Styx is hazy with light winds of variable direction, very high humidity, and an air 
  temperature of 93 degrees. It has a musty odor that makes breathing difficult: reduce an affected 
  mortal’s Stamina by 1d4 points for 1d100 hours (save 1d20 rolls GTET [33-Stamina]). Sudden vio-
  lent downpours lasting 1d20 minutes occur hourly over Styx; a storm is severe on 1d12 rolls GTET 
  8, each severe storm lasts 3d100 minutes at a rate of 2 inches of water/hour. 
  The marsh Styx is filled with dirty black-colored water slowly circulating in the counterclockwise 
  direction, with numerous thick flat red double-heart-shaped leaves floating in it. The water is at a 
  constant 80 degrees. Styx has an oily feel to it, an acidic taste, and it smells like rotten eggs. A mor-
  tal contracts (select 1d3) diphtheria, whooping cough, or malaria after every drink of unboiled 
  swamp water or after every hour of exposure to swamp water (save 1d20 GTET [32-Stamina]; see 
  Codicil of Maladies for effects). Adventurers become lost in Styx unless succeeding on 1d20 rolls 
  GTET [28-Intelligence], checked every quarter hour (movement is at 1.25 miles/hour, apply the 
  check to the party leader).
  Adventurers wading through Styx acquire 1d20 slugs or leeches on their skin (save 1d20 GTET 
  [14+{number of half-hour segments spent wading}]). Each leech inflicts hp1 damage every half-
  hour, killing an attached leech inflicts an additional hp1d4. Persons afflicted with leeches contract 
  the disease ‘elephantitis’ (save 1d20 rolls GTET [32-Stamina, see Codicil of Maladies for details).
  City of Burning Tombs
  The sky over Dis is dark with vile smokes and vapors issuing from open graves and broken mauso-
  leums. There is no wind, and the air is still. The bad air causes mortals to be fatigued (e.g. reduce 
  Strength statistic by 3 points while exposed, save 1d20 GTET [36-Stamina], checked hourly). Elves 
  and Half-Elves are sickened, with recurring bouts of cramps and nauseau (also reduce Agility sta-
  tistic by 3 points, reduce Will by 1 point while exposed, save 1d20 GTET [36-Stamina]).
  Jets of fire occur frequently in the City; every 1d20 minutes one randomly-determined Adventurer 
  is subject to engulfment by a hp1d12 flame, avoid 1d20 GTET [30-Agility]. Earth tremors occur 
  every 3d20 minutes, causing 1d4 randomly-determined Adventurers to fall into nearby open 
  graves (hp1d6 falling damage, 1d6 fire damage, avoid 1d20 GTET [28-Agility]).
  
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  CIRCLE 5 NORTHEAST MAP
  Locations in the Styx Swamp
  1. Galechki Castle. A three-story red stone Keep behind a 40 FT wall with two gates. The Castle 
  has six octagonal Towers, each 70 FT tall, and four one-story wood buildings inside the wall. Two 
  lines of closely set pikes surrounds the Castle. The Castle is commanded by Valaferra (Type 5E 
  Devil); the garrison consists of two Nimidoryas, seven Assura, a squad of Etvaras, three squads 
  of Type 5C Devils, three squads of Type 5A Devils, ten Centaur of Hell Lancers, and six Zoybim. 
  Twenty-three Common Devils are servants. The Castle is rumored to hold the mummified re-
  mains of Demon Prince Daexo’xosis, killed in battle 2856 years ago.
  2. An oval mound, 300 yards long by 50 yards at its widest point, 50 FT high. An 8 FT blue stone 
  statue of a Type 5C Devil holding a spear (aura of enchantment) stands in a small grove of beech 
  trees growing on top. Evil persons touching the spear are healed hp4 (limit two/day), and gain one 
  1d10 God’s Finger prayer (limit one/day, must be used within 12 hours or lost). A patrol of two 
  Assura and twelve Etvaras arrives here 1d100 minutes after the Adventurers.
  3. A pyramidal mausoleum constructed of pink sandstone, 50 FT high, 80 FT along each side, with 
  a silver door midway up the west side (brass keyhole, aura of enchantment, -7 open lock). A nar-
  row stair leads to three underground rooms, arranged in linear sequence; the rooms have murals 
  depicting animal-headed men and woman in amourous activities. The door to a fourth room has 
  been bricked and plastered over (not a ‘secret’ door), -12 to find. The last room holds the mum-
  mified remains of Lannamastmus (male Human, Rascal L15, death cultist), along with 12,953 SP, 
  7229 GP, 10 gems (each 1d100*1d100 GP), an enchanted Mace, two potions, and an enchanted 
  Helm.
  4. Shrine of the Five Unholies, dedicated to Paimon. A circular one-story building with domed 
  roof, constructed of purple stone, with three entrances each with large brass doors. Five statues 
  of Paimon surround the altar, surrounded by a ring of 5 statues of Lucifer and a ring of 5 statues 
  of Samael. Five chalices of blood are on the altar. Evil persons drinking a chalice gain AC+20 for 
  1d12 hours, are immediately healed hp8 (one/day), and gain gain +2 TH during their next battle 
  (within 24 hours); the chalices are poisonous to good persons (save 1d20 GTET [33-Stamina]). 
  The shrine is tended by Utyang (Type 5D Devil), Noqua (Type 5C Devil), and Cavaz (Type 5A 
  Devil).
  5. A 7 FT by 4 FT by 4 FT brown stone cairn sticks out of the muck. 50 FT away stands a stoned 
  Centaur holding a bow. The distintegrating bones of a Bugbear are interred in the cairn, along 
  with a potion flask labeled ‘Healing’ (actually a Potion of Reduction, to 12 inches), a rusty military 
  pick, and a copper/amber bracelet (36 GP). If the cairn is disturbed the Bugbear’s Wraith appears 
  on 1d20 rolls GTET 8.
  6. A 70 FT tower consisting of a 40 FT base built in the shape of an orange bird’s leg, 9 FT thick, 
  with a hidden door at the heel and an interior stair. On top is a 30 FT by 12 FT pink egg shape, 
  with two rooms inside and frosted glass windows looking out. A Nimidoryas is meditating in the 
  upper room.
  
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  7. An 8 FT green metal door stands in a 12 FT high metal frame on top of a tuff of tall grass. The 
  door has a keyhole lock (-4 open lock, aura of enchantment). When the door is opened, a bright 
  light shines through, but the door does not lead anywhere.
  8. A hexangonal one-story structure stands on a mud flat, the exterior covered in red tanned hides. 
  The interior consists of a large open room with four cells (padlocks, -4 open lock). The large room 
  holds two whipping posts, a rack, two iron maidens, a cage suspended from the roof by a chain, 
  a stock, and a bed of nails. A table has a variety of knives, mallets, tongs and tweezers, skewers, 
  crushers, and probes. A copper brazier burns at one end of the room, a cauldron of oil is on the 
  fire at the other end. The room is lit by lamps shaped like Medusae heads. A Type 5C Devil and 
  two Common Devils are flogging an Ordinary Devil manacled to a whipping post. Two cells are 
  occupied by an Ordinary Devil and a Lycanthrope (Rat).
  9. A circular area a half-mile across is infested by huge swarms of annoying, stinging Insects. Ad-
  venturers passing through the area suffer hp1d6 in stinging damage. Elves contract a disfiguring 
  skin disease (save 1d20 GTET [32-Stamina], see Codicil of Maladies).
  10. Memstee’s Vault. A four-story rectangular black stone structure, the base 45 FT by 60 FT. A 
  single barred door is guarded by two Etvaras and two Type 5D Devils. The ground floor is oc-
  cupied by a Nimidoryas, fifteen Zoybim, four Centaurs of Hell, and Klangou (evil male Gnome, 
  Rascal L10); the second floor is filled with files written in Infernal Cant; the upper two floors are 
  empty. A hidden door (-12 to find, -5 open lock) leads to an underground vault door (combina-
  tion lock, -8 open lock); inside the vault is 95,032 CP, 50,115 SP, 20,592 GP, a coffer of 300 gems 
  (1d100*1d100*1d8 GP each), 100 carved pieces of ivory (1d100*1d20*1d10 GP each), and 32 
  pieces of rare art (1d20*1000 GP each). A patrol of two Assura and twelve Etvaras stops here every 
  1d12+6 hours; they have four Infernal Hounds.
  11. A rectangular area four tenths mile by two tenths mile, filled with strong disgusting and an-
  noying odors and smells (skunk musk, etc.). Humans are affected by 1d100 minutes naseau, save 
  1d20 roll GTET [30-Stamina], Elves apply a saving roll of 1. A 6 FT tall by 4 FT across stone box in 
  the center of the area holds a 3 FT tall idol of a hooden man (4200 GP, aura of enchantment).
  12. A circular area one mile across engulfed in a permanent severe thunderstorm. Mortals cross-
  ing the area experience gale force winds (prevents normal speech, stay on feet requires 1d20 roll 
  GTET [32-Agility], checked every tenth-mile) and heavy rain. Each person is subject to three, 3d6 
  lightning bolts while crossing, avoid 1d20 GTET [28-Agility].
  13. Green Bat Crypt. A one-story mausoleum is made of green stone, one hundred small statues of 
  sitting bats sit on the roof. The metal door is half off its hinges and three green stone coffins inside 
  are desecrated, cracked, and empty. The interior walls are covered in green algae. A hidden panel 
  in the floor (-6 to find), covers a 25 FT vertical shaft to an underground room with green tile floor, 
  and white walls painted in images of flying bats. Three sealed green stone coffins hold the remains 
  of two female Vampires and a ‘living’ HD9 female Vampire (Rapier +2, wand, two enchanted 
  rings).
  14. An oval basin, 20 FT long by 9 FT at the widest surrounded by a 6 FT wall; a 30 FT diameter 
  round metal ball sits on ten legs, each 28 FT long; several pipes connect the basin and storage ball, 
  with a variety of valves and connections. The basin is filled 4 FT deep with wholesome water (is af-
  fected by Inferno consumption curse). A patrol of two Assura and twelve Etvaras stops here every 
  1d12+6 hours; they have four Infernal Hounds.
  
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  15. An oval-shaped area, three-quarters mile by half-mile across at the widest. Adventurers make 
  6 encounter checks while crossing the area: an encounter with a mob of 6d20 machete-wielding 
  Zombies (HD2, hp13, AC10) occurs on 1d20 rolls GTET 12. Each encounter yields 3d12 CP, 1d12 
  SP, 1d6 GP, and 2d20 rusty (ordinary) blades. One Zombie in an encounter has an enchanted 
  sword on 1d100 rolls of 100.
  16. A huge Bonfire is blazing on a 20 FT by 20 FT stone platform, 3 FT above the water; the smoke 
  can be seen one-and-quarter mile away; the fire is tended by four Type 5C Devils. A line of black 
  skulls is attached to the platform’s rim. Ravensome Armory stands a third of a mile away. The 
  armory is a three-story black stone buiding with a crenalated roof line. The armory is commanded 
  by Namilyas (Nimidoryas), and staffed by 20 Type 5B Devils, 8 Type 5C Devils, 10 Zoybim, and 9 
  Harpies of Hell.
  17. Bratratan Museum of Scales. A four-story T-shaped building of grey stone, the exterior is 
  covered in brown-grey-tan scales. The single door is guarded by a Type 5A Devil. The museum has 
  an extensive collection of stuffed and preserved reptiles from across the Celestial Spheres, with an 
  entire floor exhibiting varieties of crocodile. The Curator is Ghorijak (Vazawashian, HD12 alien 
  from the Fourth Celestial Sphere), with a staff of six Ordinary Devils, two Common Devils, three 
  Zoybim, and a Minotaur. A patrol of six Type 5B Devils stops here every 1d8 hours.
  18. Four grave mounds are found on a mud flat, each 8 FT by 4 FT by 2 FT high, with small white 
  headstones; the stones are engraved in a foreign alphabet, reading ‘Boemus, Kozma, Cagomer, 
  Reccareed.’ The bones have rotted and decayed. Adventurers opening Kozma’s grave encounter 8 
  Rot Grubs (HD2, hp9, AC14, rotting slime). Those opening Cagomer’s grave find a silver-bladed 
  Cutlass +1 and 20 arrows wrapped in oilskin (one is Devil Slaying, save 1d20 GTET [20-HD]; one 
  is paralyzing, save 1d20 GTET [30-Stamina]). Persons opening Reccareed’s grave are exposed to a 
  disease (save 1d20 GTET [32-Stamina], range 10 FT, see Codicil of Maladies).
  19. Six huge rocks stick out of the swamp, from 105 FT tall by 40 FT across, to 185 FT tall by 65 FT 
  across. The rocks are 20 FT to 40 FT apart, rust-red in color, with streaks of green and bright or-
  ange. A HD8 Naga is found in a 12 FT by 9 FT by 10 FT hold at the base of one rock (Spiked Mace 
  +1, poisoned Dirk {save 1d20 GTET [28-Stamina], gold Locket at 374 GP, 1d12 Healing Potion).
  20. Two male humans and a female human are found in the open shell of a small cottage on a 
  hillock; they are roasting Giant Rats over a camp fire. They are Pozdai (Evil Priest L12), Charbart 
  (Evil Priest L10), and Strenza (Evil Priestess L9); each has three alchemical concoctions, enchanted 
  armor {effective 50-60}, an enchanted weapon +2 {evil aura}, and 1d4 additional enchanted items. 
  They are travelling to Fort Menymire, headquarters of Infernal Legion XXXI, in the southeast part 
  of the Styx.
  21. Post 518 Tower. A gigantic toadstool, the shaft is 65 FT high by 15 FT thick, the cap has a 
  35 FT diameter and is 6 FT thick; a wood gazebo is on top, occupied by four Common Dev-
  ils and a Type 5B Devil; a metal cable ladder hangs from the gazebo to the ground. The post is 
  equipped with four loaded crossbows, nine javelins, two Short Bows with 50 arrows, five 2d8 fire 
  bombs (avoid 1d20 GTET [30-Agility]), five flash grenades (blind 2d20 rounds, save 1d20 GTET 
  [32-Stamina]), and five 1d12 round smoke grenades. Ten Type 5C Devil reinforcements arrive 
  1d20+4 rounds after being summoned.
  
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  22. Boletum Library. A three-story L-shaped pink stone building with green slate roof, holding an 
  extensive collection of material concerning mushrooms, slimes, fungi, puddings, and similar crea-
  tures, including cultivation, cooking, medicinal properties, and uses in rituals and poisons. The 
  Head Librarian is Procklessa (evil female Gnome, Shaman L7), with a staff of ten Ordinary Dev-
  ils, six Zoybim, two Bugbear, and a Black Annis (HD6, Shaman L6, innate telepath). A basement 
  room has vats of Red Slime and White Mold.
  23. Mossocus Spire. A 166 FT structure, the bottom 100 FT consists of twenty 6 FT thick green 
  metal cylinders forming a ring 35 FT in diameter, joined at the top to a 20 FT diameter copper 
  plate. The upper section consists of three 8 FT diameter by 60 FT cylinders extending upward 
  from the copper plate, each topped by a coiled gold snake (15 FT, 62,500 GP).  An open stair spi-
  rals around the lower ring, giving access to the deck at 100 FT. A copper plaque at the base reads 
  ‘Mossocus made this’ in Infernal Cant. Two cougar carcasses are found on the deck inside white 
  pentagrams. A patrol consisting of a Type 5D Devil and ten Common Devils visits here every 
  1d20+4 hours.
  Locations in the City of Burning Tombs
  24. A six-sided shaft, 25 FT across, 85 FT deep, with a wooden scaffold and hoist over the opening. 
  A 10 FT diameter circular chamber is at the bottom; a locked (-3 open lock) chest in the chamber 
  holds a closed-face Helm of All Seeing AC+14 and a silver-bladed Rapier +1. Two HD4 Musk 
  Beetles cling to the shaft wall.
  25. Palace of Belphegor, Earl of Hell. A two-story H-shaped white manor in a garden, surround-
  ed by a 20 FT wall; a five-story tower is in the center of the cross-piece between long wings of the 
  building. The Seneschal is Quocleppo (Nimidoryas). The staff consists of fifteen Type 5B Devils, 
  six Type 5A Devils, eleven Zoybim, three Assura, twelve Common Devils, and four Ordinary Dev-
  ils. The Palace is known for its extensive collection of time-keeping devices.
  26. An orange metal rectangular gallows platform, 15 FT by 20 FT, on six metal stilts 9 FT above 
  the ground; the platform is reached by two stairs at the rear. The platform has two yardarms, an 
  additional 15 FT high, and a headsman’s block. A dead Minotaur dangles from one noose, guard-
  ed by three Type 5D Devils, two Type 5A Devils, an Etvaras, and three Zoybim. A Two-Handed 
  Sword +1 (Shield Breaker) is found under the platform.
  27. An octagonal area three-eighths mile across is at a constant ten degrees below zero; unprotect-
  ed mortals suffer hp1/half-minute exposure and become numb (save 1d20 GTET [33-Stamina]); 
  much of the ground has a layer of ice; open graves in the area have blue flames of cold. Mortals 
  entering an open grave suffer hp4/round, save 1d20 GTET [35-Stamina]). A three-story blue stone 
  structure is found in the area, the door guarded by two Type 5A Devils. The ground floor (interior 
  temperature 50 degrees) is a records office for Paimon, occupied by fourteen Zoybim, three Type 
  5B Devils, a Type 5D Devil, six Centaurs of Hell, a female Frost Giant, and a Bugbear. The middle 
  floor is storage for files and the upper floor is not in use (four empty apartments). A patrol consist-
  ing of a Nimidoryas, a Assura, and nine Etvaras stop here every 1d8+10 hours.
  28. A cruciform mound is surrounded by eight oval mounds; each arm of the cruciform is 50 FT 
  long by 18 FT wide by 16 FT high, the oval mounds are 20 FT long by 10 FT wide by 10 FT tall. 
  A small white mausoleum stands on each oval mound, with locked brass doors. A gold pennant 
  attached to a polearm sticks out of the cruciform mound, blazoned with the red emblem of an 
  eagle’s talon.
  
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  29. Adamant Prison. A hollow two-story black stone rectangle surrounding a three-story square 
  building, an 80 FT courtyard between them; a 15 FT fence of upright steel pikes rings the outer 
  rectangle. The Head Jailer is Darghoulmat (Vampire Lord), with a staff of twenty-nine Ordinary 
  Devils, seven Type 5C Devils, five Type 5B Devils, eight Etvaras, ten Zoybim, and an Assura. The 
  prison has 428 cells, 310 are occupied. The most prominent prisoners are Jreelo (Lalopothkan, 
  from the third Celestial Sphere), Tausapolis (Fire Giant), and Avorbandus (Human, Rascal L11, 
  Assassin). 
  30. A loud buzzing sound occurs throughout a square region, three-eighths mile across. Mortals 
  are confused by the sound (save 1d20 GTET [30-Will]; become unconscious 2d20 minutes on 
  save roll of 1). The Daristoph Arch is located in the center of the region; the arch is made of green 
  metal, 70 FT wide at the base by 50 FT tall, 10 FT thick. Twenty green stone Gargoyles and one 
  ochre Gargoyle sit on shelves on the arch, each with a silver collar (104 GP) and jade eyes (474 
  GP); aura of enchantment. A neutral person touching the ochre Gargoyle gains 1 hour protection 
  from Devotion prayers.
  31. Gerpplay Garden. A T-shaped walled area, the top is a one-sixth mile long by one eighth mile, 
  the wall is 20 FT tall. The long section is one-third mile by one eighth mile. Iron arch entrys are at 
  the two ends of the short segment and at the end of the long segment. The garden consists of up-
  right trellises, each supporting a different vine with many varieties of fruits and berries; anything 
  eaten is poisonous on1d20 GTET 14, save 1d20 GTET [28-Stamina]. The Head Gardener is Un-
  naboesses (female Lycanthrope [Boar]), assisted by nine Ordinary Devils, three Common Devils, 
  two Type 5A Devils and a Zoybim.
  32. A rock Cairn, 16 FT long by 5 FT high by 6 FT across. A blue pendant showing a gold horse’s 
  head is attached to a staff stuck into the ground. The cairn covers the skeleton of a 12 FT female 
  Giant. She is buried with a huge mattock, an open face helm, and Dirk +1 (Short Sword). A hollow 
  stone (-12 to find) hides a 17,500 GP ruby.
  33. Altar of Ezrasumda, dedicated to Paimon. A 50 FT by 30 FT green-and-white stone platform is 
  5 FT high, with white steps on the north and south sides. A 9 FT long blue-green stone altar stands 
  in the center, with inlaid strips of silver and ebony across the top. A carved ebony Unholy Sym-
  bol is inserted in a hole in the altar, and blue flames flicker every 3 FT along the perimeter. Good 
  persons touching the altar receive an hp1d10 electrick shock, save 1d20 GTET [30-Stamina]. Once 
  per day the entire platform is covered in a poisonous fog (occurs on 1d20 rolls of 1, persists 1d20 
  minutes, save 1d20 GTET [33-Stamina]). A Type 5D Devil is found here on 1d20 rolls GTET 14.
  34. Smuillick Plaza, a circular paved stone structure, 220 FT across, 2 FT above the ground. Four 
  black stone sarcophagus form a 30 FT square in the center; they are labeled, Bartorus, Demion, 
  Gorhav, and Lundermon. A 15 FT white statue of a Type 5B Devil astride an eight-legged three-
  horned horse is on each corner. An 8 FT green mushroom-shaped pedestal is at the center, with a 
  plaque in Infernal Cant reading, “In memory of Smuillick, hero of the Battle of Reliahock Valley.”
  35. Palace of Paimon, Diabolic Prince. A five-story square building, topped with four corner 
  cupolas, and a brass dome; the palace is surrounded by 12 FT wall constructed of metal shields 
  mortared together. The building is constructed of red and orange stones and has an entrance on 
  each side (3 Assura guards). The Major Domo is Plokim (Nimidoryas); the staff consists of fif-
  teen Ordinary Devils, ten Common Devils, nine Type 5C Devils, seven Type 5A Devils, sixteen 
  Zoybim, ten Harpies of Hell, six Centaur of Hell, and an Ettin. The palace has several extremely 
  valuable stained glass windows.
  
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  36. Funyarsam Arena, an open-air bowl with forty tiers of seating. Four wresting rings are 
  in the center. Bouts are underway, one between two Type 5A Devils, and one between a 
  huge Ogre and a Type 2B Devil. The crowd consists of 45 Type 5A Devils, 30 Type 5B Dev-
  ils, 10 Type 5D Devils, 20 Pruddin, 40 Common Devils, and 14 Zoybim.
   
  37. Temple of Shades, dedicated to Samael. A one-story rectangular building surround-
  ed by columns, 4 FT off the ground, the walls constructed from interlocking leg and arm 
  bones; a row of skulls is attached to the roof. Stairs on the long sides lead to brass doors. 
  The interior has the shrine plus 3 small rooms. The altar is black onyx, with two 20 FT 
  statues of Samael and one of Lucifer. Twelve open pits in the floor hold skeletons; their 
  Wraiths (HD10, AC120 iron, cold touch, fear gaze) appear on command. The Priests are 
  Beveban (evil Half-Elf, Priest L13), Thulso (Type 5C Devil), and Nilsawarth (Type 5C 
  Devil). Each pit has a talisman that allows the wielder to control the associated Wraith. A 
  patrol of two Assura and twelve Etvaras arrives here 1d100 minutes after the Adventurers.
  38. Cettus Laonfadelle’s Laboratory. A complex of four two-story stone buildings, two with 
  underground rooms, a well, and a small one-story brass building. The laboratory studies 
  the Elemental Planes and the Ether. The staff consists of Cettus (Master Engineer, male 
  Dwarf, 83 years), Rangafuo (Engineer, male Gnome, 71 years), Ethoria Jandis (Engineer, 
  female Elf, 114 years), six Ordinary Devils, eight Zoybim, and two Ogres. A patrol of a 
  Type 5E Devil and eight Type 5B Devils stops here every 1d6+12 hours.
  
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  CIRCLE 5 EAST MAP
  Locations in the Styx Swamp
  1. A partially collapsed green-stone three-story building, the upper floors have fallen, the lower 
  floor leans to the left and the entrance is partially blocked. Inside are heavily damaged coffins 
  with decaying bones. Found inside are 42 SP, 14 GP, a 1d10 Healing Potion, and an Arrow +2; [b] 
  Bubbles of yellow-green gas are exhaled from a 6 FT open cylinder of grey stone; exposed persons 
  become unconscious (save 1d20 GTET [32-Stamina]) 3d100 minutes, then die (save 1d20 GTET 
  [28-Stamina], checked at 80, 160, 240 minutes).
  2. A group of eight black stone pens, each 100 FT across, 5 FT high, with two bronze gates. Three 
  pens hold 2d20 Hell Cattle, two pens hold 2d12 Giant Musk Oxen, two pens hold 1d20 Giant 
  Dung Beetles, and one pen holds 3d12 Giant Rabid Skunk. The pens are tended by an Assura and 
  eight Ordinary Devils. While Adventurers are in the area four HD7 Basilisk approach from the 
  swamp.
  3. Camp Ophimeshim, headquarters of Infernal Legion XXX (Lalullium). A complex of five 
  three-story black stone buildings and eight one-story wood buildings surrounding a parade 
  grounds; the camp is surrounded by a 15 FT tall chain fence, and has ten 25 FT guard towers. The 
  camp commander is Weravunddru (Nimidoryas). The garrison consists of four Nimidoryas, nine 
  Assura, four squads of Etvaras, two squads of Type 5D Devils, two squads of Type 5C Devils, two 
  squads of Ogres, fifteen Centaurs of Hell, and twenty Infernal Hounds. The staff includes thir-
  ty-two Common Devils, twenty-six Ordinary Devils, twenty Type 5A Devils, twenty Zoybim, four 
  Medusae, and seven Harpies of Hell. The camp chapel has a masterpiece-level statue of Lucifer.
  4. Evoleungi Temple, dedicated to Lucifer. A one-story structure made of green stone with a 
  copper dome, and two slender four-story minarets; the exterior is thickly covered by green Poi-
  son Ivy vines. The interior has a green marble floor, pale green walls covered in tapestries, and a 
  rectangular black altar. A 25 FT statue of Lucifer is made of black metal with six 30,000 GP ruby 
  eyes. Mortals touching the altar gain immunity from slimes, molds, fungi, and puddings for 24 
  hours (good persons fail on 1d20 GTET [40-Will-Level]). The temple is staffed by Sorachi (female 
  Gnome, Shaman L14), with two Common Devils and two Zoybim. The temple is rumored to hold 
  the Gwemric Staff, an evil artifact.
  5. An eight-sided area, two-thirds mile across, filled with strong putrid gasses. Mortals entering 
  the area are affected by coughing and nauseau for 3d100 minutes, save 1d20 GTET [32-Stamina]; 
  affected persons apply a -3 TH modifier and their Strength is reduced by 2 points while in the 
  area.
  6. Twelve upright T-shaped red stones, 15 FT high, the crosspiece 10 FT long; the stones form a 
  square 40 FT across surrounding a polished black 15 FT long egg-shaped stone, on a 20 FT x 20 
  FT by 4 FT thick green stone base, 10 FT brass obelisks on each corner. A brass plaque on the ‘egg’ 
  reads ‘In memory of X Company of the XXX Legion, who gave their all at Hunvanane,’ in Infernal 
  Cant. The plaque is dated 1720 years ago.
  7. Crypt of Nysothesgy. An umarked 10 FT by 8 FT metal door is in a 16 FT by 12 FT horizontal 
  stone slab found on a mud flat, secured with a brass padlock (-3 open lock). A stair under the door 
  leads to five underground rooms, including a chamber flooded waist-high over a floor of spikes, 
  a circular room holding the coffins of Nysothesgy (male Gnome, evil Warlock L14) and his wife 
  Remedara, and a parlor where Nysothesgy’s Specter (HD7, AC80 ferrous, touch 1d4+XP loss, can 
  summon 1d100 Giant Rats) is found. A hidden chest holds 6721 SP, 2083 GP, twenty gold rings 
  (each 1d100*20+500 GP), three gold-diamond lockets (9246 GP, 7584 GP, 5199 GP), an enchanted 
  weapon, three alchemical concoctions, an enchanted book, and an enchanted piece of jewelry.
  
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  8. Caryboran’s Mausoleum. A yellow stone one-story stone building with three interior rooms. 
  The outer room has a statue of a Dwarf with a world globe on his back. The middle room has 
  rotting and hacked wood furniture and the remains of an old fire, the door to the third room is 
  locked (-5 open lock) with sprigs of garlic attached. The third room has four rotting wood coffins 
  and is occupied by four Vampires (HD9, AC50, XP touch, charming gaze); they are Caryboran 
  (male Dwarf, evil Rascal L10), his brother Rouscul, his brother Quanglor, and Rouscul’s younger 
  son Hargalath. They each have Rapiers +1 and poisoned silver-bladed Dirks (save 1d20 GTET 
  [29-Stamina]), ten gems (at 8500 GP), three necklaces (at 5000 GP), two miscellaneous enchanted 
  items, and an enchanted item of clothing.
   
  9. Theater in the Thicket. A theater in the round, the walls created by a 50 FT high thorn hedge 
  with four arched openings along the south side. A production of ‘Heaven can wait’ is currently 
  being staged. The audience includes 1d100 Ordinary Devils, 3d20 Common Devils, 1d8 Assura, 
  1d20 Etvaras, and 3d12 each of Type 5D Devils, Type 5C Devils, Type 5A Devils, and Zoybim.
  10. [a] Manor of the Looms, a V-shaped two-story building on a sandbar surrounded by a small 
  orchard of silk trees, occupied by Humbert (HD9, hp 82, AC60, Luxan Sphinx, Earth Wizard L6); 
  the staff includes seven Common Devils, four Type 5A Devils, four Harpies of Hell, and two Zoy-
  bim; the manor is known for its exceptional quality silk cloth; [b] Laudu’s Tree, a 150 FT Weeping 
  Willow with a gnarled 20 FT diameter trunk, the limbs 40-50 FT in radius, a double-bladed War 
  Axe +2 is embedded in the trunk 30 FT above the ground; humans touching the trunk sleep for 
  1d100 minutes (save 1d20 GTET [32-Will]).
  11. A huge Pyre burns on a small round hillock, 30 FT across by 10 FT high. The pyre’s flames are 
  30 FT high. The pyre is tended by five Common Devils.
  12. [a] Wild laughter continually is heard throughout a hexagonal-shaped region, three-eighths 
  mile long by a quarter mile across, sometimes loudly and some softer; Dwarfs and Gnomes are 
  infected and laugh along (save 1d20 GTET [32-Will], checked every 5 minutes; apply a temporary 
  -4 TH and reduce the Will of affected mortals by 2 points). [b] A B-shaped stone plaza is at the 
  region’s center, 350 FT long by 200 FT at the widest, a 30 FT fountain of Unholy Water is in each 
  lobe.
  13. Foggan’s Arch. A 65 FT tall arch, 25 FT at the base, embedded in a blue stone structure, 90 
  FT tall by 40 FT at the base, 20 FT thick. A gold-painted stone statue of a dragon is on top. Tile 
  murals of slaves being whippd by Type 5A Devils are on the base walls. A metal lader on the west 
  side leads up to a metal walkway that circles the structure 75 FT above the ground. A mortal who 
  simultaneously grasps two of the dragon’s fangs can fly (1 hour over the subsequent 24 hours). A 
  secret hatch on the top (-6 to find, -4 open lock) leads to a 30 FT by 30 FT room above the arch.
  14. Undicoram’s Forge. A complex of three decaying wood buildings on a sandbar in the swamp. 
  Undicorman (HD11 male Cave Troll) is the Master Smith, assisted by Atmeorma (male Ogre), 
  Posstass (male Ogre), and three Common Devils; Olverdan (male Dwarf, 52 years, Warrior L6) 
  is a bellows slave. The forge is known for its exceptional quality blunt weapons {war hammers, 
  maces, cudgels, and metal clubs}. There are twenty Long Swords (6x +1, 2x +2 silver-bladed, 1x +3 
  good bane), three Two-Handed Swords, sixteen Spears (5x silver-head, 3x +1), eighteen War Ham-
  mers (3x +1 {one silver head}, 1x +2, 1x +3 giant weight), six Light Maces (2x +1, 1 silver-head) 
  and eleven heavy Maces (4x +1 {one silver head}, 1x +3 evil aura}.
  15. An oblong boulder in the swamp, 18 FT long by 12 FT wide by 8 FT tall; iron spikes driven 
  into the sides form steps to the top. A 6 FT by 4 FT violet stone altar is on top of the boulder, an 
  inscription in Infernal Cant reads that it is dedicated to Paimon. The recently-killed carcass of a 
  silver sheep is found on the altar (4x horns at 30 GP each).
  
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  16. An abandoned 70 FT wood tower with six legs supporting a one-room roofed watch station, 
  wood platforms extend out on the north and south sides. Spikes in the southwest leg form a 
  ladder. The structure has vines wrapped around its legs. An empty 40-pound capacity backpack 
  is found in the watch station, along with wrappers for eight rations. The structure collapses when 
  climbed on 1d12 rolls of 1.
  17. A rectangular area, one mile by two-thirds mile. Mortals crossing the area dodge 1d8 bom-
  bardments by meteors, each hp3d12, avoid on 1d20 GTET [32-Agility].
  18. Library of Delgatodes. A four-story circular building, the lower two floors constructed of blue 
  stone and the upper floors of redwood. The library has an extensive collection about tropical and 
  swamp disease and the medicinal uses of swamp plants. The Head Librarian is Formaossus (old 
  Blue Dragon, shapedchanged as a Type 5D Devil); the staff consists of three Type 5C Devils, three 
  Type 5A Devils, nine Ordinary Devils, six Zoybim, and four Centaurs of Hell. The entrance is 
  guarded by four Etvaras. A patrol consisting of a Type 5D Devil, six Type 5B Devils, Ogre, and 
  three Infernal Hounds stops here every 1d12+20 hours.
  19. A 40 FT cylindrical column topped by a silver-painted statue of a Manticore, the column is 
  on top of a rectangular base of yellow stone, 12 FT by 9 FT by 10 FT tall. The remains of Pamioc 
  (female Half-Elf, Water Wizard L11) are interred inside the base; a secret panel (-5 to find, -4 open 
  lock) in the west side gives access to the burial chamber. The tomb was looted long ago.
  20. Palace of Bebal, Earl of Hell. The palace is a triangular five-story building, alternating rows of 
  red and blue stone, a seven-story tower is on each point with an onion-shaped top. An 8 FT high 
  by 10 FT thick burning hedge surrounds the building. The Major Domo is Franethirian (male 
  Cloud Giant). The garrision consists of three Nimidoryas, five Assura, and three squads of Etvaras. 
  The staff consists of nineteen Common Devils, twenty-two Ordinary Devils, ten Type 5C Devils, 
  ten Type 5A Devils, twelve Zoybim, three Medusae, a Berg Troll, and three Beast-Men. Bebal is 
  known to breed and show a wide of variety of exotic purebred dogs and wolves.
  21. Treasury of Snakes. A four-story cylindrical building of dark green stone, with two under-
  ground levels; a 20 FT watch tower is on the room. Three light green stone snake figures wind 
  around the building (rumors are they can be animated, HD10, hp150, AC70, bite 3d8, constrict 
  3d12). The ground and second floors are occupied by two Assura, fifteen Zoybim, six Centaurs of 
  Hell, four Harpies of Hell, four Bugbear, and a Medusae. The garrison is commanded by Brilling 
  (Type 5D Devil), and consists of nine Etvaras, ten Type 5C Devils, and ten Type 5B Devils. The 
  treasury has 58,300 CP, 32,036 SP, 18,925 GP, 2d100 diamonds, 3d20 rubies, and 3d20 emeralds.
  22. Henge of the Blue Snakes. Three concentric rings of upright rectangular green stones capped 
  by black stones, each 14 FT high by 6 FT across by 3 FT, the crosspieces 22 FT long. The center 
  is 35 FT across, and each ring is 20 FT apart. A 6 FT blue metal winged snake is curled on a 3 FT 
  blue cube at the center. A 4 FT gold idol of a snake (each 4028 GP) sits on every second crosspiece. 
  If a good-aligned person enters the center of the Henge, 2d20 blue Winged Snakes (HD5, 1d10 
  bite, infrared vision, one-tenth damage cold magic, double damage fire magic) appear.
  Locations in the City of Burning Tombs
  23. Tower of Trakkan. Four circular platforms are supported by a 95 FT stone column that is 10 FT 
  thick; each platform is 30 FT across, they are located at 20 FT, 35 FT, 50 FT and 75 FT. A 6 FT blue 
  glowing crystal tops the column. A hidden door in the central column reveals a ladder up through 
  the center. A patrol of a Type 5C Devil and six Type 5A Devils stops here every 1d8+12 hours.
  24. Aguaveerda Ruin, the burned-out remains of a two-story manor; the interior walls have largely 
  collapsed. A twisted path through the rubble gives access to the mostly-intact kitchen area, with 
  stairs down to a root cellar filled with mouldy hog carcesses and a HD5 Widow Spider (fatal 
  
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  poison, save 1d20 GTET [36-Stamina]. A three-room smuggler hole is behind a secret door in 
  the west wall (-5 to find, -2 open lock); a locked and trapped chest holds a pair of studded leather 
  Gauntlets of Hitting +2, a Cure Tome, and a pair of red leather Traceless Shoes.
  25. Pachomisu (male Human, 67 years), a blind Seer, and Clustus (male Human, 38 years, Warrior 
  L9, Agil 18, Intel 13, Stam 15, Strg 17, Will 16, hp19, Long Sword +2, silver-headed War Hammer 
  +1, plate mail/helm, AC55) are found eating under a twisted fig tree (poisonouse fruit, uncon-
  scious 1d100 minutes, save 1d20 GTET [30-Stamina]). The Seer has a Crystal Ball and is seeking 
  the Type 5C Devil, Sayrender, because of a recent vision. Two HD4 Spitting Cobra (hp30, hp33, 
  stunning poison, range 20 FT, avoid 1d20 GTET [30-Agility], save 1d20 GTET [32-Stamina]) lay 
  in wait in a partially collapsed mausoleum along the northwest edge of the hex; they have 612 SP, 
  302 GP, and a spoiled 1d10 Healing Potion they attack with surprise.
  26. Beyvask Forge. A three story stone structure with two wood barns; one barn has a 15 FT tall 
  water tank. The ground floor stores metal ingots, the middle floor has a smelting facility, and the 
  upper floor is a workshop that makes blades (not complete weapons). The Foreman is Harklaness 
  (male Minotaur), assisted by three Common Devils, a Common Troll, and a Bugbear. The forge 
  has thirty dirk blades (3 silvered, 1 adamantine), ten short sword blades, fifteen long sword blades 
  (three silvered, one gold, one brass), four blades for two-handed swords, nine cutlass blades (one 
  silvered), two rapier blades, and fourteen axe blades (two silvered, one adamantine). Harklaness 
  uses a double-bladed War Axe +3 (limb cleaver, save 1d20 GTET [28-Agility]).
  27. A 25 FT tall mound shaped like a pentagram, 50 FT across, the top is flat. An 8 FT high up-
  right Unholy Symbol of Lucifer is mounted in a stone base. Evil persons touching the unholy sym-
  bol are healed hp1d6 on 1d20 rolls GTET 2 (inflicts damage on roll of 1; once/day). An encounter 
  occurs at the mound on 1d20 rolls GTET 15.
  28. [a] Strong eathquakes are continuously felt across a circular area three eighths mile across; 
  Adventurers suffer hp1d3 and are knocked off their feet, avoid 1d20 GTET [30-Agility], a check is 
  made every 3 minutes; a particularly severe quake occurs on 1d20 rolls of 20 causing hp1d10 dam-
  age; [b] A large one-story rectangular structure, 400 FT by 140 FT, with large doors at each short 
  end; the building stores campaign equipment (tents, backpacks, belts, barrels, etc.) for the XXXI 
  Legion. The staff includes a Type 5D Devil, a Type 5C Devil, six Type 5A Devils, nine Ordinary 
  Devils, and four Zoybim. A patrol of an Assura and seven Etvaras stops here every 1d8+6 hours.
  29. Pothifar Henge. A circle of forty upright rectangular stones, 14 FT by 3 FT by 2 FT, standing 
  around the perimeter of a 60 FT diameter pool of mercury. The stones are 8 FT from the pool 
  edge; the inner faces are carved with the likeness of storks, the outer faces are carved with the like-
  ness of horned frogs. A silver Summoning Ring (HD 4 Kicking Stork, hp 28, AC30, beak 1d6, kick 
  2d6, second kick on alternate rounds #46) is found (-8 to find) at the base of the southern stone.
  30. Palace of Mephisotoles, Earl of Hell. The palace consists of two rectangular two-story build-
  ings separated by a green space with a formal garden, gazebo, and beds of flowers, both buildings 
  are surrounded by 20 FT redwood fence. A gate opens into the garden (four Type 5D Devils). The 
  Major Domo is Ralabutto (Type 5E Devil). The staff consists of eight Type 5D Devils, fourteen 
  Type 5C Devils, six Type 5B Devils, nineteen Ordinary Devils, ten Zoybim, five Ogres, a Mountain 
  Giant, and a Minotaur of Hell. Mephisotoles is known to collect both rare books of poetry and of 
  limericks.
  31. An open pit quarry, 325 FT long by 90 FT wide, 115 FT deep. Azure marble is mined here, 
  along with high quality white granite. Four stone buildings are along the rim along with two heavy 
  cranes and a winch. A stone dressing yard is also at the top. The quarry manager is Scirza West-
  hum (Mountain Giant). The staff includes twenty Ordinary Devils, seventeen Common Devils, 
  seven Trolls, nine Ogres, six Minotaur, and five Zoybim. The quarry just recievd a payroll chest of 
  2800 GP. A patrol of a Type 5D Devil and six Type 5B Devils stops here every 1d8+12 hours.
  
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  32. Four sets of Stocks are found in the center of a 50 FT wide plaza paved in red sandstone. An 
  Infernal Minotaur is held in one stock, guarded by four Type 5A Devils.
  33. Cairn of Prince Aethirn, 8 FT by 5 FT by 6 FT, carefully constructed of white marble bricks. A 
  rectangular brass plaque is embossed with his name, coat of arms, and a crown. He died 936 years 
  ago on a quest to retrieve the Horn of Nobiloth from the Palace of Mephisotoles. He was buried 
  with a Helm AC+10, Chain Mail AC+12, steel Gauntlets AC+8, silver-bladed Rapier +2 (Sword 
  Breaker), Dirk +1, a platinum Water Breathing Ring, and an Amulet of Luck (AC+10, +15% rolls). 
  His bones have turned to dust, but his Spirit is bound to a 17,184 GP silver/ebony signet ring.
  34. Dahlomytag Gallery. A two-story dark brown stone building that exhibits diabolic art. It is 
  currently showing a series of Gehenna landscapes by Diabolic General Dobriham, a collection of 
  busts and small sculptures by Earl Dagon, scrimshaw by Paliphora (Type 5D Devil), and a retro-
  spective of fabric prints made from 1000-2000 years ago in Glasya-Labolas. The curator is Isslave-
  chi (female half Elf).
  35. Rewtaqui’s Mausoleum. A small one-story brass building with a padlock (-5 open lock); the 
  door sticks (total Strength GTET 25 to open). A dwarf-sized figure encased in amber resin lies on 
  a stone bier, 8 FT by 4 FT by 2 FT tall (very flammable); the bier’s top can be removed (-5 to find, 
  Strength GTET 28) to reveal a 5 FT by 3 FT vertical shaft to a five room underground complex. 
  The rooms include an ever-burning brass cauldron with Rewtaqui’s (male Dwarf, Shaman L15, 
  deceased 902 years) ashes, a poker room with five HD5 Uber-Skeletons, and two Brass Golem 
  (Dwarf-sized) archers. A hidden ceiling panel (-5 to find, -2 open lock) holds 3217 GP, two al-
  chemical concoctions, a scroll (4x Lesser Magic, Fire), a non-sword enchanted weapon, and an 
  item of miscellaneous magic.
  36. The 15 FT diameter vertical shafts, each 80 FT deep, form the points of an equilateral triangle, 
  their edges separated by 25 FT; 5 FT of stagnant stinky water are at the bottom. Three ordinary 
  dwarf skeletons are at the bottom of one shaft. A human skull with a 800 GP gold tooth is at the 
  bottom of a second shaft. Three ordinary Cutlasses are stuck into a 5 FT three-sided pyramid (sin-
  gle piece of granite) at the center of the triangle.
  37. A Torture Chamber is inside a ruined mausoleum, with rack, whipping post, boiling cauldron 
  of oil, wall manacles, iron maiden, and a variety of hand tools. Two Type 5D Devils are found 
  whipping an unconscious Lycanthrope (Rat). If the Devils are killed or driven off, 3d20 Giant Rats 
  appear in 5 minutes, and carry the Lycanthrope away. A Short Sword +1 (Summoner, 1d20 HD2 
  Giant Rats, 15 minutes, 2/day) is at the bottom of the cauldron.
  
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  CIRCLE 5 SOUTHEAST MAP
  Locations in the Styx Swamp
  1. Ingiman House. A four-room thatched cottage on a sandbar, surrounded by blackberry bushes. 
  It has a wood floor and a loft. Rumor has it that Duke Ippos owns the house and meets there with 
  a mistress, Eulonia (female Efreet; a Nimidoryas and five Etvaras stand guard when he is present), 
  or with his spies. A Dirk +3 (Devil Killer, save 1d20 GTET [22-HD]) is hidden (-5 to find) in the 
  pantry; three alchemical concoctions are hidden in the loft.
  2. Charydis Whirlpool (nominal location); see Inferno: Journey through Malebolge.
  3. Post 511 Tower. A 45 FT blue stone column with a canvas awning over the roof, 22 FT wide, an 
  exterior stair winds around the building. The tower is occupied by four Type 5C Devils, two Com-
  mon Devils, and a Zoybim; they are armed with three loaded crossbows (Bolt of Human Slaying, 
  Bolt of Elf Slaying, save 1d20 GTET [32-Will]), two Long Bows with 50 arrows (all +1 damage), 
  double bladed War Axes (one at +2), a cauldron of boiling oil, three smoke grenades, and three 
  flash grenades (1d100 minute blindness, range 15 FT, save 1d20 GTET [30-Stamina]).
  4. Quorlach (male Dwarf, 102 years, Warrior L6, prospector, Agil 17, Intel 15, Stam 17, Strg 14, 
  Will 14, hp21, AC22, leather shirt AC+10, open-face helm, leather gloves, Miner’s Pick +1, Dirk, 
  Saber, Ring of Invisibility {34}, 2x 1d10 Potion of Healing) is found digging out a pit 9 FT across 
  by 7 FT deep on a small hill, looking for silver ore. His mule, Midnight, stands nearby, chewing on 
  a creosote bush. Eight silver nuggets (each 1d100*1d20 GP) are in a saddlebag.
  5. Jalfairy Altar, dedicated to Lucifer. A 10 FT pink stone altar on dark red supports, under a red-
  wood pergala. A 7 FT statue of Lucifer stands in front, with 4225 GP pink pearl eyes (aura of evil, 
  aura of enchantment). A silver-bladed dirk is stuck into the top. An Assura is found here on 1d20 
  rolls GTET 13, sacrificing a (drugged) Giant Spitting Cobra; five Etvaras are watching the sacrifice.
  6. Fort Menymire, headquarters of Infernal Legion XXXI (General Irricia). The fort consists of two 
  square six-story black stone Keeps with a bridge between them on the fourth story, four three-sto-
  ry red stone structures, three large wood barns, a stone smithy, two one-story wood structures, six 
  corrals, and two canine pens. The fort is commanded by Taubmirk (Type 6D Devil). The garrison 
  consists of ten Nimidoryas, eighteen Assura, four squads of Etvaras foot, six squads of Etvaras 
  cavalry (Sleipnir stallions), three squads of Centaur of Hell archers, and three squads of Infernal 
  Hounds. The staff consists of forty Common Devils, thirteen Ordinary Devils, fifteen Zoybim, ten 
  Type 5A Devils, and sixteen Bugbear slaves. The hounds have a staff of eight Ogre handlers.
  7. An L-shaped muddy ditch is formed by parallel dirt mounds, 15 FT apart; the water is 2 FT 
  deep; the larger leg is 300 FT long, the shorter leg 125 FT. Fifteen HD3 Giant Crab live in the 
  ditch. A spear stuck into the bank at the top of the long end has a penant showing two gold crowns 
  on a green field over an upended gold double-bladed axe.
  8. Cerestinne Temple, dedicated to Paimon and Samael. An H-shaped one-story orange stone 
  structure with green roof, standing on a mud flat. The interior of the north segment is all green 
  marble, with two altars, burning copper braziers, and a 25 FT statue of Paimon. The interior of the 
  south segment is all red marble, with a wood altar, rows of candlesticks, an Unholy Water foun-
  tain, and two 20 FT statues of Samael. Paimon’s priestess is Annagorinda (female Gnome, 86 years, 
  Priestess L11) with acolyte Loessa (female Human, 22 years, Priestess L4). Samael’s priest is Sun-
  dromin (male Human, 62 years, Priest L14) with two Type 5B Devil assistants.
  
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  9. A crenalated grey stone wall, 450 FT long by 22 FT high by 7 FT thick rises out of the water. At 
  the midpoint, two Thorn Hedges run perpendicular to the wall, the whole forming a cruciform 
  pattern; the hedges are 275 FT long by 15 FT high by 15 FT thick; hp1d8 damage is suffered by 
  pressing through. At the top/center of the wall, 150 FT along its length is found a Djinn Summon-
  ing Lamp (female Djinn, HD8, once/week, 15 minutes). A patrol consisting of a Type 5C Devil 
  and six Type 5A Devils arrives here 1d20 minutes after the Adventurers.
  10. [a] A white two-story Mausoleum, the stone door chained shut with a padlock (-5 to open), 
  narrow window in the upper floor. The ground floor has a red-stained altar and stairs leading up. 
  The upper floor is furnished as an ornate bedroom; a HD3 Zombie holds a copper vessel closed, 
  opening it releases the HD10 Ghost of Osmir (male Human, evil Fire Wizard, L12); [b] Two HD5 
  Tar Golems stand under a large cypress tree, guarding a set of human bones that are barely visible 
  in the mud (-3 to find).
  11. Erreandor Keep. A four-story black stone building topped by a watch tower, the Keep is sur-
  rounded by a 15 FT black stone wall and by a 4 FT dike holding flammable oil. A bridge to the 
  only entrance spans the dike (three Etvaras guards). The garrison is commanded by Varazac (Type 
  5E Devil) and consists of six Assura, ten Etvaras, sixteen Type 5C Devils, fourteen Type 5B Devils, 
  eight Centaur of Hell, and three Harpies of Hell. The Keep is rumored to have a stolen relic (Man-
  tle) of Saint Gartastian. 
  12. Garden of Eeknay. A circular area one-tenth mile across, behind a 16 FT open wrought-iron 
  fence, having five arches gates. The garden features ferns and non-flowering plants from across 
  the Celestial Spheres, with a small area of carnivorous plants. The Head Gardener is Lolaff (Ettin), 
  with a staff of four Common Devils, two Type 5A Devils, a Zoybim, and two Harpies of Hell. A 
  1d10 healing syrup is created by boiling the Dolaffaw Fern.
  13. Pyre of Foracattus. The body of Foracattus, evil female Gnome, Water Wizard L14, has been 
  burning here for 410 years and appears uncorrupted by the flames. The pyre is on a steel frame on 
  a 20 FT by 20 FT blue stone, 4 FT above the water. The pyre is tended by three Type 5A Devils.
  14. Brebandor Smials. A four-level underground complex reached through a hollow tree or a 
  hidden teleportation circle in a ruined tomb. The upper level has eleven rooms, the second lev-
  el has fifteen rooms, a waterfall, and a pool of slime, the third elevation has ten rooms, a spiral 
  tunnel, a chasm, and a greenhouse of poisonous plants, the lowest elevation has twenty rooms, a 
  pool of burning oil, a piece of alien technology, a robot with laser arm, and the tomb of Brebandor 
  (male Gnome, Shaman L15). The monsters include Death Beetles, Mummies, Basilisks, Caleygrey-
  hounds, Stigae, and Wraiths. A Rapier +5 (10x Spell Storing) is on the fourth level.
  15. Post 528 Tower. An open metal cylinder made of girders, 45 FT in diameter by 60 FT tall, a 
  curved ramp around the inside leads to an encircling walkway at 20 FT, an encircling walkway at 
  40 FT, and a domed room on top. Three Common Devils are on the lower walkway, three Type 5A 
  Devils are on the upper walkway, and four Type 5B Devils are in the wardroom. They are armed 
  with Javelins, single-blade War Axes, four steel cable nets, Long Bows with 30 arrows, three smoke 
  grenades, and three deafening grenades (25 FT radius, save 1d20 GTET [33-Stamina]).
  16. Jogrozio Monument, a 12 FT green stone boulder topped by a 15 FT silver statue of a Diabolic 
  General; the monument commemorates the assassination of Diabolic General Jogrozio 1638 years 
  ago by Diabolic General Xuwia. An evil person who touches the feet of the General’s statue is un-
  affected by the unhealthy air of the Fifth Circle for the subsequent 12 hours.
  
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  17. Mozinell Ruin. The broken remains of a brewery and distillery, consisting of an L-shaped 
  two-story stone structure, a large wooden barn, a wood building holding ten copper tanks (each 
  12 FT high by 10 FT across), and an underground salt cavern with (broken) winch. Six HD6 
  Death Beetles inhabit the barn. Five cases of excellent brandy are hidden in the stone building (16 
  bottles/case at 200 GP/bottle; subject to the Inferno binding effect).
  18. Four Ancient Lizards (HD7, bite 1d10, 2*Claw 1d6, Tail Whip 1d8, to 45 FT) live on a mound, 
  200 FT by 45 FT by 6 FT above the mire. All Lizards wear 2200 GP gold collars; one Lizard has an 
  Arrow +1 stuck in its tail. An old campfire is found on the west end, along with a 50 pound Back-
  pack (fireproof) holding 39 GP, a canteen of mead, 4 wholesome rations, silvered Dirk, 3 vials of 
  Holy Water, 3122 GP ivory prayer beads (Molarri, God of Gnomes), and a prayer scroll (3x 1d8 
  Cure Light Wounds, Minor Prayer, Reveal Hidden).
  19. Eight HD10 Centaurs of Hell are on the roof of a one-story circular stone structure with cren-
  alated top, 65 FT diameter, reached from the swamp by a 15 FT wide exterior ramp (no exterior 
  door). An interior ramp gives access to the ground floor, with a second ramp to a underground 
  room, 40 FT across. The Centaurs all have Dirks, War Hammers, and Long Bows (25 arrows); oth-
  er equipment includes 6 Smoke Grenades, four 1d10 Explosive Grenades, five loaded crossbows 
  (10 bolts each, 2 arrows of Human Slaying and 2 arrows of Dwarf Slaying (save 1d20 GTET [32-
  Will])), 2 vials Unholy Water, a barrel of beer, and twenty wholesome meals.
  20. An eight-sided area, four-hundred yards across. Disintegration rays continually bombard the 
  area (visible 100 yards as orange streaks), the bodies and equipment of affected persons instantly 
  cease to exist; mortals crossing the area each dodge 1d6 rays, avoid 1d20 GTET [30-Agility], save 
  1d20 GTET [38-Stamina]. A shield made of woven swamp rushes picked from the swamp will 
  protect from the rays, if used within 1 hour of being picked.
  21. Mausoleum of Fedoristra. A 24 FT high pink stone building, with closed red metal doors; 
  the interior is a single room centered on a red metal casket containing the mouldering bones of 
  Fedoristra, evil female Warlock L16. Opening the casket releases a noxious gas (hp1d8 damage, 
  15 FT, save 1d20 GTET [28-Stamina]). Under the casket (in the floor) is a metal chest (locked, -3 
  to open) that contains a Scroll (Fire, 3x Basic Magic, 3x Lesser Magic, 1 Greater Magic), a Bracelet 
  of Tirelessness (spontaneously breaks after 1d100 days), and a Cloak of Franklin {absorbs hp100 
  electricity/day}. A ring of Explosive Mines surrounds the building, 1d4 hp1d12 mines/person 
  (range 6 FT, avoid 1d20 GTET [26-Agility]/mine).
  22. A 20 FT by 20 FT area of paved stones supports a green metal spiral staircase, 12 FT in diame-
  ter by 26 FT tall; a 7 FT diameter horizontal silver hoop is attached to the top step (aura of en-
  chantment); persons stepping/dropping through the hoop are instantly transported to the ground 
  immediately below it. Vines of Poison Ivy hang from the stair. The forty-ninth step is marked, 
  ‘Gabitoy was here.’ A 5028 GP silver/sapphire ring is on the one hundred eleventh step (-3 to find).
  23. A hillock, 38 FT by 15 FT by 5 FT above the swamp, holds 3 black headstones, marked ‘Haby-
  osh,’ ‘Argalon,’ and ‘Tuscandos.’ On 1d20 rolls GTET 13, digging in front of the Tuscandos head-
  stone yields 17 CP, 8 SP, a 250 GP diamond, and a 1d10 Healing Potion (labeled ‘Lethe Water’). 
  2d20 doses (e.g. one-tenth pound) of rare herbs can be harvested from the hillock (Games Mas-
  ter’s choice of plant(s), value of 3d20 GP per tenth-pound).
  
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  Locations in the City of Burning Tombs
  24. A Hostel having 8 double-bed rooms, dining area, and bath. It is run by Colomane, a Type 5C 
  Devil. Good persons are only welcome on 1d20 rolls GTET 18, Neutral persons on rolls GTET 14. 
  1d4 rooms are already occupied, as determined from 1d8: (1) Medusae, (2) Centaur of Hell, (3) 
  Evil human Priestess, (4) Evil dwarf Warrior, (5) Evil Elf Wizard, (6) Evil Gnome Shaman, (7) Evil 
  human Rascal, (8) Evil dwarf Crusader. All Adventerers are L1d6+8.
  25. Red Belian Ruin. The remains of a large two-story house, with three intact rooms of ten on the 
  ground floor, two intact rooms of seven on the upper floor (a wood ladder is tied into place, breaks 
  on 1d20 rolls GTET 9), and a 15 FT underground cellar. Tivandar Seire, male Dwarf Shaman L12, 
  136 years, lives here as a Hermit, with his two Dogs (HD1, hp5, AC15 bite 1d4) and green cat, 
  Mossis. Tivandar has a Dirk, Rapier +2, Cloak of Invisibility and a Snake Master Staff.
  26. Bygorm’s Alchemical Laboratory. A three-story green stone structure on a mud flat, the en-
  trance guarded by a Common Devil. The ground floor is a large alchemical laboratory, including 
  a secure chemical storage vault. The middle floor has storage areas for non-reactive alchemical 
  ingrediants, and food stores for the staff. The upper floor has quarters for Bygorm (male Dwarf, 
  Warrior L4, Master Alchemist), T’laniga (female Gnome, Rascal L3, Alchemist), Verichanus (male 
  Leprechaun, Alchemist), three Common Devils and a Zoybim. 3d20 chemicals and alchemical 
  concoctions can be found in the vault at 1d12 of each (see The Master List). Treasures include 80 
  lead ingots, 12 gold ingots, 5 silver ingots, 22 steel ingots, an adaminatine ingot, 11,282 SP coins, 
  7228 GP coins, and six enchanted items. A patrol of a Type 5D Devil and eight Type 5B Devils 
  arrives 1d100 minutes after Adventurers.
  27. An irregular 18 FT tall blue-grey rock (aura of enchantment), 12 FT wide by 6 FT thick, has 
  flat front and back sides, which are carved in glowing white primitive petroglyphs. Some glyphs 
  resemble winged humanoids, horned Devils, Harpies, snakes, horses, dogs or wolves, and rap-
  tors. Persons touching both a Devil and a Snake glyph gain the ability to detect Devils at 1000 FT 
  for 24 hours. Two HD8 Mummy (poisoned Scimitar, 1d100 minute paralysis, save 1d20 GTET 
  [28-Stamina]) approach from the north, 1d8 minutes after Adventurers arrive.
  28. A narrow, 320 FT lane between rows of tall tombs forces Adventurers to pass through sin-
  gle-file; the lane is oriented northwest to southeast. The nearby tombs are thickly covered by 
  purple-green HD3 Entangling Vines. Each Adventurer walking the lane is attacked 1d6 times by 
  the vines, avoid 1d20 GTET [30-Agility]; an entangled person breaks free on 1d20 rolls GTET 
  [30-Strength], checked Stamina number of times.
  29. Riccasto Monument. A 60 FT by 40 FT rectangular area paved in softly glowing green stones, 
  three 25 FT dark green pillars are in the center, separated by 9 FT, topped by black arches flecked 
  with orange. A 10 FT tall continuous Pyre of red-orange-green fire burns in a 15 FT wide copper 
  bowl in front of the arches. A dark green plaque embedded in the floor at the Pyre reads, ‘To com-
  menmorate the first victory of the XXVI Legion at Riccasto Field, and its commander Tecquaret.’ 
  A patrol consisting of two Type 5B Devils and eight Type 5A Devils passes here 2d20 minutes after 
  Adventurers arrive.
  30. A black steel gallows platform, 15 FT above the ground, with four 12 FT giblets and ropes. The 
  bodies of a Frost Giant and Ogre are still in their nooses, dead 1d100 minutes before Adventurers 
  arrive. The gallows are attended by four Common Devils, two Ordinary Devils, and a Type 5A 
  Devil.
  
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  31. The ground in a hexagonal area, a half-mile across, is heated to 175 degrees; unprotected per-
  sons crossing the area suffer hp1/minute (typical 8-12 minutes to cross). The Gormosius Pool is at 
  the center, a circular body of boiling water, 100 FT across by 10 FT deep, bordered by red stones, 
  with ten black stone Gargoyles (aura of evil) evenly distributed along the perimeter. An 18,000 GP 
  black pearl floats in the pool.
  32. Post 502. A triangular 70 FT metal tower, 15 FT on a side, supported by three long black legs. 
  An open platform is a 40 FT, an enclosed room is at 70 FT. Two Ordinary Devils are on the open 
  platform; A Type 5C Devil, Type 5A Devil, and three Common Devils are in the enclosed room. 
  They are armed with 20 Darts (four of paralysis, save 1d20 GTET [30-Stamina]), 2 Long Bows 
  with 40 arrows, either a Club +1 or Cutlass +1, a flare gun (summons 3d8 Type 5B Devils), three 
  smoke grenades, three flash grenades (blind 1d100 minutes, 15 FT, save 1d20 GTET [32-Stami-
  na]), and a weighted metal mesh net. 60 FT around the tower is covered with poisonous Toad-
  stools.
  33. Mausoleum of Wenzobor. A two-story mausoleum of black-and-white stones with white roof, 
  a mural painated on the brass door depicts a young male human in Shaman’s robes, having long 
  black hair and an eye patch (keyhole, -6 open lock). The interior is a single room with stairs lead-
  ing down to a six-room complex, including a hidden room (-7 to find, -3 open lock) holding the 
  coffin of Wenzobor (HD14, hp105, AC 75 (55+steel armor), Lich, Fire Wizard, Agil 18, Intel 19, 
  Stam 17, Strg 16, Will 21, SPM+7, BASIC 1d6+7 Fire Attack, Call Flames, Command Fires, Dou-
  ble, Extinguish Lights, 1d8+7 Fire Arrow, Fireworks, Flare, 1d12+7 Magic Grenade, See Invisible, 
  See True Location, Smokescreen (Free 16), LESSER 2d6+7 Fire Attack, 1d6+7 Attack (acid, cold, 
  energy, lightning), Blindness, Darkness Zone, Disperse Magic, Fire Ring, Invisibility, Mirage, 
  Mezmerize (Free 14), GREATER 2d6+7 Attack (acid, cold, energy, lightning), All Seeing Eyes, 
  Blinding Cloud, Confusion, Heat Area, 3d8+7 Fire Hail, 2d8+7 Magic Timed Blast, Summon Fire 
  Elemental, Summon Djinn, Wall of Fire (Free 10); Cutlass +3 (Plate Ripper), Charm versus Air 
  Magic, Lijeth’s Bracers damage+2, Blinding Wand {save 1d20 GTET [32-Stamina], 52}). One room 
  of the underground complex has nine HD4 Uber-Skeletons, one room has three HD9 Specters. 
  Wenzobor’s treasure includes 150,000 CP, 215,000 SP, 23,000 GP, 50 gems (each 1d20*500 GP), 
  three Alchemical items, an enchanted Book, two Miscellaneous Magic items, and two Enchanted 
  Rings.
  34. Hogna Shrine, dedicated to Samael. A one-story round green stone building with black dome, 
  with 30 exterior black columns. The interior has three small round black stone altars. The shrine is 
  tended by Almonus (Type 5B Devil) and Parnady (Type 5C Devil).
  35. An oval area of quicksand 500 FT long by 325 FT at the widest point, 20 FT deep. Adventurers 
  crossing the area sink into the sand, avoid 1d20 GTET [34-Agility], checked every 50 FT; per-
  sons trapped by the sand break free on 1d20 GTET [32-Strength], checked per round. A person 
  trapped more than Stamina number of rounds sinks and drowns, save 1d20 GTET [36-Stamina], 
  checked per round.
  36. A cruciform Mound, orientated northwest to southeast, northeast to southwest, each arm is 
  120 FT long by 25 FT at the base, 18 FT tall. The top is covered with open graves and grave stones. 
  A 15 FT statue of three drowned sailors is found along the top on the northeast arm (aura of en-
  chantment); a hidden compartment (-4 to find, -4 open lock) in the base holds two 1d12 Healing 
  Potions, a Potion of Water Breathing, and a Scroll (Water, 2x Detect Poisons, 2x Protection versus 
  Cold, Purify, Summon Haze).
  
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  37. Chimera Keep, headquarters of Infernal Legion XXVI (General Kamdro). A four-story green 
  stone building fronting the parade ground, with eight one-story wood buildings on the far side, 
  two barns, and four corrals. The complex is surrounded by a 10 FT wood fence and 20 FT deep 
  dry moat. Two stuffed Chimera flank the Keep entrance and each moat bridge. The Keep Com-
  mander is Reorhl (Type 5E Devil). The garrison consists of four Nimidoryas, eight Assura, three 
  squads of Etvaras, three squads of Type 5D Devils, and two squads of Centaur of Hell archers. Ten 
  Berg Trolls handle five Chimera. The staff is twenty-two Common Devils, eighteen Ordinary Dev-
  ils, fifteen Type 5A Devils, twelve Zoybim, nineteen Goblin slaves, and three Common Trolls.
  38. A rectangular area a half-mile long by a third-mile wide has Heavy Gravity, causing mortals to 
  weigh triple their normal weight; mortals move across the area at half-speed (typical 12-14 min-
  utes to cross the shorter side); save 1d20 GTET [36-Stamina], applies for 100 yards. Affected Ad-
  venturers crossing the area reduce their Agility statistic by 6, their Stamina statistic by 3, and their 
  Strength statistic by 6, apply a -4 TH modifier, and opponents apply a +3 TH modifier. An open 
  grave in this area holds 1d4 golden nuggets on 1d12 rolls of 12, each worth 1d100*12 GP (limit 
  30 nuggets/group). A patrol of one Type 5C Devil and six Type 5B Devils passes by 1d20 minutes 
  after Adventurers arrive.
  
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  CIRCLE 5 SOUTHWEST MAP
  Locations in the Styx Swamp
  1. A pile of black stone, 15 FT high by 40 FT at the base, shaped like a sitting eagle, the whole 
  shape is 350 FT long; the eyes are 6 FT round blue boulders. A blue stone coffer in a hole in the 
  left eye holds 218 GP and a 8500 GP diamond; the hole is hidden by an illusion (disbelieve 1d20 
  GTET [30-Intelligence]). A Pyre 15 FT across, 6 FT high, with 25 FT green-orange flames burns 
  on the head portion of the mound. The pyre is attended by three Type 5B Devils and two Com-
  mon Devils. 
  2. The underlying ground in a circular area one-third mile across shifts 1d3 FT vertically every 
  30+1d20 seconds, either upward or downward. Adventurers each fall to their knees 1d6 times 
  while crossing, avoid 1d20 roll GTET [32-Agility]. Each movement is accompanied by a loud tear-
  ing or ripping sound, deafening mortals for 1d10 minutes, save 1d20 GTET [30-Stamina].
  3. Camp Hoillins, headquarters of Infernal Legion XXXII (General Xuwia). The camp consists 
  of two quadrangles, with fourteen one-story stone buildings, three one-story wood buildings, a 
  stone chapel dedicated to Lucifer, and a large barn. A permanent 12 FT Wall of Ice surrounds the 
  camp. The commander is Immerolok (Nimidoryas). The garrison consists of fourteen Assura, two 
  squads of Etvaras, five squads of Type 5D Devils, three squads of Type 5C Devils, and two squads 
  of Beast-Men lancers mounted on Great Stallions. The staff consists of nineteen Ordinary Devils, 
  fourteen Common Devils, ten Type 5A Devils, eight Centaur of Hell, ten Harpies of Hell, sixteen 
  Zoybim, and fourteen Goblin slaves. The camp holds the Halybro Sapphire, a 134,000 GP gem.
  4. Three HD10 Berg Trolls (Short Sword, 1d10 Mallet, small metal Shield) are sitting around a 
  campfire in an empty single-room mausoleum, roasting 20 huge purple mushrooms (toxic to 
  Elves, save 1d20 GTET [35-Stamina], checked per mushroom consumed). The building is thickly 
  covered by vines and appears (-6 to find) to be a hillock. The Trolls have 18 wholesome rations, 10 
  gallons wholesome water, 2 gallons wholesome beer, 47 CP, 11 SP; one has a gold earring with a 
  4928 GP ruby.
  5. Three hillocks are thickly covered in thorny vegetation with small trees at the top. They are 15-
  20 FT across, 10-12 FT high, and form a triangular patter, with each side 30 FT long. The center 
  area is 4 FT above the swamp. A 17 FT statue of Paimon is buried to its waist in the muck; the eyes 
  are 9250 GP and 11,380 GP emeralds. The area is occupied by 6 Death Beetles (HD6, AC44, hp47-
  49-50-52-54-57, lethal poison save 1d20 GTET [34-Stamina]). A metal strongbox has recently 
  been buried in the northern hillock (-8 to find, -2 open lock); the box contains 410 GP, a  7202 GP 
  gold-onyx-pearl pin, a Antidote Tonic (poisons), Restallan’s Tonic (regeneration), and a Choker of 
  Tongues (Dwarvish).
  6. Gaol of Winds. An eight-story black building with square base, tapering so the top is half the 
  size of the ground floor; the building has 270 cells. The gaol is in the eye of a 250 FT permanent 
  tornado; the entrance is through an under-swamp tunnel (six Type 5A Devil guards). The Warden 
  is Uthanc (Assura); the staff includes nine Common Devils, fourteen Type 5B Devils, ten Type 
  5A Devils, eight Zoybim, eleven Type 6A Devils, five Medusae, and three Feu’er Trolls. Important 
  prisoners include Kanifard (neutral Dwarf, Warrior L9, Clan Chief’s son), Cooveren (Fire Giant, 
  suspected demonic spy), and Flahound (good Human, Crusader L13).
  7. Tower of the Bats. A cruciform black stone building, 120 FT tall, each arm 50 FT by 30 FT, with 
  a single 35 FT arched entrance; the building is completely open inside with myraids of shelves, 
  
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  ledges, protruding stones, horizontal poles, cables, etc. The tower is inhabited by 2000 ordinary 
  Bats, 650 Giant Bats, 425 Vampire Bats, 1200 Tiny Bats, and 175 Spectral Bats. Although the floor 
  is concave, it appears flat because of the accumulated guano (bat dung). It has an overpowering 
  nauseating odor, save 1d20 GTET [35-Stamina].
  8. Snoquin’s Altar. A 14 FT red stone altar on a black circular pedestal on a 25 FT redstone patio, 
  purple stains pool on the top surface. Brass statues of Type 5A Devils stand at the corners holding 
  ever-burning torches, and a copper brazier is on a tripod. A 7 FT glass tusk (60 pounds, 10,662 
  GP) lies on the altar. An enchanted wand is hidden in the northeast 5A statue (-4 to find). Sno-
  quin (Type 5D Devil) is present on 1d20 rolls GTET 12, sacrificing two bound Orcs; four Type 5A 
  Devils watch the ritual.
  9. A circular floe of green ice, 165 FT across by 2 FT thick, floats on the swamp. A square one-
  room igloo structure is on the floe, 40 FT across by 18 FT high. The igloo has six bunks and a table 
  instde. A cold blue fire burns in the central depression. The igloo is currently occupied by an evil 
  Warrior L10 (male Dwarf, Agil 17, Intel 14, Stam 17, Stng 19, Will 17, hp22, War Hammer +2, 
  AC 60), evil Warlock L9 (female Dwarf, Agil 18, Intel 16, Stam 18, Stng 15, Will 19, SPM+4, hp22, 
  Cutlass +1, silver-blade Dirk, 4x grenade, Cloak of Cold Protection), evil Wizard (Water) L11 
  (female Human, Agil 15, Intel 21, Stam 15, Stng 13, Will 20, SPM+6, hp19, Rapier +1, scroll {5x 
  Basic Water}, scroll {3x Lesser Fire}, Armorskin Potion, Invisibility Potion), and an evil Priest L11 
  (male Elf, Agil 20, Intel 19, Stam 14, Stng 13, Will 18, SPM+7, hp18, Long Sword +2, Heavy Mace 
  +1 (Gnome Slayer), Arrow of  Human Slaying, scroll {4x Devotions}).
  10. A loud wailing (mechanical siren) continually sounds in a circular area a quarter-mile across. 
  The sound emanates from a cylindrical metal device on top of a 25 FT stone column at the area’s 
  center.  A 1 FT metal cube (box with cover, locked/keyhole, aura of enchantment) hangs from a 
  rope around the column; a HD9 Efreet appears (having first strike) when the box is opened and 
  attacks the opener; a silver Ring of Efreet Summoning is in the box (23 charges, 15 minutes).
  11. A pyramidal cairn (auras of enchantment, evil), 20 FT across at the base, 16 FT tall. The stones 
  are grey, except for the base ring and capstone which are dark red. A wood sign tied to a rotting 
  wood post has the symbol of a winged helmet inside an octagon. Inside the cairn are the mould-
  ering bones of an Infernal Minotaur, buried with a Minotaur helm, Spear +2, huge wooden shield 
  (rotted), and a pair of steel gauntlets. Persons disturbing the cairn are stoned (save 1d20 GTET 
  [28-Stamina]).
  12. Croekus Platform. A 75 FT diameter circular platform of purple metal stands in the swamp, on 
  2 stone posts. The top surface is 7 FT above the water, and the platform is reached by four metal 
  stairs, at the northeast, southeast, southwest, and northwest. The platform supports a 35 FT long 
  stone statue of a squatting purple frog with warts and deformed limbs. It is 14 FT across and 10 
  FT high, its eyes are 4 FT orbs of milky-white crystal. Its mouth is a thin slit 6 FT across with a 16 
  FT red tongue that sticks out. A stud hidden (-6 to find) under the second toenail on the left foot 
  causes the mouth to open, revealing a 10 FT long tunnel, 4 FT tall, that leads to a 10 FT room. 
  The interior room holds the coffin of a deceased Beast Man; inside is a Ring of Shape Shifting 
  (Giant Frog), a pair of Baengan’s (Swimming) Sandals, a vial of 20 water-breathing pills (12 hours 
  each pill), and pair of green leather  Bracers AC+16 (Poison Frog Summoning, 2/day; sized for 
  Gnomes).
  13. Palace of Ahriman, Earl of Hell. The palace is an H-shaped blue stone structure with the center 
  crosspiece three times the size of the end segments; the center is three stories and the end seg-
  ments are each one story. The palace is surrounded by a pool of deep water, and is entered via a 
  
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  graceful curved bridge; a thick ring of tall pine trees surrounds the pool. The Major Domo is Nel-
  lanod (Mummy Lord). The staff consists of nine Common Devils, sixteen Type 5C Devils, twelve 
  Type 5A Devils, twenty Zoybim, two Vampires, six Uber-Zombies, four Ogres, and three Naga. 
  A well-know Efreet musician and a Cloud Giant are visiting. Ahriman is known to collect ales, 
  mead, and beers from across the Celestial Spheres.
  14. A 25 FT covered platform is on the top of two crossed violet stone arches, 40 FT tall by 18 FT 
  across at the base. The platform and occupants are invisible. The guards are two Type 5C Dev-
  ils, two Type 5A Devils, and a Zoybim, armed with spiked clubs, long-handled single blade War 
  Axes, poisoned Dirks (save 1d20 GTET [32-Stamina]), four 10-round smoke grenades, two flash 
  grenades (15 FT radius, blindness 1d100 minutes, save 1d20 GTET [30-Stamina]), two steel mesh 
  nets, and six Darts (one +1, one sleep, save 1d20 GTET [28-Stamina]).
  15. Two stoned Hell Mammoths stand in the swamp, each 15 FT tall, with 60 pound ivory tusks. 
  While adventurers are examining the creatures, a flock of 22 Giant Vultures arrive (HD5, hp44, 
  AC22, bite 1d8, 1d10 talons airborne, disease – save 1d20 GTET [30-Stamina]).
  16. Floranigan Temple, dedicated to Paimon. A square green stone building covered in vines of 
  Forget Flowers (range 20 FT, save 1d20 GTET [30-Will]), black exterior columns hold up the roof. 
  The interior is green and cinnamon marble, the stone altar is black granite, there are four 20 FT 
  statues of Paimon and a 25 FT statue of Lucifer. Four sticks of incense (each 50 GP) burn on a 
  brass stand. Colored stone flowers are found throughout the building, on columns, on walls, and 
  in tile on the floor; an Unholy Symbol tapestry hangs behind the altar. The temple is tended by 
  Bodentxus (male Human, Priest L12), Latro Neemuk (male Dwarf, Priest L9), and two Zoybim.
  17. Eighteen huge Rocks stick out of the swamp, within an area 200 FT across, separated by 8-16 
  FT. Each rock is 30-45 FT tall and 26-30 FT thick. They are black and grey stone, with thin streaks 
  of silver; one rock has a yellow pick painted on it. Striking a rock 1d12 times reveals a solid silver 
  nugget silver node of 1d8*quarter pounds (400 GP value/quarter pound). Adventurers can find up 
  to 20 nuggets.
  18. Stillinys Circle. A circle 60 FT across paved in black stone, bordered by twenty-two groups of 
  gargoyles. Each gargoyle is dark green rock, 5 FT tall with glowing white eyes; a group has five 
  stacked rows, the bottom having 8 gargoyles, the next has six, the middle has four, the next three, 
  and a single gargoyle is on top. An 8 FT brass cube sits at the center, with a 4 FT silver cube on top. 
  A mortal who lifts the silver cube above their head (1d20 GTET [34-Strength] gains the ability to 
  shapchange into a Gargoyle for 30 minutes (expires in 48 hours).
  19. A tower with a 20 FT diameter open circular platform at 22 FT and another at 38 FT. The lower 
  platform is held up by the extended arms of six black stone statues of Giants, the upper platform is 
  hel up by the extended arms of two green stone statues of Giants. A new rope ladder hangs down 
  from the lower platform. A partrol of an Assura and six Etvaras arrives here 1d100 minutes after 
  the Adventurers.
  20. Pool of Fostarius. An S-shaped pool of wholesome water, 35 FT across, 8 FT deep, 425 FT in 
  length. The pool is built into a pink stone plaza, 50 FT by 500 FT, having a stone railing and twenty 
  Naga statues (15 FT tall, blue stone) around the perimeter. A 25 FT black statue of the Naga, 
  Fostarius, is in pool’s center, holding a shining trident; its eyes are 3500 GP emeralds. Evil persons 
  touching the trident gain the ability to breathe water for 8 hours. A hidden compartment in the 
  base of the fourth statue holds a Ring of Minor Escapes (30 FT teleportation, 38). 1d20 minutes 
  after Adventurers arrive, a swarm of 45 Spider Wasps (HD4, hp35, AC18, parlyzing venom, webs) 
  arrives.
  
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  21. Lightning continually strikes in a rectangular area 700 yards long by 250 yards across; each 
  person cross the wide is struck by two 2d8 Lightning Bolts (avoid 1d20 GTET  [28-Agility], half 
  damage 1d20 GTET [32-Stamina]) or five bolts if crossing lengthwise. The remains of a Brass 
  Golem are on a small sandbar in a corner near one end (75 yards from one edge, 55 yards from the 
  other); under the Golem is found two flasks Unholy Water, a clay flask of oil, and a Walk on Water 
  potion (15 minutes).
  22. The Contorting Arch. A yellow metal arch 140 FT by 50 FT across at the base, supported on 
  two rectangular stone bases, each 15 FT tall by 10 FT across. The metal twists as it ascends, so it 
  makes two complete spirals over its length. A flag with Paimon’s arms flies from the peak. Mortals 
  have the spider-climbing ability while touching the metal, easily being able to climb the arch to the 
  top. A compartment at the top holds an enchanted sword, ring, and wand.
  23. Vorcrommon’s Pyramid. A five-level ziggurat, the base 200 FT to each side, the flat top 40 FT 
  by 40 FT; each elevation is 20 FT tall for a total of 100 FT. A single narrow steep stair follows the 
  northwest corner. A single room building at on the top, 18 FT by 22 FT, the roof 22 FT tall, with 
  two vaulted entrances. The room holds a 15 FT wooden throne, two heavy tables, and three carved 
  benches. A 20 FT by 25 FT room hidden (-4 to find,  -2 open lock) on the south-southwest side of 
  the second course holds four HD6 Mummies (two hand-axes each) sitting in chairs; they have 86 
  GP, 9015 GP and 13,208 GP emeralds, and a 6911 GP gold pin depicting Lucifer’s Unholy Symbol. 
  A 30 FT by 18 FT room hidden (-6 to find, -3 open lock) on the west side of the fourth course 
  appears dusty and empty; a floor section (-6 to find) covers a 40 FT vertical shaft down to Vorrom-
  mon’s (male Vampire Lord staked through the heart) Tomb, a 25 FT by 25 FT room with a sealed 
  white stone sarcophagus. He is buried with a Codicil of Transformation (Ogre) and 2d8 Lightning 
  Staff (39).
  Locations in the City of Burning Tombs
  24. Sixteen jagged fissures in the ground are found in a circular area one-third mile in diame-
  ter, each fissure is a tenth-mile long, 2d20+20 FT across by 3d20+10 FT deep. Black vapors rise 
  from ten fissures (range 200 FT, blindness 2d200 minutes, save 1d20 GTET [32-Stamina], Dwarf/
  Gnome [28-Stamina]). 4d100 gold nuggets (1d8*quarter pound at 5000 GP/pound) are at the bot-
  tom of the eighth fissue. A patrol of an Assura and eight Etvaras come by on 1d20 rolls GTET 16, 
  arriving in 1d20*half-minutes.
  25. Cacti Garden. An iron fence surrounds a square area, 150 FT on a side, with a metal arch at the 
  southeast corner. The open ground between tombs is filled by a variety of large cactus, from 5 FT 
  to 15 FT tall. Along the north side grow HD8 Burning Cacti (1d12 fire shooting, avoid 1d20 GTET 
  [28-Agility]), in the southwest corner grow HD6 Spiny Cacti (1d8 clubbing, 1d12 needle spray to 
  25 FT, avoid 1d20 GTET [30-Agility]; narcotic perfume, save 1d20 GTET [32-Stamina]).
  26. Continous snow falls in a rectangular area a quarter mile long by tenth-mile wide, rapidly 
  melting on the ground; reduce visability to 15 FT.  A 50 FT white stone patio has a 12 FT white 
  oval altar dedicated to Lucifer, six depressions in the top holding hardened pink wax, an Unholy 
  Symbol is held by a 7 FT silver statue of Lucifer (aura of evil). A mortal touching the altar suffers 
  hp1d8 damage, save 1d20 GTET [28-Stamina]. A loose paving stone covers a depression holding a 
  Ring of Frosty Breath (28).
  27. Carlles Tradoski (male Dwarf, Warlock L11, Bounty Hunter, Agil 17, Intl 15, Stam 19, Strg 17, 
  Will 16, hp23, AC52 {enchanted helm, gauntlet, chain mail}, double blade War Axe +2, silver Ra-
  
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  pier +1, four enchanted items) is found camped in the empty shell of a cottage, on a sand bar. He 
  is chasing Fergus O’Walchmag (male Dwarf, Rascal L13), who he thinks is currently in Astraroth’s 
  palace; Fergus is supposed to have stolen the Padashtham Axe from the Lokvant Dwarves.
  28. An oval depression filled with fine yellow sand (Sand Pit), 300 FT by 90 FT, 80 FT deep at the 
  center. Persons along the edge fall in, avoid 1d20 GTET [28-Agility], persons in the pit struggle to 
  escape, succeed 1d20 GTET [34-Agility] checked every minute. A mausoleum roof sticks out from 
  the pit bottom; any attempt to dig out the building {30 minues} results in a sand cave-in on 1d20 
  rolls GTET 6. The mausoleum is a single room holding four ordinary dwarf-sized skeletons; a 30 
  pound capacity leather backpack holds 50 FT rope, lantern, 2 flasks oil, 3x magnifying glass, and 
  two empty burlap bags.
  29. [a] A 40 FT circular area paved in slippery red stones, a 14 FT headstone stands at the center, 
  surrounded by six copper kettles with ever-burning red fires. A 13 FT Etvaras statue stands at the 
  north, a 15 FT Etvaras statue stands to the south. The headstone text is in Infernal Cant and reads, 
  ‘In memory of Tawesdaxer, the toughest Sergeant that Legion XXXV ever had, dated [1103 years 
  ago]’. A group of 1d8 Etvaras is here on 1d20 rolls GTET 11; [b] An oval hillock 45 FT long by 22 
  FT across by 18 FT high is surrounded by a mud flat. A narrow tunnel leads down to a 15 FT by 20 
  FT cave; a HD 8 Berg Troll is burying a copper chest holding 4800 CP, 916 SP, and four emeralds.
  30. Camp Ebbodu, headquarters of Infernal Legion XXVII (General Dobriham). The camp con-
  sists of seven T-shaped two story stone buildings, four H-shaped three-story buildings, and two 
  slender seven-story towers; the camp is surrounded by a moat of burning oil (2 bridges) and a 14 
  FT wall of protruding spikes. The Camp Commander is Waegonn (Hulden). The garrison consists 
  of five Nimidoryas, fourteen Assura , four squads of Etvaras, four squads of Type 5C Devils, four 
  squads of Type 5A Devils, ten Centaurs of Hell, and twelve Infernal Hounds. The staff is thirty 
  Common Devils, sixteen Ordinary Devils, twenty Zoybim, and six Minotaur.
  31. Ruins of Camp Fillipcurf. The partially-collapsed remains of six two-story stone buildings and 
  a four-story tower, arranged  around an open area 80 FT by 120 FT. A metal fence surrounding 
  the compound has gaps and sections that are leaning. The camp was heavily damaged in an earth-
  quake 1842 years ago and was abandoned. When the tower is searched, a map is found of two 
  levels of tunnels beneath the ruins on 1d20 GTET [36-Intelligence], one attempt per Adventurer.
  32. Hogahelm Spire. A 210 FT red structure, the bottom 50 FT is a hexagonal stone base, the 
  upper portion is a thick metal girder that twists through four revolutions then tapers at the top. A 
  gold humanoid figure is at the top. The metal girder has ten circular holes in it, each 15 FT radius. 
  A hidden (-6 to find, -3 open lock) door in the base holds a small armory. A patrol of a Type 5D 
  Devil and ten Type 5A Devils stops here every 1d8+20 hours.
  33. Cistern of Inameddes. A 30 FT brass statue of three human women holding buckets stands 
  next to a red stone stair leading underground; a switch on the statue base causes water to flow out 
  of each bucket. The stair leads to an underground room 30 FT below the surface, 350 FT by 100 
  FT, filled 20 FT deep with wholesome water; a metal walkway circles the room, 5 FT above the 
  water. A 20 FT x 20 FT room built into the wall at the far end holds various pipes and valves. There 
  is a rumor that a hidden door in the cistern area leads to a rich gold mine.
  
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  34. [a] An X-shaped Thorn Hedge, each segment is one-tenth mile long, 18 FT tall, 25 FT thick; a 
  6 FT spiked wall is hidden inside, pushing through causes hp1d10 damage; thorns are poisonous 
  on 1d20 rolls of 1, save 1d20 GTET [32-Stamina[); [b] A 16 FT copper statue of an upright Coba is 
  on a black trapezoidal stone, 15 FT across at the base, 8 FT at the top. Its fangs are rare ivory (8251 
  GP each). It spits poison at a mortal every 1d20 rounds (range 50 FT, avoid 1d20 GTET [32-Agili-
  ty], 3d100 rounds paralysis, save 1d20 GTET [30-Stamina]). A copper Ring of Snake Summoning 
  (38) is hidden in a 15 FT radius (-12 to find)
  35. The ground inside an oval area sixth-tenths mile long by four-tenths mile wide at the widest 
  point is at a temperature of 140 degrees. Sickly-sweet pink vapors (range 20 FT) flow from 3-inch 
  holes in the ground, spaced about 50 FT apart. Humans exposed to the vapors experience muscle 
  tremors for 35-Stamina days; temporarily reduce the Agility of affected persons by 2 and reduce 
  Strength 1 point; save 1d20 GTET [32-Stamina] checked every 5 minutes.
  36. Jannoldas Armory. A Y-shaped three story black stone building with one underground level, 
  surrounded by a 15 FT Wall of Fire. The commander is Vuzess, Type 5D Devil; the garrison con-
  sists of two squards of Type 5B Devils and two squads of Type 5A Devils. The armory specializes 
  in missile weapons: 250 Long Bows, 180 Short Bows, 46 Cavalry Bows, 50 Blow Guns, 190 Slings, 
  125 Medium Crossbows, 66 Heavy Crossbows, 215 Darts; there are 3d20 cases of ammunition for 
  each type of weapon. A weapon is enchanted on 120 roll of 20. Twelve Common Devils and five 
  Zoybim are the Bowyers and Fletchers.
  37. A stoned Nimidoryas is in the limbs of a huge dead tree, 160 FT high, spreading 40 FT in radi-
  us. The tree base is 18 FT diameter, covering parts of three selpulchures. A 2 FT hole in the trunk 
  is 25 FT off the ground, spotted on 1d20 rolls GTET [33-Intelligence]; inside is a Rabid Squirrel 
  (HD1, hp7, AC10, bite 1d3, aggressive, save versus rabies 1d20 GTET [32-Stamina]) with a 12,204 
  GP black pearl and a green Stoning Stone (save stoning 1d20 GTET [33-Stamina]).
  38. Four Luxan Sphinxes (HD8, male head, lion body, eagle wings, snake tail, AC60, Earth Wiz-
  ard L14) are found digging in the bottom of a large pit grave; they search for a green metal key 
  dropped during recent combat (the dismembered bodies of 10 Uber Zombies are on the ground 
  in the area). They are named Anim’dror, Cilleb, Gurning, and Klassectir. They have five Common 
  Devil servants.
  
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  CIRCLE 5 WEST MAP
  Locations in the Styx Swamp
  1. Museum of Oklachis. A three-story black-green stone building made of intersecting H-shapes, 
  surrounded by tall swamp grass. The museum specializes in insects from across the Celstial 
  Spheres; the largest specimens are 6 FT long. The Head Curator is Cajtony (Naga); the staff con-
  sists of ten Common Devils, eight Zoybim, four Centaurs of Hell, two Harpies of Hell, three Naga, 
  and a Goblin.
  2. Palace of Astraroth, Earl of Hell. The palace is an O-shaped four-story white building with a 250 
  FT courtyard in the center; it is surrounded by a fruit tree orchard inside a 20 FT black stone wall 
  topped by flames. The Major Domo is Sareanor (Fire Giant); the staff consists of seventeen Or-
  dinary Devils, nine Type 5A Devils, two Type 4D Devils, eleven Zoybim, four Common Trolls, a 
  Mountain Giant, and a Vampire. Astraroth is considered to employ the best chefs in three Circles.
  3. A cruciform area, each arm is 600 FT long by 150 FT wide; any ferrous (iron, steel) material 
  carried into the area is strongly pulled down into the swamp by magnetic attraction. An Adven-
  turer resists the pull for 4 pounds of metal for each point of Strength; any individual item worn on 
  the outside of their clothing is dropped unless 1d20 GTET [24-Strength]. An item pulled into the 
  swamp is recovered on 1d20 rolls GTET [35-Strength], checked 3 times, after which it is perma-
  nently lost.
  4. Henge of the Scorpion Crabs (aura of enchantment). A double circle of large green stones, 32 
  FT tall by 8 FT wide by 4 FT thick; the inner ring has twelve stones arranged in a 50 FT diameter 
  circle centered on a moss-covered suit of plate mail sized for a Giant (shield has a gold Scorpion 
  Crab on a blue field). There is 15 FT between the two rings. The outer ring has 30 stones, with 
  black stone crosspieces forming a circle long the top. Forty 6 FT white stone statues of Scorpion 
  Crabs are on the outer crosspieces. The crabs act as HD5 Golems (hp34, AC40, 2*pincers 1d8, 
  stinger 1d10 every third round) if the suit of armor is disturbed. The crabs have amber eyes (each 
  500 GP). Each mortal has one meal putrefied every round they remain in the Henge.
  5. Adorjaen (Mummy Lord) is found picking fruit off of a 150 FT swamp tree. The fruit is yel-
  low-green and chewy; mortals heal hp1 per fruit (elves hp1d4). The fruit rots 1d20 hours after 
  picking.
  6. Tivavek Castle. A six-story red stone Keep with nine minaret-style towers and an open court-
  yard, surrounded by quicksand. The garrison commander is Mouzhillio (Type 5E Devil), the 
  troops consist of four squads Etvaras, two squads Centaur of Hell archers, two squads Common 
  Devil pikemen, and two Fire Giant sappers. The staff includes nineteem Ordinary Devils, six Type 
  5A Devils, ten Zoybim, and five Minotaur. The castle is known for its exquisite tapestries of the 
  Diabolic Princes.
  7. A hillock in the swamp, 120 FT by 90 FT, 10 FT above the water; Willow trees and blueberry 
  bushes grow here, along with hundreds of Sleep Flowers (hp1, AC8, perfume causes sleep, range 
  25 FT, save 1d20 GTET [34-Stamina], initial check then every hour to waken, resists normal and 
  enchanted fire, cold causes 1d6 days dormant). 
  8. A two-story blue stone building with exterior columns and carvings of devils on the outside; the 
  door is guarded by four Etvaras. Ursmar (Type 7C Devil, Magistrate) is found here, with a Type 5C 
  Devil bailiff and two Assura guards. The office area has nine Zoybim and a Centaur of Hell. 
  A patrol of a Type 5D Devil and nine Type 5A Devils stops here every 8 hours.
  
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  9. A circular area a half-mile across is filled with Toadstools, pools of Slimes, Fungi, and the dead 
  stumps of swamp trees. Adventurers crossing the area suffer hp1d4 acid damage every tenth-mile 
  (save 1d20 GTET [28-Stamina]). The fungi release clouds of spores that reduce Stamina by 3 
  points for 1d100 hours (save 1d20 GTET [32-Stamina]).
  10. Zanaria Racing Arena. A half-mile oval track, paved with tan blocks; stands are on the inside, a 
  barn is at the south end with corrals beyond. The arena hosts foot races, riding, canine and equine 
  races, and chariot races. When Adventurers arrive Greater Wolf races are being held; the audience 
  includes 2d100 Common Devils, 4d20 Ordinary Devils, 2d20 each Type 5C, 5B, and 5A Devils, 
  1d100 Zoybmin, and 1d12 Nimodoryas.
  11. Two H-shaped Thorn Hedges separated by 100 FT. Each long edge is an eighth mile long by 20 
  FT tall by 20 FT thick, with the connector a twelfth mile long. Pushing through the hedge causes 
  hp1d12 puncture damage; 1d10 poisonous thorns are encountered on 1d20 rolls GTET 14 (3d100 
  minutes paralysis, save 1d20 GTET [30-Stamina] per thorn). A poisonous smoke (hp1/round 
  exposure, save 1d20 GTET [36-Stamina] per round) forms if the hedge is burned.
  12. Island of Phelgyas, Ferryman of the Styx (see Inferno: Journey through Malebolge).
  13. [a] A rectangular area paved in green stones. A 15 FT black altar stands on three orange cylin-
  drical stones, dedicated to Samael; the altar has red grooves in the top. A 10 FT statue of Lucifer 
  is at the north end, an 8 FT statue of Samael is at the south end; a green flame burns on top in the 
  center. Evil persons touching the altar are invisible to Type 5 Devils for 3d100 minutes; [b] A 26 
  FT boat is anchored in 8 FT of water; the boat has a small cabin on the back end and sails; Kelio-
  szar (male Half-Elf, 93 years, blind in one eye, Prophet, Seer) is on the boat.
  14. The roofless frame of a 40 FT x 50 FT cottage sits on a stone platform 60 FT x 60 FT, 2 FT 
  above the water. The cottage is occupied by a squad of 12 Type 5D Devils commanded by an 
  Assura. They have stabbing spears, poisoned cutlasses (paralysis, save 1d20 GTET [30-Stamina]), 
  8 explosive grendes (1d12, radius 5 FT), 2 smoke bombs; the Assura has a Bow +1 and 20 arrows 
  (one Human Slayer, save 1d20 GTET [32-Will]).
  15. A cruciform area, each arm is three-eigths long by a quarter-mile across; the area is filled with 
  geyser cones, 5 FT to 8 FT high, up to 10 FT across at the base. Yellow Sulphur clouds hang over 
  the area, inflicting hp1d6 lung damage (save 1d20 GTET [34-Stamina]). Adventurers are sprayed 
  with hp1d8 scalding water 1d6 times, avoid 1d20 GTET [30-Agility].
  16. An oval region a half mile long by one-third mile at the widest degrades and quickly rusts 
  ferrous (iron, steel) material; any ferrous object less than 1 pound disintegrates (extreme rust); any 
  object GTET 1 pound distinegrates unless 1d20 GTET 16, checked every 3 minutes. Enchanged 
  weapons and armor save on rolls GTET 4. A Gallows made of redwood is in the center of the 
  region, held together with stone pegs. The gallows platform is 12 FT above the swamp, with the 
  giblet at 22 FT. The moss-covered bones of an Elf are found on the platform. A large nest of ordi-
  nary Bees is attached to the underside of the gallows platform.
  17. Frikalesh Manor. The ruined remains of a four-story white stone building with a two-story ex-
  tension on the east side. The roof is gone, and much of the top story has fallen into the third story; 
  the cellars have collapsed and filled with mud. A chest of 1280 GP is found partially buried in the 
  cellar (-5 to find).
  18. Temple of Rystansol, dedicated to Paimon. A circular temple area, 30 FT high, with three 
  one-story wings forming a T-shape. Columns carved like Giants are around the exterior. The tem-
  ple has a black block altar, two statues of Lucifer, two statues of Paimon, and four copper braziers; 
  
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  a gold Unholy Symbol hangs on the wall. The Head Priest is Pribinuma (Centaur of Hell), assisted 
  by Filimongu (Type 5C Devil) and Csombor (Zoybim). Mortals touching the statue of Paimon 
  receive a Fifth Circle Pass on 1d20 rolls GTET 17 (one/person/24 hours). A patrol of a Type 5D 
  Devil and six Type 5B Devils stops here every 10 hours.
  19. A seven-story circular black stone tower, 40 FT across, guarded by four Etvaras. The tower 
  holds Luthgardnis (female Human, Warlock L8), she is paranoid and insane, with frequent hallu-
  cinations.
  20. A mud flat two-tenths mile by one-tenth mile is thickly covered in petrified palms, each 4 FT 
  to 8 FT tall.
  21. A circular area (aura of enchantment) an eighth mile across; a sharp-eyed person discerns 
  a shimmering in the air at the boundary on 1d20 rolls GTET [32-Intelligence], one per person. 
  There is no oxygen in the area, causing persons to pass out, save 1d20 GTET [37-Stamina], Dwarf 
  [34-Stamina].
  22. Hennockus Cave. A large hillock, 260 FT long by 110 FT by 35 FT tall, two cave entrances are 
  on the north side. A twelve room cave complex is beneath the hillock, one room has a geyser, one 
  room is a den for two Infernal Hounds and two cubs, one room has visible flecks of gold (1800 
  pounds ore makes 350 pounds gold valued at 88,000 GP).
  23. A V-shaped sand bar (aura of enchantment), each segment is 750 FT long by 150 FT across. 
  Persons crossing the sand bar receive three attacks from Rolling Stones (3-5 FT stone disk, 2 FT 
  thick, HD7, hp1d8+55, AC80, damage 1d10, avoid 1d20 GTET [30-Agility]).
  24. A large bonfire perpetually burns on a 10 FT by 10 FT metal platform, 4 FT above the swamp; 
  the flames are visible a half-mile away. The odor of charred flesh is smelled 200 FT away. A 19,700 
  GP jeweled horned skull is in the sand under the platform (1d12 heat damage to crawl under).
  25. Lanazoi Geysers. Conical stone geysers are found throughout a hexagonal region a half-
  mile across, each cone has a base of 1d20+6 FT and is 1d12+3 FT tall; geyser cones are typically 
  3d20+10 FT apart but could be much closer. An Adventurer crossing the region encounters 1d8 
  eruptions (1d12 scalding water, avoid 1d20 GTET [32-Agility]). The steam from frequent erup-
  tions reduces visibility to one-quarter normal (infrared vision becomes ineffective). Noxious 
  vapors hang over the region causing hp1 lung damage/round (save 1d20 GTET [30-Stamina]). A 
  group of 8 Ordinary Devils are found erecting a 20 FT black obelisk in memory of the Type 5E 
  Devil, Lanazoi.
  Locations in the City of Burning Tombs
  26. Pools of Toratarian. A group of five circular pools of lava, forming the points of a pentagram. 
  Each pool is 188 FT across, bordered by a ring of rough black stone, the pool edges are 50 FT 
  apart. The plaza between the pools is paved in green/blue stones. At the center is a 20 FT solid sil-
  ver statue of Toratarian, Diabolic General, XXX Infernal Legion, killed in a duel with Holuganbus, 
  General, XXXIII Infernal Legion. The statue is surrounded by a ring of 200 rapiers point down 
  in the rock, surrounded by a ring of 300 plumed brass helms. Any Type 5 Devil that touches the 
  statue is immediately healed hp12 (once/day).
  27. Three HD11 Manticores are found in an open one-story Mausoleum. The tomb holds two bro-
  ken statues of Type 5B Devils, a quarter-sized statue of a Garm, a bird-bath font of Unholy Water 
  (1 gallon), and an open stone coffin with some powdered bone. Found are three broken arrows, a 
  
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  torn gauntlet, a backpack with five moldy rations, a broken clay flask, a cracked bone horn, and 6 
  SP.
  28. Warm, steaming oil bubbles and splashes to the surface in a hexagonal region a quarter-mile 
  across, surrounding the tombs in a black swampy morass; at places the oil is 12 inches deep. The 
  oil releases yellow mists of sulphur so the area strongly smells of rotted eggs. Adventurers crossing 
  the area are covered from the knees down in a sticky black tar. Reduce mortal’s effective Agility 3 
  points while in the morass (save 1d20 GTET [34-Strength]). Reduce mortal’s effective Stamina 2 
  points from breathing the noxious gasses (save 1d20 GTET [32-Stamina]). Any fire or flame (e.g. 
  torch or lantern) sets the oil on fire on 1d12 rolls of 12, checked every twelfth mile (burns 1d20 
  rounds at hp1d6/round).
  29. Nwython Castle. A triangular black five-story Keep is built on a large granite butte, 50 FT high, 
  600 FT long; it is surrounded by a 30 FT wall. A narrow road is cut out of the butte, leading up to 
  the gate. The castle commander is Gunophar (Nimidoryas). The garrison consists of nine Assura, 
  two squads of Etvaras, three squads of Type 5D Devils, two squads of Type 5B Devils, ten Bugbear 
  sappers, and ten Infernal Hounds. The Castle is known to have exceptional stained glass in its Lu-
  cifer chapel, and has a collection of swords used by important historical Generals.
  30. Caocolan Ruin. The remains of a large cruciform cathedral complex dedicated to Lucifer, it was 
  collapsed in an earthquake 1749 years ago. Two levels of catacombs are beneath the ruin. An evil 
  person touching the altar is healed hp1d6 (2/day). A Ring of Invisibility is hidden in the base of a 
  headless statue of Lucifer (-5 to find).
  31. Gaol of Gargoyles. A square six-story red stone tower, surrounded by a one-story circular brick 
  structure, a moat filled with Giant Crocodiles surrounds the entire structure. The gaol has 430 
  cells. A squat Gargoyle sits every 100 FT along the roof, and stand at the bridge. The Head Warden 
  is Kordaihr (Type 5D Devil), and the staff consists of twenty Common Devils, fifteen Ordinary 
  Devils, nine Type 5C Devils, four Type 5B Devils, thirteen Zoybim, and thirty Gargoyles. The 
  most important prisoners are Morirex (male Human, good Shaman L16), Enestannon (Assura), 
  and Proasaskus (Type 6C Devil).
  32. Continuous wild maniacal laughter is heard throughout an octagonal region three-eighths 
  mile across; mortals are affected by confusion (save 1d20 GTET [32-Will]), checked every tenth-
  mile. The Usthandames Catacombs are at the center, six underground levels reached from a trap-
  door in a ruined hut; the top level has nine rooms, the second tier has eleven rooms, the third tier 
  has eight rooms, the fouth has ten rooms, the fifth tier has twelve rooms, and the bottom level has 
  six rooms. The monsters include White Puddding, Basilisks, Mautherdoogs, Garms, Gargoyles, 
  and Vampires.
  33. Flaming tombs in a circular area a quarter-mile across hold nuggets of gold. Adventurers find 
  gold in 2d20 open graves, each grave having 1d12 nuggets, each nugget 1d20*tenth pounds, valued 
  at 2 GP/tenth pound after smelting. Adventurers entering the graves suffer hp1d4 fire damage.
  34. Veander’s Statue (aura of enchantment, aura of evil). A 14 FT statue of red granite, 8 FT across, 
  of two Medusae tied back to back to a pole in the center of a large fire. Mortals touching the statue 
  are stoned (human-elf save 1d20 GTET [32-Stamina], dwarf-gnome GTET [29-Stamina]). Created 
  806 years ago by Veander van-der-Moreker, legendary sculptor.
  35. A 70 FT stone tower with a winding exterior staircase up to a circular 30 FT deck with bars. 
  The fresh body of a leather-clad male Dwarf is found on the deck without equipment. A patrol of 
  an Assura and six Etvaras stop here every 12 hours.
  36. A rectangular red metal deck 35 FT by 45 FT, supported 12 FT off the ground by ten thick 
  
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  stone columns; a red metal ramp on the south side leads up to the top. The deck covers 50 open 
  graves, with smoke and vapors spilling up through the metal grating. Six ordinary dwarf-sized 
  skeletons are on the deck, with polished bones. 1d10*quarter-minutes after mortals reach the 
  deck, 1d100*12 Fire Breathing Ants (HD1, hp7, AC20, fire breath 1d4 once/ten rounds) swarm up 
  from the open graves.
  37. Sulphur Vents are found in a diamond-shaped region, one-fifth mile long by one-eighth mile 
  wide, encompassing hundreds of open graves. Yellow Sulphur gas belches up from the open 
  graves, reducing visibility to 100 FT (negates Infrared and Ultraviolet vision). The gas causes 
  intense coughing fits, reduce mortal’s effective Agility 4 points (save 1d20 GTET [30-Stamina] per 
  point; dwarves GTET [28-Stamina]); the effect lingers for 2d200 minutes after leaving the area. A 
  patrol of one Type 5E Devil and eight Type 5C Devils appears on 1d20 rolls GTET 14.
  38. Fort Ziomaggus. Four one-story squares around each other and around the central parade 
  ground. A stockade of sharpened logs surrounds the Fort. The commander is Grumentius (Fire 
  Giant). The garrison consists of three squads of Type 5C Devils, three squads of Type 5B Devils, 
  two squads of Minotaur axe-men, and a squad of Harpies of Hell.
  39. Boroshot Pools. A rectangular orange stone plaza, 200 FT by 125 FT holds a rectangular pool, 
  100 FT by 30 FT, and six circular pools each 50 FT in diameter arranged three on each side of the 
  rectangular pool. Each pool is filled 5 FT deep with a pink acid (if wet, 1d12 rounds of damage at 
  hp1d4/round, save 1d20 GTET [32-Stamina]\round). An unpleasant sour aroma around the plaza 
  makes it difficult to breathe (reduce effective Stamina 2 points for 1d100 minutes, save 1d20 GTET 
  [33-Stamina]). Three 40 FT black obelisks are in the rectangular pool, and 25 FT pink statues of 
  Type 5A Devils are in the center of each circular pool. A partially-digested large skeleton is in one 
  circular pool (Hell Mammoth).
  40. A 12 FT by 12 FT black wood platform is 15 FT off the ground, on top of a single stone col-
  umn. A rope ladder reaches to the ground (breaks on 1d20 roll of 01). Four Common Devils are 
  on the platform, armed with flails, short bows (30 arrows each), 5x smoke grenades, 3x 1d12 ex-
  plosive grenades (5 FT radius, avoid 1d20 GTET [32-Agility]), a steel mesh net (avoid 1d20 GTET 
  [35-Agility]), and 4x vials Unholy Water. A signal horn summons 2d12 additional Common Dev-
  ils, which arrive in 1d12*quarter minutes.
  41. Palace of Batanin, Earl of Hell. The palace consists of a three story rectangular building with 
  three smaller cross buildings of two stories. The palace is surrounded by a 15 FT wall that encloses 
  the building, a pond, a barn, and two greenhouses. The Major Domo is Achestes (Type 5E Devil). 
  The staff consists of fifteen Common Devils, ten Type 5A Devils, sixteen Gargoyles, eleven Cen-
  taurs of Hell, fourteen Minotaur, and five Medusae. Batanim raises Racing Stigae.
  42. A 25 FT vertical shaft leads to an oval underground room, 70 FT by 30 FT at its widest; a wood 
  ladder sticks out of the hole (breaks on 1d12 rolls GTET 7). One end of the room has a 15 FT 
  pool of cold water 2 FT deep. Numerous 2 FT holes in the cave floor lead to a large nest of rats. 
  1d20 rounds after Adventurers enter the room they are swarmed by 2d100 Giant Cave Rats (HD3, 
  hp15+1d6 AC20, bite 1d6, disease {save 1d20 GTET [29-Stamina]}) and 1d10 Rat Snakes (HD3, 
  hp24, AC30). A rat is rabid on 1d20 rolls GTET 16 (save 1d20 GTET [34-Stamina], persists 2d12 
  days, fatal unless 1d20 GTET [27-Stamina] checked daily).
  43. A 50 FT high spiral staircase of blue metal and grey stone steps, the open center is 15 FT in 
  diameter; the stairs are on a 40 FT by 40 FT blue stone base. At the top is an upright 8 FT blue 
  metal hoop, a portal to a fixed dimension that acts as a Tent of Marvels. 30 FT up the stair is a 
  section that suddenly tilts and throws the occupant off, causing falling damage (avoid 1d20 GTET 
  [30-Agility]).
  
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  CIRCLE 5 NORTHWEST MAP
  Locations in the Styx Swamp
  1. A Nimidoryas, Assura, and seven Etvaras troopers sit on a small hillock in the swamp. They 
  guard three shackled Harpies of Hell inside a nearby green tent. They have four gallons of whole-
  some water and eighteen rations.
  2. A circular region three-eighths mile across is filled with the cones of active geysers. The cones 
  are 1d8+3 FT high, spaced 1d20+5 FT apart, randomly erupting with 1d12 scalding water at an 
  8 FT radius. The cones continuously leak steam mixed with corrosive acid; mortals suffer hp1d6 
  lung damage from breathing in the area (save 1d20 GTET [33-Stamina]). Each Adventurer en-
  counters 1d12 geysers while crossing, avoid 1d20 GTET [34-Agility], half damage if 1d20 GTET 
  [30-Agility] per geyser. Exposed metal equipment is permanently ruined by acid on 1d20 GTET 
  18, each piece checkes (on 20 followed by 1d20 GTET 17 for enchanted metal items).
  3. A rectangular zone, three-eighths mile long by one-quarter mile wide. An Adventurer has one 
  ration or one half-gallon wholesome drink ruined (putrefied) every two minutes while in the zone.
  4. A circular region one-tenth mile across, bordered by 3 FT high green stones every 25 FT around 
  its perimeter. Mortals inside the zone are mute (save 1d20 GTET [34-Will]). A 25 FT green metal 
  Cyclops statue 200 FT inside the zone has a 32,366 GP diamond for an eye. On 1d20 rolls GTET 
  16 a patrol of one Type 5C Devil and ten Common Devils arrives 1d20 rounds after the mortals.
  5. Muximumtick’s Grove. A circular grove of 300 Giant Toadstools, standing from 4 FT to 20 FT 
  high, with caps to 9 FT in diameter; the toadstools are separated by 1d20+5 FT. A cloud of purple 
  spores surrounds the grove, causing hp1d8 lung damage (save 1d20 GTET [28-Stamina]). The 
  grove contains 20 green stone statues of huge toads (aura of enchantment), each 7 FT long by 4 
  FT wide; touching a statue summons 2d20 Giant Disease Toads (HD3, hp18+1d6, AC20, rotting 
  disease from skin/save 1d20 GTET [32-Stamina]).
  6. Library of Dunocattus. A five-story H-shaped building on a sand bar, surrounded by thorny 
  bushes with purple berries (hallucinogenic, save 1d20 GTET [29-Stamina]). The library has an ex-
  tensive collection about medicinal plants, with an emphasis on psycho-active drugs; one wing has 
  a large collection of dried and preserved plants. The Head Librarian is Bronstar (female Cercopes, 
  Shaman L10); the staff consists of fourteen Ordinary Devils, five Type 5B Devils, thirteen Zoybim, 
  four Gargoyles, and eight Zombies. A patrol of a Type 5D Devil and seven Type 5C Devils stops 
  here every 1d6+12 hours.
  7. A perpetual cold, heavy, downpour affects a circular area a half-mile wide; the area is often 
  shrouded in heavy mist and fog, reducing visibility to LTET 50 FT, and muffling sounds. The ruins 
  of the Hammondi Foundry are in the affected area; a false column (-5 to find, -3 open lock) has a 
  ladder down to four underground levels. The uppermost level has twenty-four rooms, the second 
  tier has seventeen rooms, the third level has eleven rooms, and the bottom level has nine rooms, 
  including an alien’s tomb. The monsters include Giant Alligators, Banshees, Musk Beetles, Light-
  ning Bugs, Cockatrice, Dopplegangers (imitating Dwarfs), Water Elementals, and Gila Monsters.
  8. A stone bowl, 15 FT in diameter by 3 FT deep is on two stone pedestals, 3 FT above the water, 
  with black stone steps up to the rim; the bowl contains a brightly-burning Pyre with blue-green 
  flames 15-20 FT high. A Centaur’s body is on the pyre, holding a huge metal Spear +3 (triple dam-
  age on rolls GTET 17). The pyre is tended by two Type 5A Devils and three Ordinary Devils. 
  
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  They can summon 1d12 Type 5C Devils, who arrive in 1d20 rounds.
  9. Arycarp Temple, dedicated to Samael. A pentagonal two-story blue stone structure with stairs 
  up to the main level. The interior is done in blue tile. The altar is blue-and-black stone, set in a pit, 
  surrouned by a water-filled moat 20 FT deep. The temple has three 20 FT blue statues of Samael, 
  one black 30 FT statue of Lucifer, with silver Unholy Symbols hanging on the wall. The Priest is 
  Nikklas Rostava (male Dwarf, Priest L14), assisted by his nephew Bodian (male Dwarf, Crusader 
  L8), a Type 5C Devil, and three Zoybim. Good persons who swim the moat are protected from 
  evil Basic and Lesser magic spells for (Will) number of hours. The temple has six enchanted books.
   
  10. A thicket of petrified plants fills a curved area of swamp, one-third mile long by one-tenth mile 
  thick (arc segment of a circle). The plants consist of flowers, stalks, ferns, and bushes between 2 
  and 5 FT above the swamp, spaced 1d8 FT apart. An Adventurer pushing through contacts 1d12 
  plants while pushing through at hp1/contact (avoid 1d20 GTET [28-Agility]\contact). Each Ad-
  venturer can collect 2d20 pieces of petrified plant, value at 1d12 GP/piece after polishing. On 1d12 
  rolls of 12, a HD2 Basilisk Lizard appears.
  11. Iuoban’s Grove. A grove of palm trees on a mud flat in the swamp, 250 FT across; the trees 
  are up to 35 FT tall, with a variety of berry bushes beneath them. A 15 FT silver statue of a huge 
  two-horned stallion is in the grove, with ruby eyes (each 12,500 GP) and amber hooves (each 6600 
  GP); touching the statue’s mane gives protection from Hell Horses for 24 hours. On 1d20 rolls 
  GTET 6, a herd of thirty-five HD7 Hell Horses graze in the grove.
  12. Three large muddy ditches are in the swamp, one is 450 FT from northwest to southeast, 50 FT 
  across, with berms 7 FT high by 5 FT thick; the other two are are parallel, 200 FT from to north-
  east, 25 FT across, with berms 5 FT high by 5 FT thick, separated by 100 FT. Broad-leaf plants 
  growing in the larger ditch dry to make an outstanding tobacco (3d20 pounds leaf dry to 1d12 
  pounds dry leaf at 1d6+10 GP/pound). A group of six Common Devils tend the leaf crop.
  13. Khynicke Shrine, dedicated to Paimon. A hillock, 320 FT long by 170 FT by 40 FT tall, sur-
  rounded by a sand bar. A semicircular grotto in the southwest side is 35 FT deep by 70 FT across; 
  the grotto is paved in black stone. The shrine consists of two burning copper braziers, two 15 FT 
  statues of Paimon, a 19 FT statue of Lucifer, a 5 FT shallow copper krater on a tripod, and a metal 
  offering box (padlock, -8 open lock). A Zoybim is found here on 1d20 rolls GTET 14. An evil Wiz-
  ard touching the statue of Lucifer gains SPM+1 for (Will) number of hours.
  14. Ojo’s Cone. A circular mud flat is 75 FT in diameter, 2 FT above the swamp. One yellow stone 
  cone in at the center, 15 FT at the base, 4 FT at the top, standing 30 FT high. A yellow gas spurts 
  from many small vents on the cone and fine yellow Sulphur powder covers everything. Mortals 
  suffer hp1d6 lung damage from the gas (save 1d20 GTET [30-Stamina], checked every 2 minutes). 
  Each person can collect 1d20*tenth pound of raw Sulphur powder at 2d20 GP/tenth. A variety 
  of very rare medicinal Herbs grows on the mud flat, 2d20*quarter pounds can be harvested (dry 
  weight one-quarter of wet, at 500 GP/pound). On 1d12 rolls of 12 a group of ten HD8 Hell Boars 
  are grazing on the herbs.
  15. A hillock 520 FT long by 175 FT by 25 FT high. A narrow slit on the southwest side leads un-
  derground to a five-room cave complex. One room has petrified wood and one room is inhabited 
  by 150 Stigae. Narigean (male Human, good Crusader of Anuruck, L14) is found in one cave room 
  on a makeshift bed; he is badly wounded (currently at hp7 of hp20), has a high fever, and has an 
  active skin disease which makes movement difficult (Agility 13 of 17).
  
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  16. A 45 FT tall hexagonal Guard Tower, a red metal leg is at each point, the platform is 30 FT 
  across, has open sides, and covered by a tarp lashed to a curved frame. A metal cable ladder hangs 
  from an opening in the floor. The tower is occupied by four Type 5D Devils armed with Long 
  Bows (2x Arrows of Slaying, save 1d20 GTET [38-Level/HD-Will], 10x Darts (one paralysis 1d100 
  minutes, save 1d20 GTET [32-Stamina]), double-blade War Axes, three smoke grenades, three 
  flash grenades (blindness 1d100 minutes, 12 FT range, save 1d20 GTET [32-Stamina]).
   
  17. Tryfennia’s Tower. A square black stone pillar 30 FT tall, 20 FT on a side, topped by three white 
  arches 12 FT tall; a brass bell hangs in each arch, with ropes that reach the ground. A 25,000 gold-
  pearl-amber locket is found under a trapdoor in the pillar’s top (-5 to find). A mortal simultane-
  ously touching the left and middle bells is protected from deafening for 2d20 hours. A Type 5A 
  Devil is found here on 1d20 rolls GTET 13.
  18. A cruciform-shaped area, three-eighths mile along each axis, one quarter mile across each axis, 
  bordered at 50 FT increments by a 3 FT rusting metal soldier figure. Each ferrous (iron, steel) item 
  carried by an Adventurer rusts and disintegrates on 1d20 rolls GTET 17, enchanted items GTET 
  27, applying a +1 modifier for every 2 minutes spent in the area. A 20 FT stone statue of a soldier 
  is at the center, inside a brass box under its foot is a silver-bladed Rapier +3 (Eye-Gouging on 1d20 
  rolls, save 1d20 GTET [32-Agility]).
  19. An oval hillock, 150 FT long by 60 FT wide, 25 FT high, covered in vines. A 5 FT by 4 FT cave 
  entrance on the southeast side is difficult to see (-8 to find); the entrance leads down at a steep 
  angle to a seven room cave complex in two elevations, 25 FT and 42 FT below the surface. The 
  largest room is 90 FT across, the smallest room 16 FT across. One room has a pool of seeping oil, 
  one room has halluncinogenic violet mold (save 1d20 GTET [28-Will]).
  20. Gowerwysti Spire. A 198 FT pyramidal structure, the base is 90 FT on a side; it is 30 FT across 
  at 100 FT, and 15 FT thick at 175 FT. The lower 100 FT is made of a hard purple metal, the upper 
  98 FT made of highly reflective glass. A 20 FT silver Unholy Symbol is mounted at the top. A hid-
  den door (-8 to find, -8 open lock) in the south side leads to two levels of rooms in the base; the 
  ground floor has five rooms; the upper floor has eight rooms. A trove of eight enchanted clothing 
  items is found on the second floor. A patrol of a Type 5D Devil and seven Type 5B Devils visits 
  here every 20 hours.
  21. Forge of Crows. A four-building complex of one-story wood buildings on a sandbar. The 
  forge is known for making excellent arrows, spear and javelin tips, lance heads, halberd tops, 
  bills, and spikes. The Master Smith is Bannin Millgron (male Dwarf, Warlock L6, speaks with 
  crows); the staff consists of two Common Devils, two Trolls, and a Centaur of Hell. The inventory 
  is 620 arrowheads (30x +1, 12x +2), 58 spear tips (4x +1, 1x +2, one paralyzing {save 1d20 GTET 
  [30-Stamina]}), 20 javelin tips, 20 halberd tops (4x +1), 220 steel spikes, 14 single-blade axe heads, 
  4 double-blade axe heads, and 28 dirk blades (2x +1). A flock of 200 Giant Crows lives in the vi-
  cinity.
  22. Quavasnik Armory. A three-story green stone building with an underground level, surround-
  ed by two rings of poisoned spikes. The gate is guarded by five Type 5B Devils. The commander is 
  Dodyemmo (Type 7C Devil), and the garrison consists of four Nimidoryas, three squads of Cen-
  taur of Hell lancers, two squads of Common Devils, and four Ogres. The armory supplies Infernal 
  Legion XXXIII; a partial inventory includes 250 Long Swords, 180 long-handle War Hammers, 78 
  Two-Hand Swords, 320 Spears, 440 Javelins, 120 Long Bows, 1400 arrows, and 310 Heavy Maces. 
  A vault (-6 to find, -8 open lock) holds 30,215 CP, 21,042 SP, 15,589 GP, and 80 pieces of jade.
  
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  Locations in the City of Burning Tombs
  23. An X-shaped region is filled with perpetually burning berry bushes; each half of the X is a rect-
  angular section, one half mile long by one-fifth mile across. The bushes are spaced 2d12 FT across, 
  among the tombs and graves. Mortals passing through suffer hp1d3/minute (save 1d20 GTET 
  [30-Stamina], checked per minute). Mortals can scavenge 1d20 berries per plant, while suffering 
  hp2 fire damage. The berries are one-fiftieth pound, at 420 GP/pound. After the berries cool, con-
  suming one gives heat protection for 30 minutes.
  24. Fifteen large fissures are found in an area a third-mile across; each fissure makes a jagged line 
  one eighth mile long, 1d20+4 FT across, 1d10+5 FT deep. The bottoms are filled with a burning 
  blue liquid that give off a blue smoke that paralyzes Elves (save 1d20 GTET [32-Stamina], checked 
  every minutes, persists 3d100 minutes. Persons along the edge fall unless 1d20 GTET [28-Agility].
  25. [a] Two 18 FT bearded Giants stand with crossed spiked clubs, transformed to stone; [b] Three 
  small thatched cottages stand in a 125 FT circle of sand. Two are empty. Ixakka (male Gnome, 
  Rascal L16, Pilgrim, AC53 enchanted leather armor, Rapier +3, four alchemical concoctions, six 
  additional enchanted items) is found in the third cottage, roasting a haunch in the fireplace; Ixak-
  ka is traveling to the Temple of Yirad in the northeast of the Sixth Circle.
  26. Pool of Themonassa. A 120 FT by 80 FT rectangular plaza of silver bricks (each 6 pounds at 40 
  GP, limit 1d12) has a U-shaped pool of mercury, 210 FT long by 30 FT wide by 4 FT deep, with a 
  2 FT border of black stone. Ten brass statues of Trolls are around the perimeter, each 15 FT high. 
  A brass bier is in the pool at the rouned end, supporting a sealed glass coffin holding the body of 
  Themonssa, a female Troll Shaman, held in a state of no decay. Attempting to wade in the pool 
  causes the surface to locally go solid, without any friction (e.g. impossible to walk).
  27. Palace of Abalam, Earl of Hell. The palace consists of four underground elevations, all of ele-
  gant construction; a circular walled gatehouse structure is at the surface, guarded by six Etvaras. 
  The uppermost elevation has thirty rooms, the second tier has twenty-four rooms, the third eleva-
  tion has thirty-six rooms, and the lowest elevation has nineteen rooms. The Seneschal is Arowydd 
  (Lycanthrope {Wolf}, Warrior L11); the staff consists of twenty-two Ordinary Devils, ten Com-
  mon Devils, thirteen Zoybim, seven Minotaur, eight Medusae, and five Gargoyles. Abalam has an 
  extensive collection of semi-precious gems from across the Celestial Spheres.
  28. A 200 FT by 150 FT one-story wood building; one half holds drying racks for mats of a large 
  leaf, the other holds 600 barrels of the dried leaf; it is an expensive drug in the Myepppic Universe 
  in the Third Celestial Sphere. The building is staffed by eight Common Devils, twelve Centaurs 
  of Hell, five Harpies of Hell, nine Zombies, and sixteen Minotaur. A patrol of an Assura and six 
  Etvaras stops here every 24 hours.
  29. Swaxban and Lokumuir. Two Type 5D Devils stand petrified between two mausoleums, each 
  transformed into a pillar of solid salt. 
  30. The Manor of Kerensa Fendilmon. The manor is a stucco-covered two-story structure with 
  a barn, greenhouse, and two outbuildings. Kerensa is a HD7 Medusae. The staff consists of five Or-
  dinary Devils, three Harpies of Hell, a Type 5A Devil, and three female Minotaur. The manor has 
  three antique weapons of historical importance (28,402 GP, 23,165 GP, 17,959 GP).
  31. Vendimundor Arch. A white stone arch, each base is triangular, 20 FT on a side, the bases 80 
  FT apart, the apex is 130 FT high. A 6 FT wide red ribbon wraps around each base. A 10 FT glass 
  
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  diamond hangs from the apex by a thick brass chain. A 5000 GP diamond appears to a mortal 
  hitting the diamond with an arrow (moderate range, -6 TH because of the winds)
   
  32. Motals entering a circular area one-quarter mile across are affected by confusion for 2d100 
  minutes (5d100 for humans and half-Elves); save 1d20 GTET [32-Will], checked every 5 minutes. 
  An open cylindrical Cistern is in the area, 30 FT in diameter by 12 FT tall, sitting on a black stone 
  base; it is filled to 9 FT. Several pipes and valves are on the north side (operating valves sprays 
  down the Adventurer unless 1d20 GTET [28-Intelligence]).
  33. A 50 FT shaft is sunk into the floor of an open mausoleum, leading to 1800 FT of mining tun-
  nels and nine underground rooms. Six HD7 Ogre miners are found in the tunnels; they have 82 
  wholesome meals, 200 gallons wholesome water, 1480 pounds of silver ore (80 pounds silver at 7 
  GP/pound), 128 SP, 44 GP, a Mattock +1, and two enchanted rings.
  34. Altar of Oronargis, dedicated to Lucifer. A 14 FT white altar on an X-shaped pedestal, on a 
  pyramidal dais with seven steps. An ebony Unholy Symbol is pressed into the top. Unlit candles 
  in upright silver candlesticks are on the corners of the second, fourth, and sixth tiers. A 6 FT brass 
  statue of Lucifer stands on the north end of the altar.  A Saber-Toothed Cat’s skull is on the altar. A 
  patrol of a Type 5D Devil and five Type 5B Devils stops here every 1d20 hours. Touching the cat’s 
  skull gives an Infrared vision ability for (Stamina) hours.
  35. The Raining Tower. A 90 FT tall cylindrical blue stone structure with a domed top; ten Gar-
  goyle water spouts are spaced along the top. An arched opening in the west side leads to a tall 
  cylindrical chamber. Water continually pours out of the water spouts, forming a fine fog and mist 
  around the tower. A downpour lasting 1d100 minutes occurs on the hour on 1d20 rolls GTET 8. A 
  secret door (-6 to find) in the interior chamber leads to an upper room with a rain-making device.
  36. Adventurers crossing a one-mile circular area encounter 1d20 Desert Worms (HD10, 
  hp1d12+65, AC55, 25-35 FT long, up to 7 FT wide, burrowing), which emerge from large open 
  graves or ruined mausoleums. Worms are encountered on 1d20 rolls GTET 13, checked every 
  fifth-mile of travel.
  37. Golistand Fastness, headquarters of Infernal Legion XXIX (Quah Vodar). The fortress consists 
  of two six-story black towers surrounded by two 30 FT curtain walls in the shape of a six-pointed 
  star, the space between the walls is roofed in wood and forms a continuous one-story structure; 
  the entire structure is surrounded by a moat of tar. The commander is Portofalia (Type 8B Devil); 
  the garrision consists of nine Nimidoryas, fourteen Assura, four squads of Etvaras, two squads 
  of Common Devil grenadiers, three squads of Harpy of Hell bombers, and seven Trolls. The staff 
  consists of sixteen Ordinary Devils, eight Type 5A Devils, four female Lycanthropes (Boar), a 
  Black Annis, eleven Zoybim, and an Ogre. The fort has a collection of ivory tusks from across the 
  Celestial Spheres.
  38. Puggalossus Arena. A two-story boxing arena with four rings; the center part is open while the 
  stands are covered. Two matches are in progress, one between a Berg Troll and an Ogre, the other 
  between two Type 5C Devils. The audience consists of 1d100 each Ordinary and Common Dev-
  ils, 2d20 each Types 5D, 5B, and 5A, 1d20 Etvaras, 1d20 Assura, 1d12 Centaurs of Hell, and 1d12 
  Harpies of Hell.
  
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  CIRCLE SIX
  Diabolic Prince
  Amayon (Yellow field, 3 red tongues of fire over tree)
  Diabolic Dukes
  Abaddon, Bifrons, Ippos
  Diabolic Generals
  Asaqq, Furfir, Guzalu, Osse
  Devils
  Common, Ordinary, Hulden, Odoru, Ladatajas, Zoybim, 
  Types 6A through 6E
  Other Notable Creatures
  Infernal Minotaur, Chiron (Lord of the Centaurs of Hell), 
  Harpy Matriarchs, Harpy Grand Matriarch
  Sinners and Punishments
  Violent against Others (River of Blood), Violent against Self 
  (Wood of Suicides)
  Environment
  River and Woods
  Physical Challenges
  Bubbling River, Impenetrable Forest, Poisonous Thorns and 
  Fruit, Outer Cliff
  Size
  Torus, Outer Circumference 290 miles, Inner Circumfer-
  ence 200 miles, Outer Radius 48 miles, Inner Radius 33 
  miles, Width 15 miles
  Description
  The inner border is the sands of the Seventh Circle, which thin out and give way completely to 
  thick trees over a quarter mile distance. The outer border is a steep rocky slope 1500 vertical FT 
  high, with twelve steep switchback paths connecting the Fifth and Sixth Circles. An Infernal Mi-
  notaur guards each path between the Fifth and Sixth Circles.
  A desolate open area 200 FT wide lies between the outer cliff and the River of Blood. The river is 
  1000 FT wide, varying from 4 FT to 15 FT in depth. Stepping stones cross the river at three-mile 
  intervals. Spells, prayers, and enchanted objects of water breathing do not work in the River of 
  Blood. Troops of Centaurs patrol both the outer and inner banks. An open area 150 FT wide sep-
  arates the River from the Wood of Suicides. The Wood is nearly 15 miles wide, a dense forest filled 
  with gnarled trees having human faces. Heavy vines and thorn bushes fill the spaces between trees. 
  The Grand Matriarch of Harpies has rooms at the top of the Harpodrome, an open-air stadium 
  similar to the Roman Coliseum; the Harpodrome is at the inner edge of the Wood just outward 
  from the border with the Seventh Circle.
  Directional Obelisks stand 50 FT from the outer border (cliff), each of black marble, 9 FT high. 
  Arrows engraved on the obelisk point north (clockwise) and south (counterclockwise). The arrows 
  point to the palaces of Diabolic Princes and Dukes, and the Hall of Centaur Lord (Chiron, Abad-
  don, Bifrons, Ippos).
  Dark roiling clouds hang over the Sixth Circle moving in many directions at once, showing flashes 
  of purple and red heat lightning. The air is oppressive and humid, with a sticky-sweet smell from 
  the river which turns the stomachs (save 1d20 rolls GTET [30-Stamina]). The air temperature 
  remains about 97 degrees throughout the Circle. A rainstorm of blood occurs on 1d20 rolls GTET 
  14, checked hourly, lasting 5d6 minutes.
  The fruit, leaves, and tree sap in the Wood are highly poisonous (lethal, contact and ingestion; save 
  1d20 rolls GTET [32-Stamina]). 
  
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  CIRCLE 6 NORTHWEST MAP
  1. A circular area one-half mile across. The area is riddled with a large number of deep pits, each 
  one 40 FT to 60 FT across by 30 FT to 50 FT deep. The pits are 20 FT to 40 FT apart. An encounter 
  occurs here on 1d12 rolls GTET 6.
  2. A square area one-quarter mile on a side. The area is deluged with continuous storms, at two 
  inches of rain/hour. Adventurers crossing the area are bombarded by 3d6 lightning bolts (avoid 
  1d20 GTET [30-Agility], checked every three minutes or one-tenth mile).
  3. An X-shaped Thorn Hedge, with two V-shaped hedges in each quadrant. Each hedge is 15 FT 
  high by 8 FT thick, separated by 15 FT. The inner hedge has 1d100 gold leaves every 10 FT, each 
  leaf valued at 1d100*1d6 GP. An encounter occurs here on 1d12 rolls GTET 8.
  4. [1] A metal platform in a tree holds nine Black Gargoyles (HD5, AC65, short swords, darts, 5 
  smoke bombs). The platform is reached using a metal cable ladder. [2] A den of Infernal Hounds, 
  having 1d20 rooms and 3d20 Hounds (one quarter are pups).
  5. A circular area, three-eighths mile across. Numerous sulphur vents are between the trees, 
  each vent being a slit 5 FT to 8 FT long at the top of a oval mound, the mound being 10 FT to 16 
  FT long by 5 FT wide by 4 FT high. Elemental Sulphur coats the ground and nearby trees. Yel-
  low-white vapor forms a thin fog that causes hp2 lung damage every minute of exposure. A mortal 
  becomes unconscious for 1d100 minutes (save 1d20 GTET [30-Stamina], checked every three 
  minutes, or one-tenth mile).
  6. The palace of Abaddon, Duke of Hell. The palace consists of a rectangular one-story white 
  building with gold roof in front of an L-shaped two-story light pink stone building. The space 
  between the buildings is filled with fruit trees and two bubbling fountains. Abaddon’s Major Domo 
  is Jalacolan (Hulden). The staff consists of nine Common Devils, fourteen Ordinary Devils, three 
  Type 6A Devils, six Type 6D Devils, two Oduru, six Centaurs of Hell, ten Harpies of Hell, and ten 
  Zoybim. Abaddon collects rare insects encased in amber.
  7. A 7 FT cubical grey stone pedestal is overgrown in vines (poison ivy). The pedestal supports a 
  14 FT bronze statue of a Type 6C Devil wrapped in the coils of a giant winged snake. The statue 
  commemorates battles fought by Infernal Legion XXIII in the jungles of Zriem (Fourth Celestial 
  Circle). Touching the snake gives mortals the ability to control ordinary snakes (persist 15 minute/
  animal, lasts 1d100 hours/person).
  8. A rough 5 FT by 4 FT tunnel leads to a desecrated shrine in an underground room (broken 
  altar, headless statues, rent brazier, broken platters, obscene graffiti). The room is occupied by thir-
  ty-six Stigae (HD1, AC8, blood suckers). The floor is 1 FT deep in guano.
  9. A two-story building, the bottom part of stone, the upper part of wood, with horizontal wind 
  blades. The millstone is in the upper area. The miller is a Type 6C Devil assisted by Type 6A and 
  Common Devils. In an underground storeroom are forty-two barrels of milled barley, eighteen 
  barrels of corn meal, twelve barrels of crushed oats, ten barrels of hops, and three barrels of 
  threshed wheat. A patrol consisting of an Oduru and squad of Ladatajas stops here every 2d20 
  hours.
  10. Temple of Iron, dedicated to Amayon. The building is a one-story black iron structure sur-
  rounded on all sides by ten stone steps and fifty outdoor columns. The roof is pointed like a cone. 
  
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  Inside are three yellow stone altars (17 FT by 6 FT by 8 FT high), ten iron columns, two iron 
  statues of Amayon, a silver bust of Lucifer, six unholy tapestries, and two coal braziers. The floor 
  around the altars is covered by iron plates. The Temple is tended by Alkahania (evil female Hu-
  man, Priest L10), Brevutt (Common Devil), and Urphronee (Type 6A Devil). A hidden under-
  ground room (-4 to find, -2 to open) holds two hundred ingots of iron, sixty-three ingots of silver, 
  twenty ingots of gold, twenty gallons Unholy water, eight gallons of unholy (cursed) oil, and ten 
  golden dishes (each 1d100*1d12*1d6 GP).
  11. A 130 FT stone tower, 35 FT across by 20 FT, with two bronze doors at ground level. Nine 
  brass bells hang at 115 FT, operated by ropes that hang down to a platform at 85 FT. The tower 
  is tended by four Common Devils. A room hidden under the tower holds a Bell of Paralysis (4 
  FT,1000 pounds, range 1 mile, save 1d20 GTET [31-Will]).
  12. [1] A red brick plaza, 50 FT by 60 FT, holding three set of Stocks. A 3 FT red brick wall runs 
  along the north and south sides. On 1d20 rolls GTET 14, two stocks are occupied by a Common 
  Troll (HD6 AC40 and a Centaur of Hell, guarded by two Oduru, six Ladatajas, five Common 
  Devils, and two Zoybim. An encounter occurs here on 1d12 rolls GTET 10. [2] A large roosting 
  tree belonging to a tribe of the Harpies of Hell, ruled by a Harpy Matriarch. The tree has five wood 
  platforms among the branches, the Matriarch and her guards occupy the top platform.
  13. Pool of Afarent. A black stone S-shaped pool, one-tenth mile long by 100 FT across, filled to 
  4 FT with mercury. Twenty silver sailfish statues (each 5 FT) are mounted along the pool’s edge. 
  Three metal chests are beneath the mercury (-7 to find, -2 open lock); the first chest holds five al-
  chemical items, the second chest holds six enchanted books, and the third chest holds three items 
  of enchanted clothing, two enchanted swords, a Short Bow +2, and a quiver of silver-tipped arrows 
  (two of Slaying, save 1d20 GTET [30-Will]).
  14. [1] A 3 FT by 3 FT opening in a large tree leads to an underground room, 30 FT long, occupied 
  by forty Ice Ants (HD2, AC14). The room is at a temperature of -10 degrees. A standard backpack 
  (gear load) is found in the tunnel with a Longsword +1 (silver-bladed, Reptile Bane). [2] A den of 
  Infernal Hounds, having 1d20 rooms and 3d20 Hounds (one quarter are pups).
  15. [1] A blue wildfire continuously burns across an area three-eighths mile by one-eighth mile. 
  Adventurers crossing the area suffer hp3/minute fire damage. Smoke hands over the area, reduc-
  ing visibility to 25 FT; exposure to the smoke causes 2d20 minutes coughing fits (save 1d20 GTET 
  [30-Stamina]). [2] A large roosting tree belonging to a tribe of the Harpies of Hell, ruled by a Har-
  py Matriarch. The tree has five wood platforms among the branches, the Matriarch and her guards 
  occupy the top platform.
  16. A rectangular area one-quarter mile by one-eighth mile contains pink, aqua, and light blue 
  vapors among the trees. Visibility is reduced to 35 FT. Mortals breathing the vapors are panicked 
  1d100 minutes (save 1d20 GTET [32-Stamina], checked every three minutes or one-sixteenth mile 
  traveled. An encounter occurs here on 1d12 rolls GTET 7.
  17. A circular area one-quarter mile across, the perimeter marked with a thin purple line. When 
  Adventurers are inside the zone, two meals/minute and one-third gallon of liquid/mine (water, 
  beer, wine, ale, milk, etc.) are putrefied.
  18. An oval earthen mound between trees, 22 FT long by 15 FT wide by 9 FT high, the sides 
  covered in red gravel. Five wood poles on top support red metal tikki masks, each 4 FT high. An 
  evil person touching the second mask gains x-ray vision capability for 1d20 hours (limit 3 inches 
  thickness, save versus ability 1d20 GTET [28-Will]).
  
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  19. A fan-shaped area, one-quarter mile along each side, three-tenths mile at the center. The area 
  is continually bombarded by large hail, unprotected Adventurers suffer hp2/minute. Encounters 
  occur in the area on 1d12 rolls GTET 6.
  20. A square area, one-quarter mile to a side, the perimeter marked with a thin silver line. The area 
  inside the perimeter has anti-gravity, any person not tethered to the ground or a tree floats 50 FT 
  off the ground, unable to move. An encounter with airborne creatures occurs here on 1d12 rolls 
  GTET 8.
  21. Fifteen huge rocks stick up among the trees, each rock 90 FT to 120 FT high, 20 FT to 30 FT 
  across. Each rock is streaked red and orange, with shelf fungus growing on it.
  22. The Oyalphane Library. A five-story green stone structure consisting of two side-by-side circu-
  lar buildings with copper roofs. The Library holds an extensive collection about plants and plant-
  like creatures, techniques for planting and growing, cross-breeding, plant pests, and uses for plants 
  (including healing and poisons). One section is an agriculture museum. The Head Librarian is 
  Maeledor (Type 6D Devil) and the staff consists of four Centaurs of Hell, eleven Ordinary Devils, 
  three Medusa, eight Type 6B Devils, a Type 6D Devil, and a Lich.
  23. [1] Myldrene Shrine, dedicated to Samael. A five-sided blue-green one-story stone building 
  with two bronze domes. A black altar is under each dome, along with four bronze statues of Sa-
  mael. The domes are separated by a huge tapestry. The shrine has eight rooms on the ground floor 
  and ten rooms underground. The shrine is tended by Hysodee (evil female Human, Priest L13), 
  Dechterran (Centaur of Hell, Priest L8), Pannajon (Oduru), and three Common Devils. Good 
  mortals touching the left altar become solid bronze statues (save 1d20 GTET [32-Stamina]). The 
  Shrine has four enchanted books. [2] A den of Infernal Hounds, having 1d20 rooms and 3d20 
  Hounds (one quarter are pups).
  24. [1] An altar dedicated to Lucifer. The altar is red stone, 16 FT by 6 FT, 9 FT off the ground, 
  with ivory horns. Silver bison faces are inlaid around the edge. Three silver platters (aura evil, aura 
  of enchantment) are on the altar. A mortal who touches the altar is transformed into a Bison for 
  the subsequent 1d100 hours (save 1d20 GTET [30-Stamina]). Four Type 6E Devils arrive 1d20 
  rounds after a mortal touches the silver platters. [2] A large roosting tree belonging to a tribe of 
  the Harpies of Hell, ruled by a Harpy Matriarch. The tree has five wood platforms among the 
  branches, the Matriarch and her guards occupy the top platform.
  25. Crosbill Mine. The mine consists of a 1200 FT oval pit, 350 FT deep, with three metal hoists, 
  five one-story stone buildings, a two-story stone building, and two metal water towers. To the 
  north are three piles of slag. Mercury ore is dug at the mine. The mine manager is Turquan (Type 
  6D Devil). The staff includes twenty Ordinary Devils, sixteen Common Devils, nine Common 
  Trolls, an Ogre, a Cyclops, four Centaurs of Hell, and thirty Orc slaves.
  26. A three-story red brick building with slate roof, an office area. The office manager is Zallalee 
  (neutral male Gnome, Warlock L8, Master Accountant). The staff consists of fourteen Zoybim, 
  eight Centaurs of Hell, a Medusa, four Minotaurs, and eight Common Devils. The upper two floor 
  are primarily records storage. A patrol of an Oduru and a squad of Ladatajas stop here every 1d20 
  hours.
  27. Four concentric rings of vertical stones. The innermost ring has twenty red stones, 15 FT high 
  with a 85 FT central space, the second ring has thirty-five orange-brown stones, 20 FT high, the 
  third ring has fifty blue-grey stones, 25 FT high, and the outer ring has sixty-five violet stones, 30 
  FT high. An unmarked 15 FT earthen grave is in the center area.
  
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  28. [1] A rectangular area one-third miles long by one-quarter mile across, the air within is at a 
  constant 10 degrees. The trees, vines, and undergrowth are covered with frost and icicles. Mortals 
  crossing the area suffer hp1/minute cold damage uness protected against cold. Two human males 
  in leather armor are found in the area, turned to solid ice. [2] A den of Infernal Hounds, having 
  1d20 rooms and 3d20 Hounds (one quarter are pups).
  29. A cylindrical metal cistern, 25 FT tall by 35 FT diameter, sitting on ten wooden columns, each 
  7 FT high by 4 FT thick. Copper pipes and valves extend from the underside. This water is not 
  subject to the Inferno binding effect. A patrol of an Oduru and a squad of Ladatajas visits this 
  location every 2d20 hours.
  30. A rough tunnel 6 FT by 8 FT leads to an underground cave consisting of three rooms. The first 
  room is occupied by 2d100 ordinary Bats (HD0, hp3, bite hp1), the second room is covered in 
  a black-purple slime, and five Dragon Lizards (HD5, AC45) occupy the third room. A trickle of 
  water flows from the read cave wall down the side, disappearing down a 2 FT drain hole. 
  31. [1] The shell of a one-story stone cottage (collapsed roof) shelters Pulupollis (evil female 
  Human), a woman traveling to see General Ippos to beg for diabolic protection for her husband, 
  Dhuyothor (a Sergeant currently involved in a nasty guerrilla war in the Mikaloan Mountains). 
  She has a vial of rare Class A Demon blood to trade for her favor. [2] A large roosting tree belong-
  ing to a tribe of the Harpies of Hell, ruled by a Harpy Matriarch. The tree has five wood platforms 
  among the branches, the Matriarch and her guards occupy the top platform.
  32. Garden of Semanigath. A three-eighths mile circular area surrounded by a black stone wall, 10 
  FT high, the wall inside a Thorn Hedge 16 FT high by 12 FT thick. Five iron arches give access to 
  the garden. The garden consists of many shallow pools of water which support a variety of ferns, 
  thistles, swamp grasses, rushes, and other swamp plants (find any rare water-related plant after 
  1d100 minutes of searching, limit 1 pound). The garden is tended by Gheorsi (Type 6C Devil), 
  with a staff of three Ordinary Devils, two Medusa, and a Minotaur. Gheorsi has a Wand of Healing 
  (hp1d10/charge, two charges remove blindness, three charges remove paralysis).
  33. [1] A wood platform between two trees is occupied by four Ogres (HD5, AC 32). They hang 
  concealed nooses down and try to lasso victim’s necks (find 1d20 GTET [30-Intelligence], if found 
  avoid 1d20 GTET [24-Agility] otherwise avoid 1d20 GTET [32-Agility], nooses do hp1d8 choking 
  damage/round). The platform is camouflaged (-4 to find). [2] A den of Infernal Hounds, having 
  1d20 rooms and 3d20 Hounds (one quarter are pups).
  34. A blue metal Arch, 18 FT high by 7 FT wide at the base, 6 FT thick, embedded in a stone struc-
  ture 30 FT high by 14 FT long. Two gargoyle faces are mounted inside the arch at eye-level. The 
  left face continually makes awful jokes about mortals. Gargoyles will not attack a mortal who has 
  touched the right face for the subsequent 1d100 hours
  35. A ring of forty horizontal green stones surrounding a very large tree. Each stone is 6 FT 
  long by 3 FT wide by 4 FT high, with a parrots face carved into the upper face. Four green stone 
  plaques carved like crone’s faces hang on the tree at head height (aura enchantment). Persons 
  touch the crone plaques suffer a -3 Level adjustment for the subsequent 1d100 hours (opponents 
  attack them as if their level is 3 below its actual value, save versus effect 1d20 GTET [35-Will]).
  36. Manor of Sholorian. An L-shaped three-story white stone building, the bottom floor is covered 
  in thick vines and brambles (no visible entrances). The occupants (nine Common Devils, four 
  Zoybim, two Harpies of Hell, two Minotaur, six Bugbear, and an Ogre) have been asleep the past 
  forty years; any mortal entering the building goes to sleep after a number of rounds equal to their 
  
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  Will statistic (save 1d20 GTET [32-Will], checked every three minutes). The exterior growth gives 
  off poisonous fumes when burned (2d12 hours blindness, save 1d20 GTET [33-Stamina] checked 
  every minute exposure, blindness permanent on save rolls of 1).
  37. [1] Three camouflaged tents occupied by Biuldrod, Glordinal, Turkop, and Volannis (neutral 
  male Humans, Warriors L1d4+10). These warriors are searching for Rennathru (Type 6E Devil), 
  whom they hold responsible for killing  Kathilonna, wife of Glordinal. [2] A large roosting tree 
  belonging to a tribe of the Harpies of Hell, ruled by a Harpy Matriarch. The tree has five wood 
  platforms among the branches, the Matriarch and her guards occupy the top platform.
  38. Four white stone cairns are found surrounding a large tree. Each cairn is circular, 8 FT wide by 
  6 FT high. A wood pole fixed on top of each cairn has a pendant with green field and silver hawk. 
  A silver-bladed Long Sword +2 (Evil Paralyzing, save 1d20 GTET [30-Stamina]/hit) is stuck into 
  the tree (Strength GTET 21 to pull out.)
  39. Large cacti grow among the trees in a square area one-quarter mile to each side. Each Cactus 
  (HD4, AC20) is pale purple, 6 FT to 10 FT high, 6 FT across, and capable of firing 1d10 needles/
  round at range 25 FT. Adventurers crossing this area are attacked by 1d8 needles every 50 yards or 
  two minutes (avoid 1d20 GTET [28-Agility], needles do hp2 damage). Burning cacti release fumes 
  that stun mortals 2d20 minutes (save 1d20 GTET [33-Stamina], elves receive +4 roll bonus, half-
  elves +2 bonus).
  40. A cruciform-shaped area, each segment is one-quarter mile long by one-eighth mile across. 
  The ground within continually shifts in unpredictable patterns, so that mortals crossing the area 
  are knocked to the ground every 50 yards or two minutes (avoid 1d20 GTET [30-Agility], suffer 
  hp1/fall to ground). Adventurers in this area are attacked by airborne opponents (-2 modifier to 
  hit) on 1d12 rolls GTET 7.
  41. Pacon’s Shrine, dedicated to Lucifer. A rust-colored one-story stone building with iron roof, 
  ten metal stairs lead down to the iron door. The shrine consists of three rooms, and contains a 
  rusted iron altar, two copper braziers with ever-burning flames, a pool of rust-colored water (any 
  ferrous/iron-based object dipped into the pool is immediate rusted and useless), and three rusted 
  Iron Golems. The shrine is tended by Nestroina (evil female Half-Elf, Priestess L11).
  42. [1]A rectangular wood platform that spans three trees, 25 FT off the ground, with a vine 
  ladder (-3 to find, breaks at 225 pounds). A metal box on the platform has the recent remains of a 
  fire. Also on the platform are four bedrolls (slightly larger-than human), packs with twenty-eight 
  meals, and a 10-gallon cask of wholesome ale. An encounter occurs here on 1d12 rolls of 12. [2] A 
  den of Infernal Hounds, having 1d20 rooms and 3d20 Hounds (one quarter are pups).
  43. Bawtown Tower. A tapered five-story grey-black tower with metal roof, the base 45 FT across, 
  the top 30 FT across. An iron door is partially open on the ground floor. Two women in red gowns 
  lie dead on the third floor, apparently poisoned (a vial labeled cyanide is nearby). An enchanted 
  book is on the upper floor.
  44. Crypt of Salafisca. A stone stair leads underground to a two-level crypt. The upper level has 
  five rooms, the lower level has three rooms. The door to the burial chamber has been bricked 
  over and painted. The Salafisca’s casket (evil female Human, Shaman L13, deceased 803 years) is 
  surrounded by ornate furniture, barrels of fine ale and wine, barrels of good-quality dried meats, 
  jars of honey, and bowls of rare nuts. A gold rapier sticks through her casket and pins her body. 
  Under the casket is a 3 FT hole which contains three ingots of gold, six vials Unholy Water, evil 
  prayer beads (to Amayon), a poisoned silver-bladed Dirk +1 (blood curdling, save 1d20 GTET 
  
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  [32-Stamina]), and a 10 inch gold idol of Lucifer.
  45. A grey stone altar dedicated to Samael. The altar is 16 FT long by 5 FT wide, standing in a rect-
  angular stone plaza, 50 FT by 20 FT. A poisoned thorn vine (paralysis 1d100 minutes, save 1d20 
  GTET [30-Stamina]) wraps around the altar. If a good person touches the altar a Keres appears 
  in 1d20 rounds to investigate. A cylindrical metal cistern (10 FT high by 8 FT diameter, copper 
  spigot on the side) is found 300 FT from the altar; the water carries Wasting Sickness (save 1d20 
  GTET [33-Stamina], see Codicil of Maladies)
  46. Two Caleygreyhound heads (hp9, AC20) are mounted on circular wooden plaques attached 
  to opposing trees. They spit on mortals walking between them (avoid 1d20 GTET [30-Agility]); 
  persons hit by spit suffer hp1d3 acid damage for 1d3 rounds.
  47. [1] Haelafram’s Spire. A bronze metal corkscrew construction, 200 FT high by 26 FT diameter, 
  narrowing to 15 FT diameter the uppermost 50 FT. A pulsating green lantern hangs at the top. A 
  red metal door in the base opens into a dusty (empty) chamber, 10 FT by 12 FT. [2] A large roost-
  ing tree belonging to a tribe of the Harpies of Hell, ruled by a Harpy Matriarch. The tree has five 
  wood platforms among the branches, the Matriarch and her guards occupy the top platform.
  48. The ruins of an H-shaped building, the long segments 180 FT long by 70 FT wide, the short 
  segment 80 FT by 50 FT. Sections of an upper story remain on the left-side longer segment, how-
  ever there are no intact stairs up. Three underground rooms are accessed from the right-side 
  segment, with a downward ramp blocked by a cave-in. One underground room holds an ornate 
  four-poster bed, a chest with four flasks of good brandy (each 2d12+100 GP value), and a col-
  lection of diabolic pornography. A 4 FT diameter glowing blue light moves about the ruin (Will 
  O’Wisp).
  49. [1] A three-elevation ziggurat-shaped earthen mound. The top is 20 FT by 25 FT, the middle 
  elevation is 35 FT by 50 FT, the lower elevation is 55 FT by 75 FT, and the base is 70 FT by 90 FT. 
  A pool of warm bubbling mud is on the uppermost elevation. 15 FT poles with red pendants are 
  located at each of the base’s corners. An encounter occurs here on 1d12 rolls GTET 6. [2] A den of 
  Infernal Hounds, having 1d20 rooms and 3d20 Hounds (one quarter are pups).
  50. Skuen Works. A one-story rectangular building with copper roof, three sides are construct-
  ed of green stone, one side of opaque glass blocks. A one-story wood warehouse stands behind 
  the main building. A 35 FT water tower is on the main building roof. The main building houses 
  extensive glass works, with a large furnace, several ovens, fire pits heating metal buckets of molten 
  glass, and areas for glass blowing and for setting glass molds. The works are managed by Lizobeoth 
  (Type 6E Devil). The staff consists of eight Common Devils, three Ordinary Devils, two Human 
  slaves, a Dwarf slave, and two Zoybim. The works has two enchanted mirrors (GM to determine 
  type).
  51. Moree-mrie Gaol. A U-shaped one-story green-stone building surround by twenty green stone 
  columns with statues of grotesque frogs. The building holds seventy-four cells, all partially flooded 
  with wet mud floors (for aquatic creatures and amphibians). The Head Jailer is Riji Honson (Type 
  6D Devil). The staff consists of five Ordinary Devils, three Type 6A Devils, three Type 6C Devils, a 
  Minotaur, two Ogres, and six Bugbears. One of the inmates is Smolghro (female Naga, HD6).
  52. A 40 FT by 60 FT metal platform suspended between two trees, 40 FT off the 
  ground, with a bamboo ladder down to a smaller bamboo platform, 15 FT by 10 FT. 
  Three Common Devils are on the metal platform, two Type 6A Devils are on the bam-
  boo platform. The devils have twenty smoke grenades, two poison grenades (1d100 
  minutes paralysis, save 1d20 GTET [32-Stamina]), four grenades with eye irritants 
  (2d100 minutes blindness, save 1d20 GTET [30-Stamina]), and six weighted metal nets.                                                                                                                                            
  
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  53. Rhaphual Arch. A blue stone structure 80 FT tall by 100 FT long and 15 FT thick, two side-
  by-side bronze arches are fitted in the center, each 32 FT high at the center by 22 FT at the base. 
  A 10 FT white stone statue of a Type 6A Devil is above the left arch, a 10 FT black stone statue of 
  a winged Medusa is above the right arch. Forty brass rings, each 1 FT across, are fastened to the 
  structure at 4 FT off the ground. A mortal who touches all forty rings gains the ability to stick to 
  walls (spider walk) for the subsequent 1d100 hours. A patrol of an Oduru and a squad of Ladatajas 
  visits here every 2d12 hours.
  54. Tower of Brelthalal. The tower is a twenty-two-story, six-sided blue-green stone building, 35 
  FT across; each floor is a single room. A green metal door gives access into the ground floor. The 
  top floor has a copper dome. Six bedrolls and ashes from a fire are found on the sixth floor. The 
  eighteenth floor has a gold statue of two Oduru fighting with staves. The twentieth floor has a bro-
  ken grey stone altar. On 1d12 rolls GTET 8 a Manticore (HD6) is found on the tenth floor.
  55. Theyshon Theater. A four-story crimson stone building with sixty black stone columns sur-
  rounding it. A large portico paved in black stone is on the west side. The central area has a 200 FT 
  by 80 FT stage, with thirty tiers of seating (wood benches with crimson pillows). On 1d12 rolls 
  GTET 7 a vocal concert is in progress (‘Hoargrom’s Spears,’ a group of six Centaurs of Hell); the 
  audience consists of 3d20 Centaurs, 2d20 Harpies of Hell, 1d100 Common Devils, 3d20 Ordinary 
  Devils, 1d20 Hulden, 1d20 Oduru, and 3d12 Ladatajas.
  56. [1] The remains of broken walls, foundations, columns, door frames, and stairs are scattered 
  across a space 300 FT by 125 FT. No piece is more than 4 FT high. Several areas have circular 
  stone pits mostly filled with water. An encounter occurs here on 1d12 rolls GTET 8. [2] A large 
  roosting tree belonging to a tribe of the Harpies of Hell, ruled by a Harpy Matriarch. The tree has 
  five wood platforms among the branches, the Matriarch and her guards occupy the top platform.
  57. [1] A bronze door frame, 16 FT high by 7 FT wife by 2 FT thick, on a black stone foundation, 
  with four blue stone steps on either side. A red wood door fills the frame with an adamantine key-
  hole lock (-4 to open). Mortals stepping through the door are transported 1d20 miles in a random 
  direction, 1d8: (1) north, (2) northeast, (3) east, (4) southeast, (5) south, (6) southwest, (7) west, 
  (8) northwest. [2] A den of Infernal Hounds, having 1d20 rooms and 3d20 Hounds (one quarter 
  are pups).
  58. Boyvoy’s Tomb. A 6 FT wide stone stair leads to five underground rooms occupied by Boyvoy 
  (Minotaur Lich, Air-Fire-Shaman L18). One room contains a mahogany sarcophagus, one room 
  has a magic circle inscribed on the floor, one room has a writing desk and scroll rack, one room 
  hold ornate bedroom and parlor furniture, and one room holds the Skeletons (HD2) of six Greater 
  Wolves. The entrance to a small treasure room is hidden behind the scroll case; the treasure in-
  cludes four spell scrolls (1d8 Lesser Magic – Air, 1d10 Basic Magic – Shaman, 1d10 Lesser Magic 
  – Fire, 1d6 Greater Magic – Fire), two scrolls of rituals, five enchanted books, a Wand, a Staff, two 
  enchanted Rapiers (+2, +1 silver-bladed and Mage Bane), and six miscellaneous enchanted items.
  59. Library of Hiaroz. A five-story stone building painted aqua. The library has an extensive collec-
  tion of books, scrolls, and maps about underwater civilizations. The Head Librarian is Udaryang 
  (Centaur of Hell). The staff includes four Common Devils, three Ladatajas, seven Centaurs of Hell, 
  two Harpies of Hell, and five Galatollans (frog-headed humanoids from Bomua, fourth Celestial 
  Sphere). A 60 FT statue of a horned frog is on the ground floor.
  60. A black stone altar standing on a red stone foundation. The altar is 14 FT long, 5 FT across, 
  and 7 FT off the ground. Ten globes of gold are embedded along the outer face. A panel is hidden 
  on the underside (-6 find, -3 to open), inside are two scrolls (2 Greater Magic spells – Water, 3 
  
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  Lesser Magic spells – Earth) and an item of enchanted jewelry. An encounter occurs here on 1d12 
  rolls GTET 8.
  61. A 20 FT-tall mound shaped like the number 8, 60 FT long by 24 FT across, the depressions 
  in the top are 10 FT deep by 14 FT across, filled with stagnant water covered in algae. A 3 FT red 
  brick wall follows the mound perimeter. A thorny thistle plant grows along the mound’s top. An 
  encounter with ten Echidna (HD4, AC30) occurs here on 1d12 rolls GTET 6 (poison arrows, pa-
  ralysis 2d100 minutes, save 1d20 GTET [32-Stamina]).
  62. A three-floor circular brick building, 45 FT across by 40 FT high, capped by a copper dome. 
  The area under the dome holds four vertical stone wheels, each 14 FT high, perpetually turning 
  on a thick wood shaft, over a horizontal stone tablet. The wheels crush stone into gravel, and crush 
  metal ores for separation. The Miller is Organook (Type 6B Devil), and the staff consists of three 
  Common Devils, two Ogres, a Minotaur, and two Zoybim.
  63. Platoferen’s Golem Laboratory. The compound consists of two two-story wood buildings with 
  slate roofs, three one-story wood sheds, and four underground vaults, all surrounded by a 25 FT 
  wooden palisade. Platoferen (evil male Human, Earth-Shaman L17) is researching new and differ-
  ent golems, and methods to more quickly construct existing types. The staff consists of two male 
  Gnomes, two Centaurs of Hell, a Leprechaun, a Type 6C Devil, and a Type 6A Devil. The labora-
  tory has eight golems in various stages of construction, plus parts to begin construction off twelve 
  more. There are two complete Stone Golems (HD7), a Tar Golem (HD4), three Wood Golems 
  (HD6), and two Iron Golems (HD9). A patrol of an Oduru and a squad of Ladatajas stops here 
  every 1d20+1d8 hours.
  64. [1] An H-shaped blue stone plaza, 140 FT by 100 FT, with a gold line around the perimeter. 
  Blue stone planters in the gaps contain Forget Flowers (range 35 FT, save 1d20 GTET [32-Will]). 
  On 1d12 rolls GTET an encounter occurs here with 1d12 Lycanthropes (Bear). [2] A large roost-
  ing tree belonging to a tribe of the Harpies of Hell, ruled by a Harpy Matriarch. The tree has five 
  wood platforms among the branches, the Matriarch and her guards occupy the top platform.
  65. Rety’s Forge. A two-story violet stone building and a one-story red-black brick building. The 
  larger building contains a casting area and five large anvils. The smaller building holds charcoal 
  and steel stock. The forge is managed by Olmar Rety (neutral male Dwarf, Warrior L9). The staff 
  consists of five Ordinary Devils, two Common Devils, three Bugbears, and two Minotaur. A secret 
  door under barrels of charcoal leads to an underground room with four enchanted chain mail 
  shirts, seven adamantine helms (two enchanted), six breastplates (two enchanted), ten sets of steel 
  gauntlets (three enchanted), fifteen swords (six enchanted), forty spears (nine enchanted), and 
  thirty silver-dirks (five enchanted).
  66. Six grey stone columns in a line, each 55 FT high by 9 FT across, separated by 15 FT. The 
  columns sit on rectangular black pavement, 170 FT by 30 FT. Each column has ten grotesque faces 
  carved into it, slightly rotated and above each other. The columns commemorate the Covazerene 
  Campaign in Stohswar (in the Sixth Celestial Sphere), conducted 1006 years ago. A mortal touch-
  ing the fourth column gains a +1 TH bonus for 1d100 hours.
  67. [1] A fiery pyre, 15 FT long by 8 FT across, sitting on eight black stone columns 7 FT high (15 
  FT clearance to the nearest tree). Black metallic bones are visible in the flames. [2] A den of Infer-
  nal Hounds, having 1d20 rooms and 3d20 Hounds (one quarter are pups).
  68. Camp Hithfold, headquarters of Infernal Legion XXIX (General Osse). The camp consists of 
  four two-story black stone buildings, four one-story metal buildings, two circular red stone build-
  ings, and two wood palisades. The camp commander is Zasadar (Hulden). The garrison consists 
  
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  of thirty-two Common Devils, twenty-one Type 6A Devils, twelve Type 6B Devils, eight Ladatajas, 
  three Ogres, seven Minotaur, and four Harpies of Hell.
  69. A five-sided star consisting of one hundred-ten blue stones. Each stone is 18 FT high, 10 FT 
  thick with six sides. A 20 FT high bronze statue of interconnected stars stands in the center, sur-
  rounded by a white nimbus. A mortal touching at least ten perimeter stones gains 1d100 hours 
  immunity to lightning. A person touching the interior statue gains the ability to throw one 2d8 
  lightning bolt (expires in 1d100 hours).
  70. The Harpodrome. A large circular open-air theater with a central area for gladiatorial combat 
  surrounded by fifty tiers of perches for the Harpies of Hell. The rooms of the Grand Matriarch of 
  the Harpies of Hell are along the top of the building. The Harpodrome has a bell for summon-
  ing the Harpies of Hell. Holding cells are located in a ground-floor level built under the seating. 
  Several dens of Infernal Hounds are located around the building perimeter. A gladiatorial combat 
  is in progress on 1d12 rolls GTET 9, with an audience of 1d100*1d12 Harpies of Hell (see Inferno: 
  Journey through Malebolge for more details).
  71. Theater of Dreams. The theater is a three-story five-sided white stone building with blue 
  stone facing. Four brass pyramids are on the roof, each 35 FT tall by 18 FT across at their base. 
  The double-doors are each 9 FT high, made of solid brass. The theater has a semi-circular stage 
  200 FT across by 120 FT deep, raised 15 FT, with twenty tiers of seating, each with fifty seats. On 
  1d12 rolls GTET 8 a production of  ‘Fly Me to the Three Moons of Amrap’ is being performed; the 
  audience (some standing if necessary) consists of 1d100 Common Devils, 1d100 Ordinary Devils, 
  1d20 Type 6B Devils, 1d20 Type 6D Devils, 1d20 Oduru, and 2d20 Ladatajas. Gold masks of com-
  edy and tragedy hang in the theater lobby. A mortal touching the mask of tragedy apply a -2 TH 
  penalty for the subsequent 1d100 hours (save 1d20 GTET [33-Will]). A mortal touching the mask 
  of comedy breaks out in laughing fits lasting 1d12 minutes every hour for the subsequent 1d100 
  hours (save GTET [28-Will], checked hourly). A gold statue of Lucifer stands in the theater area 
  (aura of evil, aura of enchantment).
  72. A wildly-burning bonfire that never runs out of fuel, 15 FT across by 20 FT high, surrounded 
  by a circle of large black stones. The surrounding trees are at least 20 FT back from the flames. Two 
  Fire Elementals (HD9, AC30) emerge from the flames on 1d12 rolls GTET 8, checked every ten 
  minutes. Female Gnomes are unaffected by the fire. A metal chest is concealed in the fire; the chest 
  contains 8428 GP, a barrel helm (AC+15), a pair of steel gauntlets (AC+10), and twenty Arrows +2 
  (one of Sleep, save 1d20 GTET [32-Stamina]); one of Stoning, save 1d20 GTET [28-Stamina]).
  73. [1] A 60 FT tower, 25 FT across by 10 FT thick. A green 30-hour clock face is on the east and 
  west side, 44 FT off the ground, each with orange hands; the clock gives current time at Hinav-
  eedor (Fourth Celestial Sphere). A circular opening on the north side shows the current moon 
  phase. An Iron Golem (HD9, AC50, two huge spiked maces) perpetually marches around the 
  tower. [2] A large roosting tree belonging to a tribe of the Harpies of Hell, ruled by a Harpy Matri-
  arch. The tree has five wood platforms among the branches, the Matriarch and her guards occupy 
  the top platform.
  74. A two-story brown stone house with green metal roof and door. The windows have orange 
  metal shutters. The house is occupied by Innellia (neutral female Gnome, Warlock L11, Mas-
  ter Weaver), her sister Dosimoa (neutral female Gnome, Dyer), her niece Sallimah (evil female 
  Gnome, Weaver), and Balimost (neutral male Dwarf, Artisan). The occupants offer poisoned wa-
  ter to Elves and Half-Elves (1d100 hours weakness and cramps, save 1d20 GTET [30-Stamina]).
  75. The Hall of Chiron, Chief of the Centaurs of Hell. A two-story wood building located on the 
  
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  outer side of the River of Blood, partially built into the cliff. An archery and physical training area 
  is immediately to the Hall’s north. The large room on the second floor contains Chiron’s library. 
  Chiron also has a collection of historically-significant weapons and armor (see Inferno: Journey 
  through Malebolge for details).
  76. [1] A four-legged metal Guard Tower, 45 FT off the ground, reached by a metal ladder. The 
  tower is occupied by four Type 6B Devils, equipped with four smoke grenades, two flash grenades, 
  a grenade that spreads sneezing powder (save 1d20 GTET [30-Stamina]), and three explosive 
  grenades (2d6, 6 FT, avoid 1d20 GTET [32-Agility]). [2] A den of Infernal Hounds, having 1d20 
  rooms and 3d20 Hounds (one quarter are pups).
  77. A two-story green stone building with wood roof. The bottom floor contains a taxidermy 
  studio. The taxidermist is Lillon McTalbort (neutral female, Fire Mage L6), with assistants Torono-
  sim (Type 6A Devil), and Jalcrob (Type 6B Devil). The upper floor has three sleeping chambers 
  and a storage area holding a stuffed Grizzly Bear, a Manticore, two Wolves, three Giant Snakes, a 
  Winged Unicorn, and a Komodo Dragon. A stuffed Peryton (HD4, AC20) on the ground floor can 
  be animated by Lillon’s command, as a golem.
  78. Two black stone stairs lead to either side of a 40 FT by 55 FT torture chamber, both sides hav-
  ing a steel door with padlocks (-2 to open). The room is equipped with a water wheel, a water-tor-
  ture chair, a whipping post, an iron maiden, three coal braziers, and five sets of wall manacles. On 
  1d12 rolls GTET 9 the room is found occupied by three Type 6A Devils whipping a Berg Troll 
  (HD7).
  79. Forsaillis Dungeon. Two green stone stairs led underground to six underground levels; levels 
  two and three are next to one another, level five can only be reached through level two. The up-
  permost level has fourteen rooms, the second level has twenty rooms, the third level has eleven 
  rooms, the fourth level has twenty-eight rooms, the fifth level has nineteen rooms, and sixth level 
  has twenty-two rooms. Among the dungeon inhabitants are Hell Salamanders, Senmura, Mum-
  mys, Mautherdoogs, and Hippogriffs.
  80. A 90 FT wood Observation Tower, reached by exterior stairs. The 15 FT by 10 FT room at the 
  top is occupied by three Medusa (HD6, AC24).
  81. [1] The remains of an H-shaped four-story manor house, with a one-story black stone carriage 
  house. The roof is partially caved-in, and there are holes in the exterior walls. The floors in some 
  rooms are collapsed. Water is found in areas of the ground floor. Ordinary humanoid skeletons are 
  found in several places in the ruin. A secret door in the library leads to a four-room underground 
  crypt; the tomb holds the bones of Sannerportas (evil female Human, Shaman L16, deceased 883 
  years). [2] A large roosting tree belonging to a tribe of the Harpies of Hell, ruled by a Harpy Matri-
  arch. The tree has five wood platforms among the branches, the Matriarch and her guards occupy 
  the top platform.
  
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  CIRCLE 6 NORTHEAST MAP
  1. Fort Galjo. The fort consists of three two-story brown stone buildings, three one-story wood 
  buildings, a circular bronze shrine to Lucifer, and a six-cell underground gaol. The complex is 
  surrounded by a 15 FT wide moat, surrounded by 40 FT of quicksand. The fort is commanded 
  by Yandaar (Type 6E Devil).  The garrison includes seven Hulden, eleven Oduru, three squads of 
  Ladatajas, two squads of Centaur Lancers, two squads of Minotaur axemen, five Harpies of Hell, 
  and twenty Zoybim.
  2. Zanoryas’ Mausoleum. A two-room white stone building above ground with a solid silver door. 
  One room has a blue stone sarcophagus with a false bottom, concealing a ladder down to seven 
  underground rooms. One room holds five mummy sarcophagi, one room holds two Vampire 
  coffins, and one room holds Zanoryas’ (evil male Half-Elf, Shaman-Fire-Water Mage L18, Ghost 
  HD7, deceased 2073 years) white stone sarcophagus.
  3. Moolkalhay Shrine, dedicated to Amayon. A six-sided one-story grey stone building with grey 
  roof and a silver dome, surrounded by fifty white stone columns. The single room is floored with 
  white marble. Ten white steps lead down to a circular area 60 FT across with two grey stone altars 
  (each 15 FT by 5 FT), two grey pillars supporting 10 FT statues of Amayon, three copper braziers 
  filled with green flame, and a small fountain of green liquid. The shrine is tended by Olkalha (Type 
  6D Devil), with Graella (evil female Gnome, Priest L8) and Oracki (male Bugbear). A patrol of an 
  Oduru and squad of Ladatajas stops here every 1d20+1d8 hours.
  4. Vibran Mine. A vertical shaft leads to four underground levels on which high quality coal is 
  mined. Three long one-story wood buildings are on the surface. The uppermost level (200 vertical 
  FT) has three-quarters miles of tunnels, the second level has one mile and a quarter of tunnels, the 
  third level has two-thirds miles of tunnels, and the lowest level (700 vertical FT) has one-half mile 
  of tunnels. The mine is managed by Itonore (male Minotaur), with a staff of twenty Common Dev-
  ils, eleven Ordinary Devils, five Type 6A Devils, two Oduru, fifteen Ogres, five male Dwarf slaves, 
  and thirteen Zoybim. Itonore has a Cutlass +2 (Bane against Good), a Shield AC+10, a Helm of 
  All-Seeing, and five explosive grenades.
  5. [1] Temple of Yirad, dedicated to Samael. A Y-shaped one-story red brick building with white 
  ceramic tiles on the roof. Arched opening are at the end of each segment with brass grille doors. 
  A brass 16 FT by 5 FT altar is in a five-sided room where the segments meet, along with a 20 FT 
  brass statue of Samael, two brass braziers with blue flames, and a 5 FT silver statue of Lucifer. The 
  Temple is maintained by Elclaer (Type 6D Devil) and Nolnom (Type 6C Devil). A good person 
  touching the Lucifer statue is paralyzed 1d100 hours (save 1d20 GTET [32-Stamina]). An evil 
  person touching the Samael statue is healed hp1d10 (limit hp20/day/person). [2] A den of Infernal 
  Hounds, having 1d20 rooms and 3d20 Hounds (one quarter are pups).
   
  6. Garghorin Theater of Poets. A one-story orange-and-red stone building with painted red dome. 
  A raised 12 FT circular stage is surrounded by fifteen tiers of seats. On 1d20 rolls GTET 15 Viaw-
  rot (Type 6C Devil) is giving a poetry recital, to an audience of 2d20 Type 6A Devils, 2d20 Type 
  6B Devils, 1d12 Hulden, 1d12 Oduru, 1d10 Ladatajas, and 1d12 Zoybim. Hidden in the stage (-5 
  to find) is an Idol of Appreciation, that enhances the audience’s reaction to the speaker.
  7. [1] Three vertical shafts, one is 12 FT by 9 FT by 220 FT deep, one is 10 FT by 14 FT by 403 FT 
  deep, and one is 15 FT by 19 FT by 662 FT deep. The shafts form a triangle, the sides 28 FT, 39 FT, 
  and 48 FT long. A 4 FT tall ceramic frog is at the triangle’s center. An encounter occurs here on 
  1d12 rolls GTET 8. [2] A large roosting tree belonging to a tribe of the Harpies of Hell, ruled by 
  
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  a Harpy Matriarch. The tree has five wood platforms among the branches, the Matriarch and her 
  guards occupy the top platform.
  8. Dododon’s Quarry. An oval pit 315 FT long by 166 FT wide by 86 FT deep. Four one-story 
  wood buildings are on the surface, with three wood cranes. The quarry is managed by Madin-
  mashed (Centaur of Hell, Master Stonemason). The staff consists of twenty-one Common Devils, 
  six Ordinary Devils, eight Minotaur, five Centaurs of Hell, ten Type 6A Devils, fourteen Type 6C 
  Devils, and eight Zoybim. One Minotaur has an enchanted pick, two Type 6A Devils have en-
  chanted mallets. The quarry is visited twice a day by a patrol of an Oduru and a squad of Ladata-
  jas.
  9. Hellshraw Post, headquarters of Infernal Legion XXX (General Furfir). The camp consists of 
  five circular towers (each eight stories) surrounding three two-story wood buildings. A 30 FT 
  moat surrounds the towers, with two bridges. The post commander is Tassolis (Hulden). The 
  garrison consists of twenty-five Ladatajas, twenty Type 6B Devils, fourteen Type 6C Devils, three 
  squads of Harpies of Hell, twelve Common Devils, and nineteen Zoybim. The post has a hidden 
  locker holding twenty-two enchanted Staffs and sixteen enchanted Wands.
  10. An eight-sided vertical shaft, it drops 184 FT. A 90 FT horizontal tunnel at the bottom leads to 
  a second vertical shaft, 206 FT deep, that leads into a huge natural cave room, 850 FT by 260 FT by 
  150 FT high.
  11. Prevfall’s Arch. A black steel lattice arch, 120 FT high at the top, 50 FT across at the base, 15 
  FT thick. A 15 FT steel ball hangs from the top by a thick chain. Four 15 FT by 10 FT steel plat-
  forms are attached to the arch, two at 40 FT and two at 80 FT, reached by a ladder on either side. 
  On 1d12 rolls GTET 8 the platforms are occupied by one Type 6C Devil with a bow (3 Arrows of 
  Slaying, save 1d20 GTET [29-Stamina]).
  12. Gaverlog Prison. A three-story box-shaped grey stone building built around an open court-
  yard, with a four-story gatehouse (large steel portcullis). The third floor has sixty-six cells, the 
  second floor has one-hundred twenty cells (none on the ground floor). A secret panel on the third 
  floor leads to a hidden elevator down to a ten-room underground level which holds the most 
  secure prisoners. The prison Warden is Albogod (Hulden). The staff includes nineteen Type 6C 
  Devils, six Type 6D Devils, fourteen Common Devils, eighteen Ordinary Devils, two Trolls, an 
  Ogre, fourteen Skeletons, a Minotaur of Hell, and nine Zoybim.
  13. Spire of Haggashat. A curved green steel structure, 310 FT high, 45 FT across at the base. Two 
  adamantine doors are in the base (padlocked, -5 to open). The ground floor is filled with incom-
  prehensible machines, pipes, valves, spinning motors and wheels. Large vertical pipes go into the 
  ceiling. On 1d20 rolls GTET 19 (checked every two minutes) a pipe breaks and fills the room with 
  steam (hp2/round).
  14. A silver door frame 18 FT high by 9 FT wide, sitting on a black rock 18 FT long by 8 FT wide 
  by 9 FT high. A red metal door hangs in the frame with adamantine hinges and handle. A 3 FT 
  circular cut out is in the door, giving a look at an island in a stormy sea. Mortals going through the 
  door are dropped at a random location in Styx (Fifth Circle).
  15. [1] A 100 FT wood observation tower constructed with three 12 FT by 12 FT wood rooms 
  connected by ladders. The rooms are at 25 FT, 50 FT and 75 FT. A green pendant flies from the 
  tower top.  The bottom room is empty, the middle room is occupied by 1d8 Common Devils, and 
  the top room is occupied by an Oduru and four Ladatajas. The tower does not burn. [2] A den of 
  Infernal Hounds, having 1d20 rooms and 3d20 Hounds (one quarter are pups).
  
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  16. [1] Camp Ficasoddis. The camp consists of a one-story H-shaped building surrounded by 
  six one-story rectangular wood buildings. A parade ground is to the north. The entire complex 
  is surrounded by a 30 FT wood palisade. 20 FT towers on each corner mount ballista. The camp 
  commander is Isnotreedd (Hulden). The garrison consists of forty Common Devils, five Hulden, 
  ten Oduru, three squads of Ladatajas, two squads of Centaur of Hell Lancers, and twenty Type 6A 
  Devil archers. [2] A large roosting tree belonging to a tribe of the Harpies of Hell, ruled by a Har-
  py Matriarch. The tree has five wood platforms among the branches, the Matriarch and her guards 
  occupy the top platform.
  17. Grolnaoc’s Laboratory. A T-shaped three-story building constructed of heavy timbers and tin 
  sheeting, with a slate roof. The laboratory distills ether from the Ethereal Plane. Supplies and spare 
  equipment are stored on the ground floor, the work areas are on the second floor, and living quar-
  ters are on the top floor. An underground room reached from a secret door on the second floor 
  has a 30 gallon tank of liquid ether. The laboratory is managed by Grolnaoc Redbeard (neutral 
  male Dwarf, Master Alchemist, Warrior L4). The staff includes Svartok (evil Gnome, Alchemist), 
  Walurnop (Centaur of Hell), Ullina (Medusa), and Tisozens (Minotaur). A secret closet in the liv-
  ing quarters holds five enchanted books, two miscellaneous enchanted items, and nine alchemical 
  concoctions.
  18. A two-story black stone building with slate roof, entered through a gate tower with adamantine 
  portcullis (found open). A fourteen room underground level is reached through a secret panel 
  in the second vault (-10 to open). Three vaults on the ground floor hold a total of  one hundred 
  ten thousand GP, eighty-two thousand SP, one hundred fifty thousand CP, twenty-six thousand 
  platinum pieces, and eight-hundred fifty assorted gems (each valued at 1d100*1d20*1d8 GP). The 
  treasury is managed by Rulliski (Hulden). The staff consists of three Oduru, twelve Ladatajas, six 
  Trolls, two Ogres, two Type 6A Devils, and fifteen Zoybim.
  19. [1] A 20 FT W-shaped wall, each segment is one-quarter mile long. The lower half is yel-
  low-painted stone, the upper half is thick ironwood. Steel spikes are mounted along the top every 2 
  FT, a golden skull is mounted every 100 yards. A narrow arched opening is at every vertex, closed 
  by a heavy iron portcullis (strength GTET 44 to lift). About one-quarter of the wall is marked 
  with obscene graffiti in Infernal Cant. [2] A den of Infernal Hounds, having 1d20 rooms and 3d20 
  Hounds (one quarter are pups).
  20. Yattaquo Dungeon. Two white stone steps lead underground, one stair to the uppermost 
  level, one to the third level. A circular stone disk is a teleportation device to the fourth level. The 
  dungeon has five levels; the uppermost level has twenty-two rooms, the second level has sixteen 
  rooms, the third level has nine rooms, the fourth level has seventeen rooms, and the bottommost 
  level has twenty-four rooms. A desecrated temple is on the third level, a ruined alchemical lab-
  oratory is on the second level, a room of vampire coffins is on the fourth level. The dungeon has 
  Spectral Bats, Rot Beetles, Chimera, Dopplegangers, Water Elementals, Tar Golems, Humbata, a 
  Lich, and Mummies.
  21. Gaol of Winds. A circular building constructed around an open courtyard; a strong wire mesh 
  hangs over the courtyard like a dome. The gaol has seventy cells constructed for winged creatures. 
  The gaol Warden is Alfrod (Type 6E Devil). The staff includes six Common Devils, eight Type 6A 
  Devils, ten Type 6B Devils, ten Harpies of Hell, ten Bugbear archers, and five Zoybim. The most 
  valuable prisoner is Valoroban (Phoenix).
  22. A U-shaped mound, 225 FT long, 160 FT wide, and 35 FT high; the arms of the U separated by 
  55 FT. A 14 FT pewter statue of a Komodo Dragon is between the arms. The top is paved with red 
  flagstones. An encounter occurs here on 1d12 rolls GTET 7.
  
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  23. An earthen grave mound, 12 FT long by 5 FT by 2 FT high at the center. A green metal head-
  stone reads, “Nalloy Marnside, Adventurer, Thief, Gentleman.” Buried in the mound is Leather 
  Armor AC+12 (lightning immune), a metal Shield AC+6, a silver-bladed Rapier +1, and Boots of 
  Water Walking.
  24. Camp of Yualle. The camp consists of eight one-story wood buildings with copper roofs ar-
  ranged around a square pool of water, 100 FT. A red stone wall surrounds the compounds, with 
  a dry moat surrounding the wall. Four wood towers are on the perimeter, each 100 FT high. The 
  camp commander is Strolibilis (Type 6E Devil). The garrison consists of thirty Type 6A Devils, 
  twenty-five Type 6B Devils, fifteen Centaur of Hell Lancers, eighteen Harpies of Hell, ten Ordinary 
  Devils, and four Zoybim. One of the Type 6B Devils (Tragoy) is an exceptional teacher of hand-to-
  hand martial arts.
  25. [1] A Z-shaped stone plaza paved with brown, grey, and violet stones. The plaza is 200 FT long 
  by 100 FT across, the perimeter marked with a copper railing. The plaza has a 15 FT copper statue 
  of three Type 6A Devils playing musical instruments. Scorch and blast marks are visible at the 
  north end. An encounter occurs here on 1d12 rolls GTET 8. [2] A large roosting tree belonging to 
  a tribe of the Harpies of Hell, ruled by a Harpy Matriarch. The tree has five wood platforms among 
  the branches, the Matriarch and her guards occupy the top platform.
  26. Three large wooden barns surrounded by a 20 FT wooden palisade. One barn holds enough 
  cases of dried meats for thirty-thousand meals, one barn holds enough barrels of dried vegeta-
  bles for thirty-six thousand meals, and one barn holds enough cheeses for twenty-nine thousand 
  meals. There are also five thousand gallons of water, six hundred gallons of ale, four hundred 
  gallons of wine, and twelve hundred gallons of cider. The barns are managed by Alocorix (neutral 
  male Human, Warrior L6), with the assistance of five Common Devils, an Ogre, two Minotaur, 
  and four Zoybim. A patrol of an Oduru and a squad of Ladatajas stops here every 1d20+1d12 
  hours.
  27. [1] A six-sided wood platform floats between four trees, 55 FT above the ground, suspend-
  ed by a levitation spell. Rope bridges connect the platform to two trees, with rope ladders to the 
  ground. Two Adventurer backpacks are found on the platform along with three bedrolls. [2] A den 
  of Infernal Hounds, having 1d20 rooms and 3d20 Hounds (one quarter are pups).
  28. Caermorcoran Castle. The castle consists of a five-story central Keep surrounded by two black 
  stone walls. The inner wall is 30 FT with two 60 FT towers. The outer wall is 35 FT with four 60 
  FT towers. One-story wood buildings are located between the walls. Entry is through a gatehouse 
  with two iron portcullis’. The Castle Seneschal is Banatiuy (Hulden). The garrison includes seven 
  Oduru, two squads of Ladatajas, two squads of Centaur of Hell Lancers, and a squad of Harpies of 
  Hell. The servants include twenty Common Devils, ten Type 6A Devils, an Ogre, and twelve Orcs.
  29. A rectangular one-story wood building, a hostel with a common room, a bath area, and nine 
  sleeping rooms. The hostel is available to any mortal with a badge or pass that allows travel on the 
  Sixth Circle. The hosteller is Melgniss (evil female Human), assisted by three Ordinary Devils.
  30. An S-shaped ditch, three-eight miles long by 200 FT wide, 75 FT deep. The bottom is covered 2 
  FT deep in swampy muck. The water carries disease (save 1d20 GTET [33-Stamina]). An encoun-
  ter occurs here on 1d12 rolls GTET 8.
  31. An oval pile of turquoise stones, 18 FT long by 7 FT wide by 6 FT high. Four ordinary spears 
  are wedged into the cairn. A person touching the human bones inside is petrified (save 1d20 
  GTET [28-Stamina]).
  
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  32. An oval pit, 50 FT by 20 FT by 18 FT deep. A burning pyre is at the pit bottom, 15 FT by 6 FT, 
  on stone columns 5 FT high. A troll’s shade can be seen flickering in the fire. Smoke from the pyre 
  causes coughing fits up to 150 FT away (save 1d20 GTET [30-Stamina]).
  33. Two wooden guard towers stand next to one another (separated 26 FT at base), each 85 FT tall 
  with a 20 FT by 15 FT room at the top. The left tower is occupied by five Type 6B Devils, the right 
  tower by two Type 6C Devils and three Harpies of Hell. The towers have four smoke grenades, ten 
  1d12 explosive grenades, and three grenades that disperse a blinding chemical (save 1d20 GTET 
  [32-Stamina], persists 3d20 hours).
  34. Crypt of the Howling Rats. A blue stone stair leads to a six-room underground complex. One 
  room has flaming oil traps, one room has an altar to Amayon, and one room has a huge ziggurat 
  occupied by 2d100 rabid Giant Rats (HD3, AC20, disease). The crypt of Zecharias (evil male Half-
  Elf, Priest of Amayon, Shaman-Earth Mage L5) is behind a bricked-in archway covered in plaster. 
  Inside the crypt is a redwood sarcophagus, three 5 FT pewter urns each holding 15,000 GP, ten 
  masterpiece paintings (each 1d100*1d100*1d8 GP), a golden cat idol (22,435 GP), and two rare 
  musical instruments (18,043 GP, 27,307 GP0. A chest (padlock, -6 top open) holds 312 gold rings, 
  110 silver rings, 64 bracelets, 15 necklaces, 42 brooches, and four tiaras. Zecharias’ Ghost (HD6) 
  appears when the crypt is disturbed.  The crypt is painted with pictures of rats, and plaster figures 
  of rats are attached to walls in all of the rooms.
  35. [1] A T-shaped stone plaza, the top section 150 FT by 40 FT, the perpendicular section 200 FT 
  by 50 FT. The plaza is paved in ochre, azure, and aqua colored stones. A glowing white line forms 
  the perimeter. A 15 FT statue of a Type 6D Devil pointing with a staff (labeled, Sueropasir) stands 
  on a ochre block where the segments intersect. An encounter occurs here on 1d12 rolls GTET 5. 
  [2] A den of Infernal Hounds, having 1d20 rooms and 3d20 Hounds (one quarter are pups).
  36. A 20 FT by 15 FT wood platform is constructed 10 FT off the ground. Four hangman’s ropes 
  hang from a thick overhead tree limb. On 1d12 rolls GTET 8, a Medusa and a Type 6A Devil hang 
  from ropes, watched by a Hulden, two Oduru, twelve Ladatajas, and two Zoybim.
  37. Dozoline’s Arch. A crystalline structure 50 FT high by 50 FT long by 15 FT thick, the arch is 22 
  FT high at the center, 35 FT at the base. The interior face of the arch is surfaced by a thin film of 
  platinum. Ten crystalline wolf’s heads are attached to the structure (head high). A mortal walking 
  through the arch backward gains the ability to know exactly where they are in the forest for the 
  subsequent 1d100 hours. A person who touches every one of the wolf’s heads gains the ability to 
  summon one Greater Wolf (HD4, AC 22) for fifteen minutes (expires in 1d100 hours).
  38. Henge of the Carved Pegusi. Three concentric circles made up of life-sized statues of Pegusus. 
  The inner circle is made up of a bronze Pegasus and nineteen white statues, surrounding an open 
  space 35 FT across. The second circle is made up of a silver Pegasus and thirty-four grey statues, 
  separated from the inner circle by 18 FT. The outer circle is made up of an adamantine Pegasus 
  and fifty-nine brown statutes, separated from the middle statue by 18 FT. A Pegasus is buried in 
  the open area in the center. A mortal who gets on either the bronze or silver statues believes they 
  gain the power to summon 1d6 Pegasus but it is an illusion (save 1d20 GTET [33-Will]).
  39. [1] An ochre stone altar dedicated to Lucifer. The altar is 15 FT by 5 FT, on three black col-
  umns 6 FT high. The fresh carcasses of two Giant Squirrels are found on the altar, along with some 
  warm wax. [2] A large roosting tree belonging to a tribe of the Harpies of Hell, ruled by a Harpy 
  Matriarch. The tree has five wood platforms among the branches, the Matriarch and her guards 
  occupy the top platform.
  
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  40. A five-sided green metal door frame, 14 FT high by 8 FT across by 3 FT thick, standing on 
  a rectangular stone base, 15 FT by 8 FT. The bronze door is engraved on both sides with scenes 
  of Lucifer being worshiped by Type 6 Devils. The door has an adamantine keyhole (-8 to open). 
  Mortals passing through the door inward to outward are transported to the Landing of Lost Souls 
  (First Circle). Mortals passing through from outward to inward are transported to Amayon’s Cas-
  tle.
  41. A 230 FT mound shaped like a trident, each section is 38 FT thick and 17 FT high; there is 55 
  FT between each of the three trident arms. The top is paved in polished pink coral. Ten stone tri-
  dents, each 13 FT high, stand upright in a row along the top. An encounter with 20 Armorpeckers 
  (HD2, AC38) occurs on 1d12 rolls GTET 8.
  42. Torotemishka Dungeon. A bronze pole sticks 8 FT out of a 12 FT diameter circular shaft. The 
  shaft is 48 FT deep and leads to a five level dungeon. The uppermost level is divided into three 
  autonomous sections (roughly at the same depth), the first section having six rooms, the second 
  having twelve rooms, and the third having fourteen rooms. The second level has eighteen rooms. 
  The third level is a single huge cavern, the east end of which is partially flooded with the stern of 
  a sailing ship sticking out of coral. The fourth level has twenty-six rooms. One room has a secret 
  door behind a large idol, one room has weighted net traps, one room has animated blocks of ice 
  on a slippery floor, one room has levitated steps, and one room has several enchanted mirrors. The 
  dungeon has Red Slime, Poltergeists, Coral Snakes, Salamanders (reptile and elemental), Rusulki, 
  Giant Skunks, a Simorg, and Wertzel’s Spiders.
  43. A twelve-sided mound covered in long spiked grass. The mound is 80 FT across at the base, 
  50 FT across at the top. A barren area in the center has a pentagram inscribed in a circle inscribed 
  in an octagon (aura of enchantment). The grass is poisonous unless boiled GTET 15 minutes. On 
  1d20 rolls GTET 17 the grass releases Poison Pollen (fatal, save 1d20 GTET [30-Stamina]).
  44. [1] A torus-shaped plaza constructed of black-red bricks. The inner radius is 30 FT, the out-
  er radius is 65 FT. The plaza is surrounded by a dry moat, 35 FT across by 20 FT deep, with four 
  metal bridges. Four 18 FT pewter statues of rearing Warthogs stand at the northwest, northeast, 
  southeast, and southwest points of the plaza. On 1d20 rolls GTET 16 Adventurers meet Lonel-
  lia (evil female Human, Shaman L13, Seer); she pronounces a doom on one Adventurer – their 
  sword arm will be cleaved (critical hit) on the first round of their next combat (save 1d20 GTET 
  [34-Will]). [2] A den of Infernal Hounds, having 1d20 rooms and 3d20 Hounds (one quarter are 
  pups).
  45. An H-shaped yellow stone wall, 22 FT high by 6 FT thick. The vertical segments are three-
  eighths miles long, the connecting segment one-quarter mile long. A four-story stone tower is at 
  the midpoint of the connecting segment; the wall can be cross through the tower via two open 
  iron portcullis. The tower is tended by an Oduru and three Trolls. Vines of Poison Ivy grow on the 
  two long segments.
  46. Lokyriack Manor. A white stone three story building, a two-story blue stone building, and a 
  large wooden barn. The manor is known for its collection of rare model ships and fine navigation 
  instruments. The decorations throughout the house have a nautical theme. An art room has sev-
  eral valuable seascape paintings. The manor is occupied by Lokyriack Wellsood (evil male Dwarf, 
  Water Mage L20). The staff consists of nine Common Devils, six veiled Medusa, four Winged 
  Medusa Monkeys, six Type 6A Devils, and five Zoybim.
  47. A five story grey stone building with copper roof. The building has offices for Amayon’s clerks. 
  The staff includes thirty-eight Zoybim, fourteen Centaurs of Hell, three Harpies of Hell, and seven 
  Type 6A Devils. The fourth and fifth floors are file storage. A patrol of Oduru and a squad of La-
  datajas visits every 1d20+1d12 hours.
  
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  48. [1] A 140 FT wood observation tower with a 20 FT by 20 FT room at the top. The room is 
  occupied by four Harpies of Hell. [2] A den of Infernal Hounds, having 1d20 rooms and 3d20 
  Hounds (one quarter are pups).
  49. Rasazim Mine. Two vertical shafts lead to three underground levels where turquoise is mined. 
  The upper level has one-quarter mile of tunnels, the middle level has one-eighth miles of tunnel, 
  and the bottom level has one-half mile of tunnels. There are four one-story wood buildings and 
  two metal hoists on the surface, along with a 25 FT high slag pile. The mine is managed by Xana-
  farlese (neutral male Gnome, Master Miner, Warlock L9). The mine staff consists of twenty Com-
  mon Devils, twelve Type 6A Devils, eight Type 6B Devils, fifteen Gnome slaves, and ten Zoybim. 
  A secret room off the second level holds fourteen hundred pieces of turquoise, each valued at 
  1d100*1d8*1d6 GP.
  50. Perostack Library. An L-shaped four-story violet stone building with black stone roof. The 
  library has an extensive collection of books and scrolls about flight, airships, and flying animals, 
  along with twenty stuffed flying creatures. The Head Librarian is Rattonfleg (evil male Half-Elf, 
  Sage, Air Wizard L11). The staff consists of twenty Centaurs of Hell, three Medusa, six Minotaurs, 
  sixteen Skeletons, eight Type 6A Devils, and nineteen Zoybim. A patrol of an Oduru and a squad 
  of Ladatajas visits every 1d20+1d12 hours.
  51. Nolanjone Gardens. A quarter-mile circular garden behind a 20 FT grey stone wall, with three 
  arched entries; each entry has a set of double brass doors. The garden has four large fountains and 
  contains colorful flowers from throughout the Celestial Spheres, many never seen on the Material 
  Plane; all plants found here are poisonous to humans, elves, and half-elfs (poisons dwarfs on 1d12 
  rolls GTET 5, gnomes on rolls GTET 7). The gardener is Szoriu (Type 6C Devil). The staff consists 
  of five Common Devils, a Type 6A Devil, a Minotaur, and two Centaurs of Hell. An encounter 
  with airborne opponents occurs here on 1d12 rolls GTET 5.
  52. [1] Museum of Bones. A two-story bleached white stone building with ochre tiles on the roof. 
  The museum displays the articulated skeletons of two-hundred eighty-six monsters and weird 
  creatures from the Material Plane and across the Celestial Spheres. The curator is Nuth Wosdrack 
  (Centaur of Hell, Shaman L11), assisted by three Centaurs of Hell, two Ordinary Devils, an Ogre, 
  and six Zoybim. [2] A large roosting tree belonging to a tribe of the Harpies of Hell, ruled by a 
  Harpy Matriarch. The tree has five wood platforms among the branches, the Matriarch and her 
  guards occupy the top platform.
  53. Pocktorman’s Mausoleum. A one-story light blue stone building with dark blue metal roof, 
  the door is bronze (padlock -4 to open). The mausoleum is 50 FT by 35 FT. Two dark blue stone 
  sarcophagi are inside, those of Pocktorman (evil male Human, Warlock L14, deceased 683 years) 
  and his wife Quossi (neutral female Human, Master Engraver and Forger, deceased 696 years). 
  Touching Pocktorman’s tomb gives a mortal immunity to Warlock spells for 1d100 hours. Two 
  huge black pearls (18,053 GP, 22,406 GP) are found inside Quossi’s tomb.
   
  54. An X-shaped line of dark green stones inside a circle of light green flecked stones. The inner 
  stones are 16 FT high, with 5 FT thick stones across the tops of adjacent stones. The stones of the 
  outer circle are 14 FT high, engraved with images of crossed swords. A shallow grave containing a 
  Gnome’s bones (Curkogar, Rascal L10, deceased 288 years) is found inside the circle.
  55. [1] Maygunthor’s Tomb. A circular metal stair descends 60 FT into a dry well, a 12 FT stone 
  door at the bottom (requires total Strength GTET 44) gives access to a five room tomb. The tomb 
  has been ransacked in the past, furniture broken, fires set, and tile frescoes smashed. Obscene 
  graffiti in Dwarvish is on the walls. An encounter with Maygunthor’s Ghost (HD5, AC40) occurs 
  on 1d12 rolls GTET 8. [2] A den of Infernal Hounds, having 1d20 rooms and 3d20 Hounds (one 
  quarter are pups).
  
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  56. A 60 FT circular stone building with a copper dome. Four huge Buffalo are harnessed to a large 
  horizontal beam extending out from the building; as the buffalo are driven around the building 
  the beam turns two vertical millstones, each 12 FT in diameter. The Miller is Dynihorus (Type 6C 
  Devil), assisted by two Ogres, a Type 6A Devil, and a Zoybim.
  57. Danzaet’s Manor. An F-shaped two-story brown stone building with an attached rectangular 
  four-story red brick tower. A garden of rare cacti is found on the west side. The manor belongs to 
  Danzaet Vorix (Hulden, aide to General Furfir). The Major Domo is Geras (Type 6B Devil). The 
  staff consists of nine Common Devils, four Harpies of Hell, a Troll, five Bugbear slaves, and two 
  Zoybim. Danzaet owns a rare pianoforte (42,318 GP) and is a virtuoso on the instrument. 
  58. Klorkier’s Foundry. A one-story wood building with slate roof with a detached 30 FT wood 
  cistern. The foundry specializes in casting the heads of maces, axes, and pole arms. The foundry is 
  operated by Klorkier Guthror (evil male Dwarf, Master Smith, Warrior L7), with the assistance of 
  three Type 6C Devils, a Troll, and a Minotaur. There are 1d100 each of type of weapon head, 1d20 
  completed weapons of each type, and 1d12 silver-headed weapons of each type. Klorkier is armed 
  with a War Axe +3 (Beheading on rolls GTET 17, save 1d20 GTET [34-Agility]).
  59. A one-story black building with black metal roof, entered through a detached gate house with 
  double adamantine portcullis, with two underground levels (one with fourteen rooms, one with 
  twenty-one rooms). The lower level stores 368,500 GP, 207,530 SP, 18,428 platinum pieces, eighty 
  ingots of silver, forty-six ingots of bronze, one hundred ingots of iron, and four barrels of mercury. 
  The staff consists of three Centaurs of Hell, a Type 6D Devil, a Type 6C Devil, three Oduru, and 
  twelve Zoybim. The guards are twenty Ladatajas.
  60. Mamagon’s Garden. A cruciform-shaped area, each segment is one-tenth mile long by 
  two-hundred yards, entered through steel arches at the segment ends. One segment has a 150 FT 
  barn. The garden is filled with rare varieties of palms and other tropical trees. The garden is tended 
  by Somiting (intelligent Great Ape, HD4), with three Centaurs of Hell, four Harpies of Hell, and 
  two Ogres.
  61. Jolku’s Forge. Two one-story wood frame buildings with tin siding and roofs. This forge is 
  known to turn out exceptional quality Dirks, Knives, and Short Swords. The forge is operated by 
  Jolki Renwehr (Centaur of Hell) with the assistance of Hundror (evil male Dwarf, Smith, Warrior 
  L5), Rockri (evil male Gnome, Smith, Rascal L6), Agness (evil female Gnome, Smith, Engraver), 
  and two Type 6A Devils. There are 3d20 Dirks (1d8 are enchanted), 1d100 Knives, and 1d12 com-
  pleted Short Swords (two are enchanted). Jolki is armed with a Short Sword +2 (Blinding touch, 
  save 1d20 GTET [32-Stamina]), and Rockri is armed with two Dirks +3 (one Priest bane, save 
  1d20 GTET [30-Will]).
  62. A four-story black stone tower entered through an adamantine portcullis. The building is an 
  armory storing 217 spears, 82 pole-arms, 114 javelins, 42 lances, 102 metal staves, 65 long-han-
  dled maces, 48 war hammers, 118 heavy maces, 166 helms, 140 chain mail shirts, 41 pairs of steel 
  gauntlets, and 93 metal shields. 1d100 weapons are enchanted, 3d20 pieces of armor are enchant-
  ed. The armory is commanded by Soljo (Type 6D Devil). The garrison consists of twenty Com-
  mon Devils, eight Oduru, a squad of Ladatajas, six Harpies of Hell, and nine Zoybim. A Hulden is 
  visiting (inspecting) on 1d12 rolls GTET 8.
  63. [1] A one-story white stone cottage with thatched roof and seven rooms. The house is occupied 
  by Nippoa Thackry (neutral female Half-Elf, Seer, Fortune Teller) with two Zoybim servants. Her 
  sister Alabiyna is encased in a nearby tree (deceased 8 years). [2] A large roosting tree belonging 
  to a tribe of the Harpies of Hell, ruled by a Harpy Matriarch. The tree has five wood platforms 
  among the branches, the Matriarch and her guards occupy the top platform.
  64. Temple of the XXVIth Legion, dedicated to Lucifer. A one-story circular red stone building 
  
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  with gabled roof. The temple has a 13 FT bronze altar supported by twenty silver swords, the 
  table pierced by forty knife blades. Also present are two 18 FT statues of Lucifer, a 10 FT statue 
  of Amayon, six standing suits of plate mail holding bill hooks, three copper braziers filled with 
  burning coal, two tripods of spears supporting copper kettles of Unholy Water, and a 15 FT statue 
  of two wrestling Oduru. The temple is tended by Heleness (evil female Human, Priest L14), assist-
  ed by five Oduru. A patrol of an Oduru and a squad of Ladatajas visits every 1d20 hours. Mortals 
  touching the statue of Amayon are petrified (salt statue, save 1d20 GTET [33-Stamina]). One knife 
  piercing the altar is +2 (Oduru Bane, any hit kills, save 1d20 GTET 18). Under a floor panel (-5 to 
  find) are twenty ingots of platinum.
  65. [1] A T-shaped brown stone wall, 22 FT high by 8 FT thick, with an ever-burning line of fire 
  along the top. The shorter segment is two-tenths miles long, the longer segment is four-tenths 
  miles long. A short tunnel passes beneath the longer segment, midway along its length. An en-
  counter occurs here on 1d12 rolls GTET 7. [2] A den of Infernal Hounds, having 1d20 rooms and 
  3d20 Hounds (one quarter are pups).
  66. Storlay Museum. A one-story building of alternating lines of white, tan, and green bricks, with 
  a black metal roof. Ten steps lead up to a covered porch on the front end. The museum features 
  ores, crystals, and gemstones from across the Celestial Spheres. The total value of all the precious 
  and semi-precious stones within is 1,502,530 GP. The entrance is guarded by a Hulden and two 
  Oduru.
  67. A 110 FT green metal Tower with a 20 FT square room at the top, reached by a metal ladder. 
  A mechanical flare launcher is on top of the tower. The tower is occupied by five Ladatajas. The 
  guards have ten smoke grenades, six flash grenades, eight 1d12 explosive grenades, three cross-
  bows with fifty bolts, and nine javelins (two are +1 returning).
  68. A 220 FT red glass spire that twists three complete turns. The base is 42 FT. A 50 FT Titan 
  (Rathemattes) is imprisoned midway up the spire (stasis). A 30 FT glowing silver statue of a Hip-
  pogriff tops the spire.
  69. Zaradeeba Castle. An H-shaped three-story black stone building surrounded by three 40 FT 
  walls, inside a 35 FT moat of hot bubbling pitch. Two drawbridges allow entry to the Castle. The 
  space between the outer and middle walls is completely filled by workrooms and living quarters. 
  The Castle Seneschal is Nexar Ulnawl (Type 6E Devil). The garrison consists of nineteen Ordinary 
  Devils, thirty Common Devils, ten Type 6A Devils, ten Type 6B Devils, five Odura, and six Ogres. 
  On 1d12 rolls GTET 10 two squads of Centaur of Hell Lancers are in the compound. The Castle is 
  known for two 50 FT tapestries of Amayon and Lucifer, woven by Anistassius 829 and 841 years 
  ago; they are valued at 30,583 GP and 43,608 GP.
  70. [1] A large wooden barn housing ten dye vats. The barn is managed by Gaffigae (Centaur of 
  Hell). Thirty Gnome slaves harvest leaves and sap from trees to make dye, supervised by two Odu-
  ru and fifteen Ladatajas. [2] A large roosting tree belonging to a tribe of the Harpies of Hell, ruled 
  by a Harpy Matriarch. The tree has five wood platforms among the branches, the Matriarch and 
  her guards occupy the top platform.
  71. A mushroom farm consisting of six fields each 200 FT by 120 FT, with three one-story wood 
  buildings. Fresh mushrooms cause strong hallucinations when consumed within 96 hours of 
  harvest (save 1d20 GTET [35-Stamina], effects for 1d100*tenth-hours). Dried mushrooms less 
  potent (+6 on saving roll), and are poisonous to Dwarves (1d100 hours paralysis, save 1d20 GTET 
  [30-Stamina]). The farm is managed by Lelron (Type 6C Devil), with a staff of eight Harpies of 
  Hell, two Medusa, and two Zoybim.
  
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  Circle 6 Southeast Map
  1. Tollrat Works. Two large wooden buildings house a glass works that produces high quality 
  crystals up to ten pounds. The works are managed by Harwhell O’Hamsey (neutral male Human, 
  Master Glassblower). The staff includes nine Common Devils, five Type 6C Devils, three Ladata-
  jas, and two male Lycanthropes (Wolf).
  2. Ixvain’s Garden. A rectangular area three-eighths mile long by one-quarter mile across, sur-
  rounded by a thistle hedge (10 FT high by 6 FT thick) with six gaps for entry. The garden is plant-
  ed with exotic fruit bushes collected from across the Celestial Spheres. A 30 FT copper statue 
  of Ixvain (Diabolic General, deceased 1074 years) stands in the center. The garden is tended by 
  Frauendor (Minotaur of Hell), with a staff of four Ordinary Devils, a Medusa, and three Zoybim.
  3. [1] A one-story brown stone building with a tin roof. The building consists of a large common 
  room, a kitchen with root cellar, and twelve sleeping rooms (ten with two beds, two with four 
  beds). The hostel is free to any mortal bearing a badge that allows access to the Sixth Circle. The 
  hostel is managed by Trevall (Type 6B Devil), with a staff of a Harpy of Hell and a Zoybim. The 
  hostel has 1d4 guests as determined from 1d8: (1) male Dwarf, Warrior L9, (2) female Elf, Air-Wa-
  ter Mage L14, (3) male Gnome, Sage and Alchemist, (4) female Human, Crusader of Lucifer L11, 
  (5) male Half-Elf, Warlock L13, (6) female Human, Minstrel, Rascal L10, (7) male Dwarf, Priest of 
  Amayon L12, (8) female Gnome, Fire-Earth Mage L15. [2] A den of Infernal Hounds, having 1d20 
  rooms and 3d20 Hounds (one quarter are pups).
  4. A stone structure 110 FT long by 40 FT high by 20 FT thick. Three arches are 20 FT high by 
  15 FT wide, faced with copper bricks. Four statue niches on each side of the structure have 6 FT 
  green metal statues of a Hulden, Oduru, Type 6E Devil, and Type 6C Devil. Ten ever-burning 
  lights are attached to each side 30 FT off the ground. A metal plate on top of the structure covers 
  the bones of Jurtgens (Fire Giant, deceased 884 years). A mortal who walks through each arch 
  three times gains the ability to be invisible to devils three times (expires in 1d100 hours).
  5. A one-story black building, entered from the top. White stone steps lead up the east side to the 
  roof. The building has three rooms. One room has five iron poles each with three sets of hand/
  foot manacles, one room has six individual jail cells, and one room is a torture chamber with two 
  whipping posts, a rack, a dunking chair, a bed of nails, and an iron sarcophagus. There is a cop-
  per brazier with iron brands, a selection of hammers and clubs, a rack of whips, and a glass jar of 
  needles. On 1d12 rolls GTET 9 the room is occupied by two Oduru and two Type 6B Devils with a 
  Type 6A Devil on the rack, a Minotaur on the bed of nails, and a Bugbear manacled to the whip-
  ping post.
  6. A red stone oval cairn, 12 FT long by 5 FT wide by 5 FT high. A broken javelin and a shattered 
  sword blade (aura of enchantment) are stuck into the rocks. Beneath the cairn are the mouldering 
  bones of Manador (good male Human, Crusader L13, deceased 201 years), buried with plate mail 
  armor AC+16, an enchanted Helm, steel gauntlets AC+8, a silver Dirk +1, an enchanted item of 
  clothing, and two enchanted Rings. A curse has been laid on the cairn affecting any evil person 
  who violates it; an effected person is deafened 3d100 hours (save 1d20 GTET [33-Stamina]); a 
  Priest or Mage loses the ability to perform Prayers or Spells for 1d100 hours (save 1d20 GTET [30-
  Will]).
  
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  7. [1] A one-story wood warehouse that stores treated lumber harvested from the forest. The ware-
  house staff consists of nine Ordinary Devils and four Common Devils, supervised by a Type 6C 
  Devil. [2] A den of Infernal Hounds, having 1d20 rooms and 3d20 Hounds (one quarter are pups).
  8. [1] A one-story white stone warehouse that stores five hundred twenty empty oak barrels. [2] A 
  large roosting tree belonging to a tribe of the Harpies of Hell, ruled by a Harpy Matriarch. The tree 
  has five wood platforms among the branches, the Matriarch and her guards occupy the top plat-
  form.
  9. Eleventh Ward Gaol. A four-story brown stone building with slate roof. The fourth floor has 
  eighty-two cells, the third floor has fifty-four cells, and the second floor has seventy cells. The War-
  den is Salool (Type 6D Devil), with a staff of ten Common Devils, ten Type 6A Devils, ten Type 6B 
  Devils, two Ogres, a Centaur of Hell, four Harpies of Hell, and six Zoybim. The most important 
  prisoners are Jultace (good male Human, Shaman L16), Renforun (Minotaur, Slave revolt leader), 
  Iphynio (Calorastis, Winged Unicorn), and Walforean (neutal male Dwarf, Prince of House Thalo-
  ris, Warrior L10).
  10. Laphadoris’ Crypt. A hidden door (-6 to find, -4 to open) is concealed in a huge red boulder, 
  22 FT across by 30 FT high. Narrow stairs behind the door lead to a seven room underground 
  crypt. One room is decorated in frescoes of Phoenixes, one room has a trap releasing an incendi-
  ary liquid, one room has a Living Pool, and one room has a statue of Amayon (auras of evil and 
  enchantment). The crypt of Laphadoris (evil male Half-Elf, Minstrel, Rascal L10, deceased 903 
  years) is beneath an engraved marble slab in the floor (carvings of winged Devils carrying harps). 
  His Harp of Command is buried with him.
  11. A 70 FT wood Tower, 26 FT across at the base. The sides are enclosed in mahagony. All four 
  sides have an 18 FT diameter twenty-hour clock at the 50 FT elevation. A locked brass door (-3 to 
  open) in the base given access to the clock works. An encounter occurs here on 1d12 rolls GTET 
  7.
  12. Phadormass Museum. A cruciform-shaped two-story blue stone building with a copper dome 
  over the center. The museum displays insects and giant insects collected from the universes of the 
  Celestial Spheres. A library has scrolls with anatomical drawings, and numerous biological texts 
  about insect behavior and breeding. A hidden underground room holds a twenty gallon tank of 
  the incendiary liquid from Fire Flies. The Head Curator is Lovenseyes (neutral male Half-Elf, Sage, 
  Shaman L7). The staff consists of four Centaurs of Hell, six Harpies of Hell, a Minotaur, a Medusa, 
  two Type 6A Devils, and four Zoybim. A patrol of an Oduru and a squad of Ladatajas stops here 
  every 1d20 hours.
  13. A circular two-story brown stone building with a pitched copper roof. The building contains 
  a laboratory working with oils and incendiary powders, liquids, and gels. The laboratory manager 
  is Xorius (evil male Dwarf, Sage, Earth Wizard L12). The staff includes an Oduru, three Type 6A 
  Devils, five Type 6C Devils, a Common Devil, two Minotaur, and four Gnome Alchemists (Her-
  mon, Irgothna, Erion, Nalphon). A hidden (-8 to find, -5 open lock) underground room holds a 
  chest of eighty blasting caps, thirty 1d12 explosive grenades, one hundred smoke grenades, six 
  barrels of black powder, and twenty-two explosive sticks (e.g. dynamite, damage 2d100, range 50 
  FT).
  
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  14. A one-story building constructed of coral blocks with an ironwood roof, a hidden (-6 to find) 
  stair leads to an underground level and vault. An adamantine portcullis at the entrance is guarded 
  by two Oduru and two Type 6B Devils; it is normally found closed. The vault (-12 to open) holds 
  206 pieces of jade, 105 white pearls, 72 black pearls, 55 pink pearls, 418 emeralds, 210 rubies, 
  160 moonstones, 38 bloodstones, 327 pieces of polished jasper, 88 lapis lazuli, 43 smoked quartz 
  pieces, 96 diamonds, 186 pieces of turquoise, 48 zircons, and 122 garnets. The interior guard 
  detail consists of a Hulden, six Ladatajas, and two Type 6D Devils. The Master Gem Cutter is 
  Hunsadaria (evil female Gnome), assisted by Gyvold (evil male Dwarf) and Stracassus (evil male 
  Gnome).
  15. Mausoleum of Fire. A two-story ochre stone building with a slate roof. Six ever-burning 
  torches are mounted on the roof. A padlock (-6 open lock) is on the bronze exterior door. Fire and 
  flames are engraved on all interior walls and embossed on the doors. One interior room holds an 
  embalming table and empty salt and spice jars, one room has eight 6 FT statues of Dwarves hold-
  ing buring torches, and one room has three 12 FT coffins surrounded by a permanent Wall of Fire; 
  the coffins hold Calacattan (male Vampire, HD7), Korricoa (female Vampire, HD7), and Werraon 
  (male Vampire Lord, HD9). Each vampire wears a Ring with ten 3d6 Lightning Bolt spells (Lesser 
  Magic); Werraon has a Wand of Fireballs (2d10, 38 charges). Korricoa has a brooch that allows her 
  to summon 1d6 Infernal Hounds (15 minutes, 3/day).
  16. A mound shaped like a flying bat, 200 FT long by 110 FT across, 32 FT high. Bat-shaped 
  paving stones along the top are 6 FT across. Three stuffed Giant Vampire Bats hang from a three-
  pronged wood pole. An evil person touching one stuffed bat gains the ability to transform once to 
  a bat for thirty minutes (expires in 1d100 hours, save versus ability on 1d20 GTET [36-Will]). An 
  encounter with 1d100 Giant Bats (HD2, AC22) occurs here on 1d12 rolls GTET 9.
  17. The palace of Ippos, Duke of Hell. The palace consists of two circular four-story white stone 
  towers, topped by a two-story rectangular structure that spans both towers. The palace is sur-
  rounded by a paved plaze and a 60 FT moat crossed by five red stone bridges. A thick thorn hedge 
  surrounds the moat. Ippos’ Major Domo is Urmagadin (Type 6E Devil). The staff consists of 
  twenty-one Type 6D Devils, seventeen Type 6C Devils, ten Type 6B Devils, seven Ordinary Devils, 
  a Hulden, an Oduru, six Ladatajas, and fifteen Zoybim. Ippos is a gourmet chef, with an excellent 
  kitchen, a thousand-bottle wine cellar, barrels of excellent mead, and storerooms holding rare 
  spices, fruit, and vegetables from throughout the Celestial Spheres.
  18. Loraon Shrine, dedicated to Samael. A one-story wood chapel with a copper dome. The shrine 
  holds a U-shaped mahogany altar with lit silver candlesticks, a tile frescoe of Samael, a copper wall 
  plate with a relief sculpture of Samael, a 5 FT wide sacrificial pit, and a brazier filled with green 
  flames. A semicircle of upright spears is behind the altar. The shrine is tended by Gellawayea (evil 
  female Half-Elf, Priest L11), Hagabol (Type 6C Devil), and Mac’Droy (evil male Gnome, Priest 
  L7). A mortal who throws a sacrifice into the pit is protected from the special abilities of devils for 
  the subsequent 1d20 hours (this is an evil act). Two Oduru and two squads of Ladatajas arrive in 
  1d20 rounds if the altar is damaged or defacd.
  19. [1] A 25 FT by 20 FT wood platform at the top of a 40 FT tall by 4 FT thick wood column. 
  Metal rungs are set into the column. The platform is occupied by three Harpies of Hell. They have 
  six smoke grenades, two flash grenades, and three 1d12 explosive grenades. One Harpy is a Priest 
  L6. [2] A den of Infernal Hounds, having 1d20 rooms and 3d20 Hounds (one quarter are pups).
  
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  20. Shield Manor. An L-shaped two stone brown stone building with a ten-room underground 
  section. The exterior is covered in colorful overlapping shields; ten shields are enchanted. The 
  manor belongs to Kallidanae (Keres, Diabolic Officer). The staff consists of eight Type 6C Devils, 
  five Type 6A Devils, nine Common Devils, three Ordinary Devils, four Zoybim, two Common 
  Trolls, two Medusa, and six Harpies of Hell. Kallidanae is known to have an extensive collection of 
  [captured] battle flags and military unit regalia. Jahabran (neutral male Human, Historian, Sage) is 
  visiting the manor, researching the armies of Sararazi (second Celestial Sphere).
  21. [1] A 14 FT diameter circular bonfire set on eight 5 FT stone columns. Three Centaurs of Hell 
  scavenge loose wood from the forest to keep the fire going. [2] A large roosting tree belonging to a 
  tribe of the Harpies of Hell, ruled by a Harpy Matriarch. The tree has five wood platforms among 
  the branches, the Matriarch and her guards occupy the top platform.
  22. Maellen’s Crypt. A smooth black stone pyramid is 35 FT high, 42 FT along each side at the 
  base. A secret door on the south side (-7 find, -3 open) leads to an interior room with a 50 FT ver-
  tical shaft down to a three room crypt. One room has eight cattle skulls moving about, one room 
  has fourteen 5 FT wax-sealed clay amphora filled with rare herbs (100 pounds/amphora, value 
  1d100 GP/pound), and one room has the wood sarcophagus of Maellen (male Minotaur, deceased 
  471 years) and his brothers Raunkos and Kishtam. An illusion is triggered when the sarcophagi 
  are disturbed, showing three adult Minotaur with huge axes (disbelieve 1d20 GTET [32-Will]).
  23. An 18 FT bronze statue of Cadastoon (Type 6E Devil) with drawn huge bow. It commemorates 
  winning the Glasya-Labolas Archery Tournament of 907 (314 years ago). An arrow touched to the 
  statue’s arrow gains a +1 TH (expires 1d20 hours).
  24. Nellant Prison. A V-shaped two-story red stone building surrounded by a moat of bubbling 
  pitch. The building is entered through a portcullis on the ‘point.’ The second story has one hun-
  dred-six cells, the ground floor has forty-eight cells. The Warden is Quarskad (Hulden). The staff 
  consists of twelve Common Devils, four Oduru, ten Ladatajas, two Centaurs of Hell, and six 
  Harpies of Hell. A kennel holds nine Infernal Hounds. The most prominent prisoners are Vacaz 
  (Centaur of Hell, Troop Commander, Warrior L16), Hortimer (good male Human, Crusader L15, 
  found drugged), Ealskol (evil male Half-Elf, deposed Grand Duke of Haridagg), and Taffin (Type 
  6D Devil). Two hundred twelve years ago Nellant was raided by a band of Class G Demons to free 
  Ogolmeeda (Greater Demon).
  25. A 40 FT tall by 20 FT wide circular stone column, topped by a 30 FT tall bell tower.  The six 
  adamantine bells are rung every two hours by a Type 6B Devil.
  26. Sollomora Castle, headquarters of Infernal Legion XXVI (General Asaqq). The castle consists 
  of two four-story red stone buildings surrounded by seven one-story wood buildings, the whole 
  enclosed by a 30 FT black stone wall.  Six 60 FT stone towers are built into the wall. The castle is 
  entered through a gatehouse with a drawbridge over a short dry moat (120 FT long, 50 FT wide, 
  35 FT deep) filled with iron spikes. The castle commander is Fomykelor (Type 6E Devil). The gar-
  rison consists of nineteen Type 6A Devils, fifteen Type 6B Devils, twenty Type 6C Devils, twenty 
  Common Devils, nine Oduru, and two squads of Ladatajas. Some stories claim the Chalice of 
  Montarmain (artifact) is in the Commander’s Office.
  27. A farm consisting of three fields, each 750 FT by 400 FT. The farm grows a hallucinogenic leaf 
  popular in many universes (mortals from the Material Plane are unaffected; 1000 GP/pound leaf). 
  The farm is managed by Kelperaoda (Type 6C Devil), with twenty-one Ordinary Devils, six Type 
  6A Devils, and seven Zoybim. A drying barn holds 4328 pounds of prime leaf.
  
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  28. [1] A circular wood cistern, 30 FT high by 60 FT diameter, mounted on twelve 10 FT stone 
  columns. Several pipes and valves extend from the bottom. An encounter occurs here on 1d12 
  rolls GTET 5. [2] A large roosting tree belonging to a tribe of the Harpies of Hell, ruled by a Harpy 
  Matriarch. The tree has five wood platforms among the branches, the Matriarch and her guards 
  occupy the top platform.
  29. Turviol Mine, an ivory mining operation. An open pit 600 FT by 180 FT by 85 FT deep. Four 
  one-story wood buildings are on the surface, with three wood hoists, a stone building housing a 
  smithy, and a 20 FT cistern. The mine is managed by Contangor (Hulden). The staff consists of 
  twenty-four Ordinary Devils, nine Ogres, six Common Trolls, a Stone Giant, and eighteen Bug-
  bear slaves. A vault (-12 pick lock) holds one hundred sixty-eight pounds of high quality ivory. A 
  chamber hidden under the smithy has fourteen ingots of gold, nine ingots of silver, eighteen ingots 
  of copper, and four ingots of bronze.
  30. Godogol Plaza. An X-shaped stone plaze, paved with irregular stones in black, royal blue, and 
  dark yellow. A 20 FT high glowing red curtain (no resistance or substance) forms the perimeter. 
  A 70 FT dark brown obelisk stands on the plaza; the surface is so weathered its surface engravings 
  are illegible. The plaza is visited by an Oduru and squad of Ladatajas every 2d20 hours.
  31. [1] The ruins of four one-story cottages. One cottage has a partially collapsed thatch roof, one 
  cottage has a one-quarter slate roof, and the roofs of the two other cottages are completely col-
  lapsed. On 1d12 rolls GTET 4 the area is home to 1d12 Giant Rattlesnakes (HD3, AC26, fatal poi-
  son). [2] A den of Infernal Hounds, having 1d20 rooms and 3d20 Hounds (one quarter are pups).
  32. Six wood stocks stand in an 80 FT diameter circular plaza paved in blackstone. On 1d20 rolls 
  GTET 13, 1d4 of the stocks are occupied as determined from 1d8: (1) Common Devil, (2) Type 6B 
  Devil, (3) Type 6D Devil, (4) Oduru, (5) Ladatajas, (6) Centaur of Hell, (7) Ogre, (8) male Human 
  [Tradafaol, evil Shaman L12, found drugged]. When the stocks are occupied, they are guarded by 
  two Hulden, two Oduru, and five Ladatajas.
  33. A 5 FT high gold trophy cup is fastened to a 4 FT high orange stone pedestal. A brass plaque 
  attached to the pedestal lists the names of the most recent 25 winners of the Harpathon (a flying 
  race around the outer Circle perimeter, run every 10 years). A mortal touching the cup takes on 
  the form of a Harpy of Hell for the subsequent 2d20 hours (save 1d20 GTET [32-Stamina]). 4d20 
  Harpies of Hell appear within 2d12 minutes if the trophy is damaged.
  34. Askimadass Quarry. An open pit 1000 FT long by 250 FT across by 130 FT deep. Three 
  one-story wood buildings are on the surface, with four wooden hoists, a shaping yard, and two 15 
  FT wood cisterns. A stone building has a small casting line for steel chisels (sixteen ingots of iron). 
  The quarry is managed by Hanufron (evil male Elf, Master Stonemason, Warlock L7). The staff in-
  cludes fourteen Ordinary Devils, ten Type 6C Devils, twelve Type 6D Devils, seven Ogres, a Berg 
  Troll, six Centaurs of Hell, and eleven Zoybim. A chamber hidden under six half-ton blocks holds 
  eighteen gold ingots, twenty-one silver ingots, five platinum ingots, ten gallons of pure mercury, a 
  gallon jug of quicksilver, and a coffer of fifty black pearls.
  35. Gozkho Gardens. A T-shaped area enclosed by a 15 FT wood palisade, the shorter segment 
  750 FT long by 250 FT, the longer segment 1200 FT by 400 FT. The gardens are planted with va-
  rieties of berry bushes collected from the universes of the Celestial Spheres. A berry is poisonous 
  to a mortal on 1d20 rolls GTET 14, checked individually (fatal, save 1d20 GTET [32-Stamina] 
  
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  per fruit consumed, save induces 1d20 hours paralysis). The gardener is Herschal (neutral male 
  Human, Master Gardener), assisted by four Ordinary Devils, a Medusa, and two Harpies of Hell. 
  A patrol of an Oduru and a squad of Ladatajas visits here every 2d20 hours.
  36. Mausoleum of Rislavea. A one-story green stone building with black slate roof, entered 
  through two solid brass doors (6 FT by 4 FT, padlocks, -5 open lock). The mausoleum consists 
  of four rooms. One room has obscene wall frescoes partially obscured by green algae, one room 
  is furnished as a bed chamber, and one room stores ten kegs of spoiled/sour wine. Rislavea’s (evil 
  female Elf, Shaman L15, deceased 1109 years) stone sarcophagus is behind a heavy (Strength 
  GTET 30) brass door; the lid is fastened with brass bolts. A curse on the tomb door causes the first 
  person through it to permanently develop donkey ears (save 1d20 GTET [32-Will]). Rislavea is 
  buried with an enchanted book, an enchanted Wand, and two items of enchanted clothing.
  37. [1] A ten-story dark blue stone tower, entered through a rusted iron portcullis (found in the 
  down position, lifts with Strength GTET 34). Each floor has three rooms. One floor has been 
  damaged by lightning, one floor has a desecrated chapel of Amayon, one floor has a wood carving 
  shop, and one floor has weaving looms. On 1d12 rolls GTET 8, a group of good-aligned Adventur-
  ers are found camping on the eighth floor: Bagrabet [f Human, Priest L12], Baoldwin [m Dwarf, 
  Warrior L14], Cendar [m Human, Warlock L11], Kilyd [m Half-Elf, Shaman-Fire Mage L15]. [2] 
  A den of Infernal Hounds, having 1d20 rooms and 3d20 Hounds (one quarter are pups).
  38. [1] A black wood stand is located between trees, 15 FT off the ground with three gallows. The 
  noose ropes are 22 FT off the ground. On 1d20 rolls GTET 14 a Harpy of Hell (bound wings) and 
  a Mountain Giant are found hanging from the gallows, guarded by two Oduru, a Type 6D Devil, 
  ten Ladatajas, and two Zoybim. [2] A large roosting tree belonging to a tribe of the Harpies of 
  Hell, ruled by a Harpy Matriarch. The tree has five wood platforms among the branches, the Ma-
  triarch and her guards occupy the top platform.
  39. Lurchadh’s Manor. A Y-shaped three-story tan stone building, surrounded by an orchard of fig 
  trees. The manor is occupied by Lurchadh Urno (Oduru, Senior Diabolic Sergeant-Major). The 
  Seneschal is Vidorech (Ladatajas). The staff consists of five Ordinary Devils, two Common Devils, 
  three Centaurs of Hell, four Zombies, and a Naga. The manor contains three landscape paintings 
  by the master Sechstillius the Older (minimum values 48,500 GP).
  40. A one-story wood warehouse. The building stores 420 crates of dried meat, 238 barrels of 
  tubers, 206 barrels of dried vegetables, 170 crates of berries, 79 crates of edible fungi, 182 barrels 
  of ale, 131 barrels of wholesome water, 438 bottles of good quality wine, and 156 wheels of cheese. 
  The food is held in stasis (consumption does not invoke the binding effect). The warehouse staff 
  consists of eight Common Devils, two Type 6B Devils, five Centaurs of Hell, and four Harpies of 
  Hell.
  41. Camp Telgoromali. The camp consists of eight one-story wood buildings with tin roofs, a 
  two-story stone building, and a thirty-room underground level. The camp is surrounded by a 30 
  FT wood palisade inside a 40 FT moat of bubbling pitch. A drawbridge on each side allows access 
  to the camp. The camp commander is Levogaold (Hulden). The garrison consists of two Hulden, 
  eight Oduru, three squads of Ladatajas, a squad of Centaur of Hell Lancers, and three squads of 
  Harpy of Hell archers.
  42. A two-story white stone cottage with slate roof. The house is occupied by Ixakka (evil male 
  Human, 47 years, Master Carver), his wife Gialanna (evil female Human, 41 years, Weaver and 
  Dyer), and their children Cadorean (m, 11), Halfdon (m, 8), and Iankoa (f, 4).
  
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  43. Jenwyn’s Altar, dedicated to Lucifer. An ironwood altar, 16 FT by 7 FT, supported by three red 
  stone blocks 6 FT high. The altar has numerous quartz crystals embedded in the sides and under-
  side. A 3 FT silver idol (28,058 GP, aura of evil) of Lucifer is attached to a 15 FT wood pole set in a 
  hole through the altar. The cold ashes of a large fire are in front of the altar. Good persons touch-
  ing the idol have their hand disintegrated (hp1d8, save 1d20 GTET [30-Stamina]).
  44. Theater of Karacson. An H-shaped building, three stories in the center, with four one-story 
  wings. The theater area has a curved stage 220 FT by 110 FT at the widest, with twenty-five seating 
  tiers. On 1d12 rolls GTET 7 a production of ‘As Hell Turns’ is going on, with an audience of 3d20 
  each Centaurs and Harpies of Hell, 2d20 each of Types 6A through 6D Devils, 1d20 Ladatajas, 
  1d12 each Hulden and Oduru, and 1d10 Zoybim.
  45. [1] A one-story grey stone cottage with thatched roof. The house is occupied by Menyhert 
  (Type 6C Devil) and his housekeeper Olzabetha (evil female Gnome). [2] A den of Infernal 
  Hounds, having 1d20 rooms and 3d20 Hounds (one quarter are pups).
  46. A 22 FT by 15 FT by 3 FT glass case standing on a white stone foundation (30 FT by 8 FT by 2 
  FT high). An exquisite tapestry is displayed in the case depicting a picturesque castle in a moun-
  tain valley by a large waterfall (Castle Trumewein, Seriac universe). A plaque states the tapestry 
  was seized as a trophy by Infernal Legion XXVI after the Battle of Trumewein, fought 1273 years 
  ago).
  47. [1] A two-story wood building with slate roof. The ground floor has a large common room, a 
  kitchen, a storeroom, a hot bath, and four two-person rooms. The upper floor has two four-person 
  rooms, four two-person rooms, and six one-person rooms. Mortals with badges permitting travel 
  on the Sixth Circle may use the hostel for free. The hosteler is Gurcant (evil male Dwarf, Rascal 
  L9), with two Type 6A Devils. The storeroom holds two hundred wholesome meals, fifty gallons of 
  wholesome water, twenty gallons of good quality beer, and five bottles of wine. [2] A large roosting 
  tree belonging to a tribe of the Harpies of Hell, ruled by a Harpy Matriarch. The tree has five wood 
  platforms among the branches, the Matriarch and her guards occupy the top platform.
  48. Wansigusth Plaza. A cruciform-shaped area paved in red and black bricks. Each arm is 250 FT 
  by 90 FT, a glowing green line around the perimeter. A 25 FT black stone fountain of eight horned 
  mermaids is at the center. 20 FT iron statues of Harpies of Hell are located along the four cardinal 
  directions. A loose paving stone (-14 to find) covers a switch, throwing it causes a copper chest (-7 
  open lock) to materialize. The chest contains ten alchemical concoctions, three enchanted books, 
  two enchanted wands, and nine scrolls (three Air magic, two Fire magic, one Earth magic, two 
  Water magic, one Shaman spells).
  49. A metal lattice tower, 100 FT high by 15 FT on each side. The tower is on a 5 FT foundation 
  of green stone. Five copper bells hang at 60 FT, 70 FT, and 80 FT. The bells are rung by Harpies of 
  Hell every twelve hours. An encounter occurs here on 1d12 rolls GTET 8.
  50. A 14 FT by 6 FT red soapstone altar dedicated to Amayon. The altar stands on a 25 FT by 
  15 FT stone block reached by six steps. Black pendants are on metal poles on each corner of the 
  block. A pile of unidentifiable bones is heaped on the altar. If the bones are burned they come 
  together to form a Skelatal Warrior (HD4, AC24) under the control of the person making the fire 
  (persists 2d100 hours).
  
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  51. A 15 FT by 9 FT by 7 FT high cairn of white and blood-red stones. Beneath the stones the 
  body of Elochad (good male Elf, Priest L15, deceased 827 years) is found uncorrupted; he is 
  buried with studded leather armor AC+15, leather gauntlets AC+6, an open-face helm AC+10, an 
  enchanted ring, an enchanted staff, two vials Holy Water, and prayer beads. An evil person touch-
  ing the cairn receives an hp1d8 electric shock (save 1d20 GTET [32-Stamina]).
  52. A solid clear crystal, 30 FT high by 10 FT on each side, the top rounded off. Inside the crystal 
  is an 18 FT white ivory carved dragon ridden by a 3 FT black ivory Diabolic General. The crystal 
  sits on a paved area 25 FT along each side. A brass plaque states the crystal is a monument to the 
  ride of General Heorg (deceased 910 years) over Adelchec in the Corofei universe.
  53. [1] A diamond-shaped vertical shaft, 20 FT long by 12 FT wide, the shaft is 80 FT deep. A 
  wood hatch at the bottom gives access to a tunnel in which a natural underground river flows. [2] 
  A den of Infernal Hounds, having 1d20 rooms and 3d20 Hounds (one quarter are pups).
  54. A two-story brown stone building with a copper roof, entered through an adamantine portcul-
  lis. The building stores 180 whips, 108 bolos, 82 garrotte cords, 64 weighted nets, 210 coils of rope 
  (50 FT), 46 rope ladders (100 FT), 91 two-person tents, 44 four-person tents, 10 twelve-person pa-
  vilions, harneses for 77 beasts (horses, oxen, etc.), and 114 saddles. The garrison consists of three 
  Oduru, a squad of Ladatajas, five Zoybim, and six Centaurs of Hell.
  55. Belyzabel Temple, dedicated to Lucifer. An eight-sided one-story black stone building with 
  black slate roof and silver dome. Twenty black stone columns stand in front, 20 FT high, carved in 
  the image of coiled Cottonmouth snakes. The temple has five interior rooms and ten underground 
  rooms. The worship area includes a two 10 FT blue stone altars, 20 FT gold  and 12 FT silver stat-
  ues of Lucifer, a 10 FT diameter pool of Unholy Water, four statues of Hulden holding flares, and 
  four tapestries of Lucifer with his feet on the world (each 15 FT by 10 FT). The temple is tended by 
  Guenloie (male Stone Giant, HD8, Priest L9), Quentataccus (Gargoyle, HD5, Priest L4), Partanian 
  (Type 6B Devil), and Hludic (Ordinary Devil). A kennel holds three Garm (HD5, AC22).
  56. Stoimar’s Arch. A rectangular wood structure, 50 FT long by 35 FT high by 10 FT thick, the 
  embedded arch being 15 FT high by 20 FT wide at the base. The arch interior is faced with a thin 
  layer of beaten gold leaf. Four gold shields painted with the Arms of Amayon hang on the struc-
  ture. The wood is six inches thick, the interior space filled with a poisonous gas (effect in 1d10 
  rounds, range 50 FT, fatal, save 1d20 GTET [32-Stamina] checked every minute of exposure).
  57. Plettian, an open-pit adamantium ore mine, 800 FT by 300 FT by 215 FT deep. Four one-story 
  wood buildings, a three-story wood building, two 40 FT wood cisterns, a one-story stone build-
  ing housing a forge, and four sturdy hoists are on the surface. The mine is managed by Werenfrod 
  (evil male Lycanthrope, Leopard HD5, Master Miner, Warrior L10). The staff consists of twen-
  ty-four Common Devils, twelve Ordinary Devils, eight Type 6A Devils, fifteen Type 6B Devils, 
  six Centaurs of Hell, and eight Zoybim. Sixteen tons of ore are available on site. An underground 
  vault holds thirty adamantine ingots, ten gold ingots, four silver ingots, forty-two iron ingots, and 
  fourteen copper ingots.
  58. Kurthir’s Crypt. Black stone stairs lead underground to an adamantine door (keyhole, -10 open 
  lock). The tomb consists of five rooms. One room has a copper brazier burning incense (Wraith, 
  HD10, HP100), one room has four kneelers and a silver idol (14,393 GP) of Amayon, and one 
  room has an enchanted circle inscribed on the floor (aura of evil). A secret stone panel (-6 to find, 
  -5 open) leads to the sarcophagus of Aigal (pet cat, Ghost, HD4). A secret stone panel (-8 to find, 
  
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  -6 open) leads to the sarcophagus of Kurthir (evil male Human, now Lich, HD12, Air-Fire-Earth 
  Wizard L18). A shaft under Kurthir’s tomb leads to a treasure chamber with 74,000 GP, 35,800 SP, 
  350 gems (minimum 5000 GP), twenty rare pieces of art (minimum 15,000 GP), four enchanted 
  weapons, three enchanted books, three enchanted rings, an enchanted Staff and Wand, and ten 
  potions.
  59. A 15 FT by 6 FT six-sided door frame constructed of electrum is located on a 14 FT by 20 FT 
  stone block, 20 FT off the ground, reached by wooden stairs. A red wood door (aura of evil) is in 
  the frame, with a keyhold (-5 open lock) and a padlock (-8 open lock). Mortals passing through 
  the door take on the shape of Flying Medusa Monkeys for the subsequent 2d100 hours (save 1d20 
  GTET [34-Will]).
  60. [1] A half-mile straight wall consisting of a stone section 14 FT high by 5 FT thick support-
  ing a bronze metal section 10 FT high by 2 FT thick. A six inch knife blade is attached to the top. 
  There are no openings in the wall. A 30 FT stone statue of a Type 6E Devil is attached to each end 
  of the wall. [2] A large roosting tree belonging to a tribe of the Harpies of Hell, ruled by a Harpy 
  Matriarch. The tree has five wood platforms among the branches, the Matriarch and her guards 
  occupy the top platform.
  61. Dorsallo, an iron ore mine. The mine consists of three vertical shafts to four underground lev-
  els. There are five one-story wood buildings, a two-story stone building, a 20 FT stone cistern, two 
  one-story stone buildings housing forges, and four iron-frame hoists on the surface. The mine is 
  managed by Brochwel (Type 6A Devil, Master Miner). The staff consists of forty Common Dev-
  ils, nineteen Type 6B Devils, six Ogres, ten Bugbear slaves, and eight Zoybim. Guebrica (neutral 
  female Human) is a skilled Healer and Surgeon.
  62. Fort Whelashgam. The fort is a four-story keep surrounded by a 40 FT black stone wall (six 
  towers each 70 FT high), enclosed in a 20 FT moat of flames. Two outer guard towers allow access 
  over metal drawbridges. The fort commander is Barragh (Hulden). The garrison consists of twen-
  ty-one Ordinary Devils, twenty Type 6A Devils, ten Type 6B Devils, fourteen Type 6C Devils, nine 
  Oduru, two squads of Ladatajas, twenty-four Harpy of Hell archers, and thirteen Zoybim.
  63. An oval cairn constructed of black and ochre stones, the pile is 20 FT long by 11 FT wide by 6 
  FT high. A smooth granite headstone is marked with ‘Seminsille, Fallen Hero, Patriot of Largon.’ 
  Seminsille’s (good male Half-Ogre, Warrior L17, deceased 1105 years) bones have turned to dust; 
  his Wraith (HD9, AC50) is bound to within one-quarter mile of a silver Dirk +1 found inside the 
  cairn.
  64. A 25 FT circular pool of water surrounds five white stone columns, arranged with four 15 FT 
  columns around a 25 FT central column. A 25 FT statue of a Diabolic General in plate mail is on 
  the central column, with four 15 FT statues of Hulden (Diabolic Officers) on the outer columns. 
  A plaque states the statues commemorate General Paraphion (deceased 4681 years) at the Battle 
  of Zulgis Rift (the river Norclan in the Elimgal universe). A mortal who climbs the columns and 
  touches any statue can take on the form of a Type 6A Devil three times (each 30 minutes, expires 
  in 1d100 hours, save against ability 1d20 GTET [35-Will]).
  65. A circular vertical shaft, 22 FT across by 717 FT deep, the bottom 30 FT is filled with cold 
  water.
  66. Dallaxtus Library. An L-shaped four-story grey stone building with a front plaza and twenty 
  steps. The entrance is flanked by pewter statues of Sphinxes. The library holds an extensive collec-
  tion of music scores collected from across the Celestial Spheres, along with texts on the construc-
  tion of musical instruments, music theory, composition, and the use of music in magic and reli-
  gious ritual. The Head Librarian is Cealwind (Cyclops, HD8). The staff consists of sixteen Centaur 
  of Hell, nine Minotaur of Hell, six Medusa, ten Common Devils, three Type 6A Devils, a Type 6C 
  Devil, and twelve Zoybim. A patrol of an Oduru and a squad of Ladatajas stops every 1d20 hours.
  
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  Circle 6 Southwest Map
  1. [1] A circular bonfire, 15 FT wide, the flames are 10 FT high. The fire is kept burning by four 
  Bugbears (HD4) who scavenge wood from the forest. [2] A den of Infernal Hounds, having 1d20 
  rooms and 3d20 Hounds (one quarter are pups).
  2. A one-story red brick building with copper roof, with six interior rooms. Three rooms are 
  unused (garbage-filled), one room has six pairs of wall manacles, and one room has a hearth, 
  wood tables and benches along with six barrels of mead. The sixth room is equipped as a torture 
  chamber with two racks, a whipping post, a water-torture chair, a crushing table, a rack of whips, 
  a rack of padded clubs, two copper braziers burning charcoal, a rack of brands, and a table with a 
  surgical kit. On 1d12 rolls GTET 8, the room with manacles is occupied by Calvagh (good male 
  Human, Crusader L9) and Jirminia (good female Human, Warlock L11), and the torture room is 
  occupied by an Oduru, three Type 6C Devils, and a Zoybim.
  3. A large wood barn filled with six thousand pounds of cured leaf tobacco and forty barrels of 
  processed snuff (250 GP/pound). The barn is tended by four Ordinary Devils. On 1d12 rolls 
  GTET 7, two Oduru are present.
  4. A 25 FT high mound shaped like the head of a horned Goat, 200 FT across. Stone steps go 
  up the west and east sides. The top is covered in saw-grass, grazed by 4d12 Golden Ram (HD3, 
  AC20). If the grass is searched Adventurers find a Spear +1 (Returning) and a Cutlass +2 (sil-
  ver-bladed, Snake Slayer) on 1d20 rolls GTET 16.
  5. [1] A two-story stone house, occupied by Katyushka (neutral female Human, Seer, Shaman L8), 
  her half-sister Bedche (evil female Half-Elf, Rascal L6), and manservant Eyvindor (male Human, 
  Warrior L9). Katyushka sells a bottle of vapor that puts any Type 6 Devil to sleep 1d6 hours (cost 
  315 GP). On 1d20 rolls GTET 17 she has a vision that one of the Adventurers gains an Altered 
  Realities (wish) from a Diabolic General by winning a game of chess. [2] A large roosting tree 
  belonging to a tribe of the Harpies of Hell, ruled by a Harpy Matriarch. The tree has five wood 
  platforms among the branches, the Matriarch and her guards occupy the top platform.
  6. A 20 FT diameter circular shaft, 315 FT deep. Below 30 FT many sharp iron spikes protrude 
  from the sides (about 4 FT apart). Three small cave rooms are in the sides, one at 110 FT, one at 
  180 FT, and one at 245 FT. The bottom 10 FT is covered in warm pitch.
  7. The overgrown ruin of Fort Tremhaold, destroyed 2588 years ago. The only remaining struc-
  tures are part of the dry moat, the botton 20 FT of a tower, the foundation of two stone build-
  ings, a covered well, several sections of perimeter wall (up to 25 FT high), and four underground 
  rooms. The area is occupied by Giant Scorpions (HD4, AC40), Salamanders (reptile, HD2), and 
  Giant Rats (HD1), and infested by Scorpion Flies (HD3) and Flesh Flies (HD2).
  8. Three 50 FT by 60 FT stone pens, each holding 1d20 Giant Ferrets (HD2, AC20, bite 1d6, 2 
  claws 1d8). Two one-story wood buildings store ferret-food, hoods, harnesses, prod sticks, and 
  assorted tools. The animals are tended by 1d8 Dopplegangers (HD5, appears as Type 6A Devils).
  9. Aderet’s Forge. A one-story stone building with black slate roof housing three 5 FT anvils and 
  a casting line. The forge is operated by Aderet (male Ettin, HD6, Master Smith), with two Com-
  mon Devils, an Ordinary Devil, an Ogre, and two Zoybim. Aderet specializes in forging hatchets 
  
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  and axes; he carries a heavy double bladed Axe +3 (2d8 damage, limb crushing on roll GTET 17). 
  There are twenty-eight hatchets, seventeen single-blade axes, and eleven double-bladed axes. A 
  vault (-5 open lock) holds ten enchanted axes.
  10. A 4 FT by 3 FT natural tunnel leads underground to a nest of 3d100 Fire Breathing Ants (HD1, 
  AC12). The nest has forty-six rooms arranged on six levels. The Queen Ant (HD4, AC30) is on the 
  fourth level, guarded by ten huge warriors (HD3, AC20).
  11. [1] Farthacat Dungeon. A one-story black stone circular building with four interior rooms. A 
  secret trapdoor leads to two underground levels; the upper level has nineteen rooms, the lower 
  level has fifteen rooms. [2] A den of Infernal Hounds, having 1d20 rooms and 3d20 Hounds (one 
  quarter are pups).
  12. [1] The ruins of a tannery. The building has a stone foundation and wooden walls that are 
  rotted with holes. The stone vats are filled with noxious chemicals (acid) and refuse. The metal 
  equipment is rusted and useless. The stench is gagging (save 1d20 GTET [32-Stamina]). A Basilisk 
  (HD4, AC22, stoning gaze) is found here on 1d12 rolls GTET 7. [2] A large roosting tree belong-
  ing to a tribe of the Harpies of Hell, ruled by a Harpy Matriarch. The tree has five wood platforms 
  among the branches, the Matriarch and her guards occupy the top platform.
  13. Sabigotha’s Tomb. White stone stairs descends to a stout wood door (padlock, -5 open lock). 
  The tomb consists of seven rooms. Two rooms are bare, two rooms have collapsed walls and are 
  filled with mud (fungi on the walls), one room has a wood altar covered in red algae with six rust-
  ing spears, and one room has two large tapestries. Sabigotha’s crypt is behind an adamantine door 
  (keyhole, -10 open lock); Sabigotha’s (evil female Elf, Sage, Seer) bones are under a copper plate 
  embedded in the floor; removing the plate releases poisonous gas (sleep 1d20 hours, save 1d20 
  GTET [32-Stamina]). Two Shaman spell books and two enchanted books are buried with her.
  14. An oval pool of water, 65 FT long by 25 FT wide, 6 FT deep at the center, surrounded by a light 
  blue stone rim. A 10 FT statue of the hero Deregaer (also known as Achilles) stands on a pedestal 
  in the pool. A mortal who completely submerges in the pool for one minute becomes immune to 
  ordinary (non-enchanted) missiles for 1d100 hours.
  15. Uehahad Post, headquarters of Infernal Legion XXVII (General Guzalu). The post consists of 
  three circular two-story stone buildings, three L-shaped one-story wood buildings, a wood gazebo 
  over a an alter to Lucifer, and a wood bell tower. The post is surrounded by 25 FT stone wall. A 
  gatehouse has three adamantine portcullises. The post commander is Kolbennin (Hulden). The 
  garrison consists of fifty Type 6A Devils, sixteen Type 6B Devils, eleven Ordinary Devils, eight 
  Oduru, two squads of Ladatajas, two squads of Harpy of Hell archers, and ten Zoybim.
  16. The remains of a crashed airship, 320 FT long by 60 FT across, with four decks. The copper 
  underside and lower deck is crumpled and inpassible. The top deck has a pilot house at the front 
  and a four-room deck house. Three masts are broken and lay across the deck, along with their 
  sails. Twenty rooms on the second deck are accessible. Twelve rooms and the 220 FT cargo hold 
  are accessible on the third deck. The ship had been carrying a cargo of rare silks and satin, leather 
  goods, spices, and exotic dried fruit. The wreck is being secured by three Oduru and two squads of 
  Ladatajas on 1d12 rolls GTET 9.
  17. A three-story wood building with slate roof. The building stores records and houses thirty-six 
  Zoybim clerks. The office is managed by Bouslous (Type 6B Devil) and Ferwoad (Minotaur of 
  Hell). A patrol of an Oduru and a squad of Ladatajas stops here every 1d20+1d12 hours.
  
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  18. A 2 FT glass canister of pure salt fastened to the top of a 6 FT white stone. A Garm is found 
  nearby transformed into salt. A mortal touching the pillar is petrified (transformed to salt) 1d100 
  seconds after touching the pillar (save 1d20 GTET [32-Stamina], per touch).
  19. [1] A wildfire is burning in the brush across a rectangular area, three-eights of a mile long by 
  one-quarter mile across; the trees are unaffected. Adventurers crossing the area suffer hp1/five 
  minutes exposure. [2] A large roosting tree belonging to a tribe of the Harpies of Hell, ruled by a 
  Harpy Matriarch. The tree has five wood platforms among the branches, the Matriarch and her 
  guards occupy the top platform.
  20. A ruined one-story stone building with partial roof. The building has six intact rooms which 
  have been converted into living quarters by Prislev (male Ettin, HD6), his wife Radostta (female 
  Ettin, HD4), and their juvenile sons Jeorg (HD3) and Matheus (HD4). They have thirty-four 
  wholesome meals, sixteen gallons of wholesome water, five gallons of beer, and one miscellaneous 
  enchanted item.
  21. A wet mire and bog area, one quarter mile on each side. Adventurers crossing the area become 
  stuck in the mud (save 1d20 GTET [30-Strength], checked every 250 FT). An encounter occurs 
  here on 1d12 rolls GTET 4.
  22. A one-story wood building with copper roof. The hostel consists of a large common room, 
  small kitchen and storeroom, six two-person rooms, two four-person rooms, and three one-per-
  son rooms. The rooms are free to mortals bearing badges authorizing them to cross the Sixth 
  Circle. The hosteler is Karullian (Zoybim), assisted by two Common Devils.
  23. Three large one-story wood buildings form a woodworking shop that builds siege equipment 
  such as ballista, trebauchet, onagers, climbing ladders, rolling towers, and mobile bridges. The 
  workshop manager is Xzolek (Type 6E Devil). The workers are nine Common Devils, eleven Cen-
  taurs of Hell, three Minotaurs of Hell, two Ogres, eight Bugbear slaves, four Type 6A Devils, and 
  four Zoybim.
  24. [1] A circular area three-eighths miles in diameter. Mortals crossing the area hear loud con-
  tinuous wild laughter that causes confusion (save 1d20 GTET [32-Will], checked every 5 minutes; 
  save rolls of 1result in 1d100 hours insanity). [2] A den of Infernal Hounds, having 1d20 rooms 
  and 3d20 Hounds (one quarter are pups).
  25. A rain of fire occurs in a cruciform area three-eighths mile along each axis by one-eighth mile 
  across. Adventurers crossing the area suffer hp1/minute. The fire does not ignite the underbrush 
  or trees.
  26. A two-story grey stone building with metal roof with two underground levels built around 
  an open courtyard, the building is entered through two adamantine portcullises. The office man-
  ager is Bruattar (Hulden). The building houses twenty-one Zoybim, eight Centaurs of Hell, two 
  Medusa, six Type 6A Devils, and seven Common Devils. The garrison is two Oduru with tweleve 
  Ladatajas. The vault holds 110,525 GP in coins, 78,390 SP, 4286 platinum pieces, 45 tin ingots, 8 
  electrum ingots, 33 silver ingots, 12 gold ingots, 20 copper ingots, a coffer of  732 assorted gems 
  (value 1d100*1d100*1d8 GP), six enchanted books, nine pieces of enchanted armor, ten enchant-
  ed swords, four enchanted weapons, and five enchanted Rings.
  
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  27. [1] A natural stone tunnel, 6 FT by 7 FT, leading to an underground room occupied by five 
  Death Beetles (HD6, AC44, fatal poison). A quiver of ten Arrows +1 is found among the cave re-
  fuse. [2] A den of Infernal Hounds, having 1d20 rooms and 3d20 Hounds (one quarter are pups).
  28. A T-shaped area, the shorter segment is one-quarter mile long by one-eighth mile; the longer 
  segment is three-eighths miles long by two-tenths mile across. The perimeter is marked with a 
  line of 2 FT black wood posts, 50 FT apart. Mortals crossing the area have their Agility statistic 
  reduced by 1d8 points for the subsequent 1d100 hours (save 1d20 GTET [30-Will], checked every 
  5 minutes).
  29. An S-shaped pool of water, 120 FT long by 35 FT wide, 10 FT deep at the center. The pool is 
  bordered by a rim of aqua sandstone. Zoybim statues holding torchers stand every 40 FT around 
  the perimeter. A school of 2d100 Piranha (HD2, AC22) appear 1d100 seconds after a mortal en-
  ters the water.
  30. Orphasha’s Excavations. Two violet stone obelisks are on the surface, a trap door in the ground 
  between them leads to the second level (covered in leaves and dirt). The dungeon consists of five 
  underground levels. The uppermost level has sixteen rooms and is oriented to the northwest of the 
  obelisks, the second level has ten rooms and is oriented to the northeast, the third level has four-
  teen rooms and is oriented to the southeast, the fourth level has twenty-four rooms and is oriented 
  to the southwest. The fifth level is a single huge cave room directly beneath the obelisks, there are 
  three water-filled ponds in the room, along with a partially-constructed temple to Amayon. The 
  dungeon is occupied by Killer Bees, Boobrie Birds, Chimeras, Ettin, Gargoyles, and Mauther-
  doogs.  A person quickly touching the left obelisk four times is teleported to a magic circle on the 
  fourth level.
  31. Dympha’s Tomb. A 4 FT by 6 FT natural stone tunnel leads underground to a copper door 
  (padlock, -4 open lock). The tomb consists of four rooms on one level, with a hidden door leading 
  to a lower burial chamber. One room has a rotting wood altar to Lucifer, one room has two weav-
  ing looms, one room has shelves filled with carved wooden figures (toys/dolls), and one room has 
  wooden chests filled with woman’s clothing and bedding. The burial chamber has an amber glass 
  sarcophagus holding Dympha’s (evil female Human, Shaman L14) bones; the lid is sealed in wax – 
  opening the lid releases poisonous gases (save 1d20 GTET [32-Stamina]). Dympha is buried with 
  an enchanted book and two spell scrolls (one with eight Basic Shaman, one with three Lesser and 
  one Greater Magic Shaman spells). On 1d12 rolls GTET 7 an encounter occurs with three Specters 
  (HD7, AC80).
  32. A 5 FT by 4 FT natural tunnel leads to a six-room underground cave complex occupies by 
  fourteen Yassakko’s Spiders (HD5, AC30, cold breath). One room is filled with rotting toadstools, 
  one room has a ruined alcohol still, one room has a small waterfall, and one room is crusted in 
  quartz crystals. A backpack found in the caves has three ropes (80 FT), ten iron spikes, mallet, 
  bullseye lantern, six oil flasks, hacksaw, lock probe, and ten-inch silver mirror.
  33. Shelf fungi grow on the trees in a circular area one-quarter mile across. Poisonous spore clouds 
  are released when mortals enter the area (hp2 lung damage/minute exposure, save 1d20 GTET 
  [30-Stamina] checked/minute). The fungi explode (1d10, range 8 FT) when exposed to flame or 
  fire.
  34. The ruined remains of a one-story stone building open to the sky. Sections of wall have col-
  lapsed in ten rooms, and eight rooms are intact with damaged furniture. The area is occupied by 
  eighteen humanoid Skeletons (7 FT, HD1, AC15) armed with scythes.
  
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  35. [1] Eight Salamanders (HD2, AC12, reptiles) live in the tops of three trees. [2] A large roosting 
  tree belonging to a tribe of the Harpies of Hell, ruled by a Harpy Matriarch. The tree has five wood 
  platforms among the branches, the Matriarch and her guards occupy the top platform.
  36. The ground across a rectangular area one-half mile long by three-eighths mile is heated by 
  underground magma. The surface temperature is 170 degrees. Mortals crossing the area suffer hp1 
  every ten minutes and have their effective Agility reduced by 4 points (save 1d20 GTET [32-Stami-
  na] checked every three minutes).
  37. A 70 FT wood tower with a 20 FT by 20 FT room at the top. A mechanical flare mechanism 
  is mounted to the roof. The tower is occupied by an Oduru and four Ladatajas. The tower is 
  equipped with ten smoke grenades, ten 1d12 explosive grenades, three grenades with blindness 
  powder (effect 1d100 minutes, save 1d20 GTET [32-Stamina] checked/minute), and four grenades 
  with retching agent (effect 1d100 minutes, save 1d20 GTET [35-Stamina] checked/minute).
  38. Sextiano Arena. A 200 FT circular open-air arena surrounded by fifteen seating tiers under a 
  wood canopy, the arena surrounded by a 40 FT dry moat. The arena is used for training and duels 
  between Type 6 Devils. On 1d20 GTET 14 a match is in progress between two Type 6E Devils and 
  six Type 6A Devils; the audience consists of 1d100 Ordinary Devils, 3d20 Common Devils and 
  Zoybim, 2d20 each 6A, 6B, 6C Devils, and 1d12 each Hulden, Oduru, and Ladatajas.
  39. Mausoleum of Yeshasher. A one-story ochre stone building with white stone roof and copper 
  door (padlock, -8 open lock). Yeshasher’s (Oduru) remains lay on a 10 FT copper plate bolted to 
  the roof (ceiling niche). The interior is painted in scenes of Oduru and Ladatajas fighting frog-like 
  creatures in a swamp. Yeshasher is buried with an item of enchanted clothing and an enchanted 
  Wand.
  40. [1] Six Zoybim (HD3) are found roasting a bovine creature on a spit over a large fire pit. [2] A 
  den of Infernal Hounds, having 1d20 rooms and 3d20 Hounds (one quarter are pups).
  41. A one-story white stone building with thatched roof. The house is occupied by Dovacactus 
  (neutral male Half Elf, Noble, Sage), a collector of rare ivory carvings. He is travelling to Kward-
  dur Post (Southwest #58) to try and buy a carved armorpecker figure by the Master Carver Neacal 
  (273 years old, value 18,050 GP).
  42. A 14 FT by 6 FT red stone altar dedicated to Amayon, on three 6 FT dark green stone ped-
  estals. The altar is on a paved area 30 FT by 20 FT. A 3 FT diameter depression on the top holds 
  Unholy Water. On 1d12 rolls of 12 a Type 6D Devil is found sacrificing three Killer Hares.
  43. A two-story building constructed of translucent stone blocks with a slate roof. The upper floor 
  is a single room with five archery targets. The following are stored in the upper room: thirty-six 
  Long Bows, fifteen Cavalry Bows, twenty-three Short Bows, eighteen Crossbows, ten hand-sized 
  Bolt Throwers, twenty-four Sling Shots, five slings, forty-one Throwing Stars, and six Bolos, along 
  with thirty pieces of ammunition for each. The lower floor consists of five rooms occupied by three 
  Oduru and nineteen Ladatajas.
  44. Phiere Dungeon. A white stair leads to three underground levels. The uppermost level has 
  thirty-six rooms, the middle level has sixteen rooms, and the lower level has thirteen rooms. One 
  room has a steam-powered dragon statue, one room has gravity reversed (ceiling), one room is an 
  armory of spears, one room has an organ that plays fear-inducing music, one room has six boxing 
  
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  golems, and one large room is occupied by twenty Zombies engaged in a ball kicking contest. The 
  dungeon is occupied by Giant Alligators, Aitvaras, Giant Vampire Bats, Cockatrice, Earth Elemen-
  tals, Lycanthropes (Rat and Tiger), and Giant Psychic Snails.
  45. Adventurers come across the petrified (stoned) remains of six Lycanthropes, caught in trans-
  formation from man to bear.
  46. Quaerold Manor. The ruined shell of a T-shaped three-story manor. The upper floors have 
  collapsed together in the shorter segment (large rubble pile). Ten rooms remain on the uppermost 
  floor, fifteen rooms remain on the second floor, and eight rooms remain of the ground floor. A 
  library room on the second floor contains 1842 volumes related to building and construction tech-
  niques. The ground floor is occupied by four Sirens (HD3, AC20, mesmerizing, beauty illusion).
  47. [1] Surface pools of bubbling acid are found throughout a region one-half mile long by one-
  eighth miles across. The acid pools are 2d100 FT apart. The atmosphere in the area contains con-
  centrated acid mists; exposed mortals suffer hp1 per 30 seconds and suffer 1d100 hours blindness 
  (save 1d20 GTET [30-Stamina], checked every three minutes). An encounter occurs here on 1d12 
  rolls GTET 6. [2] A large roosting tree belonging to a tribe of the Harpies of Hell, ruled by a Harpy 
  Matriarch. The tree has five wood platforms among the branches, the Matriarch and her guards 
  occupy the top platform.
  48. The palace of Bifrons, Duke of Hell. The palace consists of an H-shaped two-story black stone 
  building, with two underground levels. A group of twenty Tangle Trees (HD3) is north of the pal-
  ace. A manicured lawn is south of the palace, with small flower beds surrounding five white stone 
  statues. Bifrons’ Seneschal is Mekehley (Type 6E Devil). The staff consists of nine Ordinary Devils, 
  fifteen Centaurs of Hell, three Harpies of Hell, seven Minotaur of Hell, four Oduru, nine Type 6B 
  Devils, eleven Type 6C Devils, two Medusa, two Naga, and fourteen Zoybim. Bifrons is known to 
  collect rare books of poetry, and is particularly fond of classic Elven poets.
  49. [1] A square area one-quarter mile along each side is filled with numerous sulphur vents. Each 
  vent is a yellow cone, 4 FT to 8 FT high by 8 FT to 12 FT across at the base, with 3d20 FT between 
  cones. The vents continuously release sulphur vapor and noxious gasses, visibility is reduced to 
  25 FT. Mortals crossing the area (range 250 FT from perimeter) suffer hp1/minute exposure (save 
  1d20 GTET [30-Stamina]). [2] A den of Infernal Hounds, having 1d20 rooms and 3d20 Hounds 
  (one quarter are pups).
  50. A rectangular area, three-eighths miles long by one-quarter mile across. The area is seeded 
  with 2d8 explosive mines (range 6 FT, one-quarter damage on 1d20 roll GTET [32-Agility]). An 
  Adventurer crossing the area crosses a buried explosive mine every 1d100 FT.
  51. Red Tomb of Rycarius. A red stone stair leads down to a stone door; the next room has three 
  stairs down to separate hexagonal burial chambers. One chamber has four wood coffins of Feu’ur 
  Trolls, one chamber has two wood coffins of Zombie Masters, and one chamber hold the sar-
  cophagus of Rycarius (Olympian Sphinx). The tomb is occupied by a Wraith (HD10, AC120, cold 
  touch, panic gaze) and three Spirits (HD5, AC35, panic gaze). The tomb holds forty black pearls 
  (1d12*1500 GP), ten rubies (1d20*2000 GP), 18,033 GP, six valuable paintings (each valued at 
  10,000+[1d100*50] GP), two enchanted weapons, two enchanted Chain Mail armor, two enchant-
  ed items of clothing, and three miscellaneous enchanted items.
  
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  52. Gaol of Uvaise. A four-story brown stone building constructed around an open  courtyard.  
  Two iron statues of Lucifer stand outside the entrance. The gaol is entered across a metal draw-
  bridge. The fourth floor has thirty cells, the third floor has forty-seven cells, the second floor has 
  fifty-two cells, and the ground floor has twelve cells. The Warden is Jeroshkerk (Type 6E Devil). 
  The staff consists of twenty Common Devils, a Hulden, seven Oduru, seventeen Type 6C Devils, 
  an Ogre, a Troll, and five Zoybim. The most important prisoners are Kazesmir (Centaur of Hell, 
  rebel), Ezden (disgraced Diabolic General), Wionamenos (Vampire Lord), and Gordienna (female 
  Fire Giant).
  53. A 320 FT long bare earthen mound in the outline of a Sabre Tooth Tiger. The mound is 22 FT 
  high and 66 FT across at the base.  The warm remains of a large bonfire is in the open central area, 
  along with two bare trees. An encounter occurs in the area on 1d12 rolls GTET 4.
  54. A circular area one-eighth mile across, the perimeter marked with a 3 FT black stone wall. 
  Mortals in this area area petrified [transformed to stone] (save 1d20 GTET [32-Stamina] checked 
  every minute). Adventurers spot 1d8 petrified persons while outside the area on 1d20 rolls GTET 
  [28-Intelligence].
  55. A paved plaza constructed from interlocking red and brown leaf-shaped stones; the plaze is 
  fan-shaped, 225 FT deep by 130 FT across (widest). A 15 FT black stone statue of a Type 6B Devil 
  wielding a hammer stands in the center. When mortals enter the plaza one pound of leather on 
  their persons is rotted each minute. An encounter occurs here on 1d12 rolls GTET 6.
  56. Leffwhine Shrine, dedicated to Samael. A two-story dark brown circular wood building with a 
  bronze dome (crystal skylight). The ground floor has ten bronze columns around a 20 FT bronze 
  statue of Samael standing on two large dogs, holding glowing Flails. The upper floor has twelve 
  bronze columns, a copper-colored stone altar, three bronze braziers burning oil, a wood font hold-
  ing 2 gallons Unholy Water, and three 10 FT silver mirrors in bronze frames. The shrine is tended 
  by Talentina (evil female Human, Priest L16), with Sosanna (evil female Gnome, Priest L9), two 
  Type 6A Devils, and an Ordinary Devil. A hidden compartment in a ground-floor column holds 
  three scrolls (six Devotions, six Mysteries, four Majesties) and two Potions of Greater Healing.
  57. [1] A V-shaped region, each segment is two-tenths mile long by one-tenth mile across. Mortals 
  crossing the region are mired in quicksand (avoid 1d20 GTET [32-Agility], checked every 300 
  FT). Persons caught in quicksand are pulled under in a number of rounds equal to their Agility 
  (escape on 1d20 rolls GTET [34-Strength] checked every round until submerged). An encounter 
  with airborne opponents occurs here on 1d12 rolls GTET 4. [2] A large roosting tree belonging to 
  a tribe of the Harpies of Hell, ruled by a Harpy Matriarch. The tree has five wood platforms among 
  the branches, the Matriarch and her guards occupy the top platform.
  58. Kwarddur Post. The post consists of five one-story black wood buildings with slate roofs, a 
  stone two-story building, a circular gazebo over an altar to Amayon, and four five-story stone 
  towers. The post is surrounded by a wood palisade and entered across a wood drawbridge over a 
  30 FT moat of boiling pitch. A three-story stone tower is outside the moat. The post commander is 
  Paurdym (Hulden). The garrison consists of twenty-two Type 6A Devils, sixteen Type 6B Devils, 
  twelve Type 6C Devils, eight Oduru, a squad of Ladatajas, a squad of Minotaur axemen, and seven 
  Zoybim. The post is supposed to have a collection of fine ivory carvings captured 114 years ago at 
  Weilrock Castle.
  
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  59. Bomhuall’s Quarry. An open pit 620 FT long by 180 FT, 90 FT deep. Two two-story wood 
  buildings are on the surface, with three one-story stone buildings (one holds a forge, one holds 
  blasting caps), a wood cistern, a watch tower, and three sturdy wood hoists. A corral holds twen-
  ty-two huge oxen. The quarry is managed by Bomhuall Lavan (evil male Dwarf, Master Miner, 
  Warlock L8). The staff includes twenty-three Ordinary Devils, sixteen Centaurs of Hell, twenty 
  Minotaur, five Ogres, two Common Trolls, fifteen Bugbear slaves, and nine Zoybim. A chest in the 
  manager’s office holds 8320 GP and 2301 SP.
  60. [1] A rectangular bog, three-eighths mile by one-quarter mile. A surface layer of leaves and 
  debris float on water 1d8+2 FT deep. Mortals crossing the area become stuck in the thick mud 
  (avoid 1d20 GTET [32-Agility] checked every three minutes, stuck persons require 1d20 GTET 
  [32-Strength]/round). Mortals crossing the bog contract a disease (see Codicil of Maladies, save 
  1d20 GTET [34-Stamina], checked every ten minutes of exposure). An encounter occurs here 
  on 1d12 rolls GTET 8. [2] A den of Infernal Hounds, having 1d20 rooms and 3d20 Hounds (one 
  quarter are pups).
  61. A 15 FT by 20 FT treehouse is concealed by vines and leaves, with a camoflauged rope ladder. 
  The treehouse is occupied by Arllelwedth (male Gnome, Rascal L10), he is reconnoitering the Red 
  Tomb of Rycarius (Southwest #51). Arllelwedth has a Cloak of Invisibility, Sword +2 (Paralyzing, 
  save 1d20 GTET [32-Stamina]), Leather Armor AC+16, Leather Gauntlets AC+8, Short Bow, 30 
  arrows (six are +1, two +2), three 1d12 explosive grenades, five smoke grenades, four vials Unholy 
  Water.
  62. A Djinn (Grotgaerd, HD8) is found digging a hole at the base of a tree, he is burying a pewter 
  lamp inside a copper chain wrapped in chains (padlock, -6 open lock). The lamp confines Perskha 
  (female Djinn), the younger daughter of a political rival.
  63. A square area, one-quarter mile along each side containing number geysers. Each geyser is a 
  cone from 6 FT to 10 FT high, 10 FT to 16 FT across at the base, erupting with scaling water every 
  1d20+1d8 minutes (hp1d10 damage). Visibility is limited to 30 FT. Adventurers crossing the area 
  are sprayed with water every 1d6*half-minute (avoid 1d20 GTET [32-Agility]). An encounter with 
  1d10 Wertzel’s Spiders (HD5, AC22, fire breathing) occurs every 1d10 minutes.
  64. A circular metal stair attached to a 100 FT black metal pole (stair to nowhere).
  65. A 8 FT by 8 FT brick-lined tunnel leads to an underground arched vault filled with bleached 
  bones. The vault is occupied by three Rotting Dragons (HD6, AC45, rotting touch/bite) and five 
  Skeletons (HD1, AC10, cutlass). A metal lantern, three flasks of oil, a leather purse with 20 GP, two 
  vials Holy Water, and a silver Holy Symbol are found among the litter.
  66. [1] A circular one-story white stone building with a crystal roof. Magistrate Mynyddeg (Type 
  6E Devil) sits at a judicial bench on a black Dais. The magistrate is attended by a Hulden, an Odu-
  ru, and four Ladatajas. There are three Zoybim clerks sitting at a lower wood table taking notes. 
  [2] A den of Infernal Hounds, having 1d20 rooms and 3d20 Hounds (one quarter are pups).
  67. An orange-red rock, 42 FT high by 18 FT by 28 FT. The entire south face is engraved with im-
  ages of tongues of fire over burning trees, Harpies flying over trees, and Centaurs with lances fight-
  ing agaisnt Infernal Hounds. A 4 FT high gold statue of a flying Harpy is mounted on a shelf on 
  the east side, 16 FT off the ground; a mortal caressing this statue gains the ability to speak Harpy 
  for 1d100 hours, gains the ability to avoid combat with Harpies one time (expires in 1d100 hours), 
  and gains the ability to take Harpy shape for 1 hour (expires in 1d100 hours).
  
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  68. Tithugaul’s Cairn. A 20 FT by 11 FT pile of green and black stones, 9 FT high. A battered 
  giant-sized barrel helm is over an 8 FT wood pole. A giant-sized Javelin +1 is stuck into the stones. 
  Tithugaul’s (male Frost Giant, HD5, deceased 158 years) bones are largely decomposed. A gi-
  ant-sized silver/amber Ring of Frosty Breath is on the skeletal hand and giant-sized red leather 
  Traceless Shoes are on the feet. Good mortals who touch the ring experience 1d12 hours panic 
  (save 1d20 GTET [30-Will]).
  69. [1] A 140 FT wood tower, 25 FT across at the base. Four bronze bells hang 100 FT from the 
  ground. Wood stairs inside lead to a platform at 70 FT. The bells are rung by a Type 6B Devil every 
  eight hours. Mortals inside the tower when the bells are rung suffer 1d10 sound damage (save 
  1d20 GTET [28-Stamina]) and are deafened 1d100 hours (save 1d20 GTET [32-Stamina]).  An 
  encounter occurs here on 1d12 rolls GTET 10. [2] A large roosting tree belonging to a tribe of the 
  Harpies of Hell, ruled by a Harpy Matriarch. The tree has five wood platforms among the branch-
  es, the Matriarch and her guards occupy the top platform.
  70. Tomb of the Three Crusaders. A rectangular structure with an embedded stone arch, the tomb 
  is entered using an elevator concealed by a secret door on the north side (-5 find, -5 open lock). 
  The tomb consists of a circular central room with three side rooms and a circular metal stair down 
  to a circular room with three doors (to the burial chambers). The first side room is filled with 
  sackcloth cloaks, the second side room has four leather-covered kneelers, and the third side room 
  as an 8 FT pool of warm water, 6 FT across. The burial chambers are for Camulorgi (male Human, 
  Crusader of Lucifer L12), Fulthelac (male Half Elf, Crusader of Amayon L14), and Praxawellin 
  (male Human, Crusader of Samael L15). They are buried in their plate mail, with barrel helms, 
  steel gauntlets, and swords. On 1d12 rolls GTET 7 an encounter occurs with four Specters (HD5, 
  AC50).
  71. [1] A round one-story wood cottage stands between two trees, occupied by a male and female 
  Berg Troll (HD9, AC30). The male has a huge axe and he is chopping a cord of firewood. [2] A den 
  of Infernal Hounds, having 1d20 rooms and 3d20 Hounds (one quarter are pups).
  72. Four one-story wood buildings with tin roofs. One building has five hundred ten crates of 
  tubers, truffles, and mushrooms. One building has forty barrels of beef jerky, thirty-six barrels of 
  frozen chickens, eighty-nine barrels of salted pork, and one-hundred eleven barrels of smoked 
  mutton. One building has one hundred sixty-five barrels of vegetables in brine (onions, turnips, 
  carrots, cabbage) and ninety-two crates of tomatoes, cucumbers, peppers, and celery. One build-
  ing is at 40 degrees, it has seventy-four urns of cream, one hundred twenty urns of whole milk, 
  one-hundred ninety wheels of cheese, and sixty-six pounds of butter. The staff includes eight 
  Common Devils, two Type 6B Devils, a Type 6D Devil, five Harpies of Hell, and three Zoybim. A 
  patrol of an Oduru and a squad of Ladatajas stops here every 1d20 hours.
  73. [1] A circular area one-half mile across affected by continuous thunderstorms. Mortals cross-
  ing the area are doused with water at 2 inches/hour and buffeted by gale force winds (40 miles/
  hour). Adventurers are bombarded by 3d6 lightning every 1d12 minutes (avoid on 1d20 roll 
  GTET [32-Agility], checked per person). [2] A large roosting tree belonging to a tribe of the Har-
  pies of Hell, ruled by a Harpy Matriarch. The tree has five wood platforms among the branches, 
  the Matriarch and her guards occupy the top platform.
  74. Lerewald Mine, a hard-rock silver mine. The mine consists of three horizontal levels, each 
  reached by a horizontal shaft; the first level has one-half mile of tunnel, 180 FT below the surface, 
  the second level has one-quarter mile of tunnel, at 344 FT, and the third level has three-eighths 
  
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  miles of tunnel, at 683 FT. Two one-story wood buildings are on the surface, with four sturdy 
  wood hoists and a crushing mill. Ten oxen teams load and move the ore. The mine is managed by 
  Ottenmish (Minotaur of Hell, Master Miner). The mine staff includes nineteen Minotaur, thirty 
  Common Devils, fifteen Ordinary Devils, five Ladatajas, ten Type 6B Devils, two Ogres, a Stone 
  Giant, and fourteen Bugbear slaves. The tool smith is Syrdolf (evil male Dwarf, Warrior L6, Master 
  Smith). A secret room off the first level holds sixteen ingots of iron, thirty-seven ingots of silver, 
  five ingots of gold, eight ingots of electrum, a platinum ingot, a five-gallon barrel of refined mercu-
  ry, and 36,389 SP.
  75. Spire of Whorrenna. A 210 FT pyramid, 60 FT across at the base. The lower 150 FT is made of 
  amber-colored stone, the upper 60 FT of amber glass. An 8 FT glowing sphere is at the top. The 
  base has two copper doors (padlock). Five eight-sided rooms are in the base, connected by metal 
  ladders. One room has six spinning motors and four pneumatic pumps, one room has five bronze 
  statues of Type 6 Devils, one room is a kitchen, one room has a chalkboard mounted on one wall 
  with six wood tables, and one room has nine field cots. An encounter occurs here on 1d12 rolls 
  GTET 8.
  76. A two-story rectangular wood building with copper roof. The ground floor has two dining 
  rooms, a kitchen, two storerooms, two baths, three one-person rooms, and a two-person room. 
  The upper floor has six two-person rooms, four four-person rooms, and two six-person rooms. 
  These rooms are free to mortals authorized to travel the Sixth Circle. The hosteler is Vrochnani 
  (Lycanthrope [Rat]), assisted by two Ordinary Devils and two Zoybim. A Parchment of Amerigo, 
  a Sky Hook, and a 15,600 emerald are hidden (-4 find) under a loose floorboard in one room (un-
  der an armoire). A patrol of an Oduru and squad of Ladatajas stops here every 1d20 hours.
  77. A six-legged metal tower, 130 FT tall, with a 25 FT by 20 FT metal room at the top, reached by 
  three vertical ladders. A mechanical flare mechanism is mounted on the roof. The room is occu-
  pied by four Common Devils, a Type 6B Devil, and a Type 6D Devil. The tower is equipped with 
  twenty javelins (two returning), five crossbows and three-hundred bolts (three Slaying, save 1d20 
  GTET [30-Stamina]), four smoke grenades, and eight 1d12 explosive grenades.
  78. [1] A 40 FT by 20 FT patio paved in red bricks with a the remains of an altar to Samael (broken 
  stone top). Two Luxan Sphinx (Lelchalco and Arnifinnur, HD8, AC60, Earth Mage) are playing 
  chess. [2] A den of Infernal Hounds, having 1d20 rooms and 3d20 Hounds (one quarter are pups).
  
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  ENCOUNTER TABLES
  Fifth Circle Encounters
  Make an encounter check after every mile of travel through the Styx, and after every two hours 
  stopped (camped); see below for travel through the City of Burning Tombs. When an encounter 
  is indicated, determine the result from the Styx Encounter Table. When an encounter occurs to 
  Adventurers in a small boat or canoe the opponent capsizes the boat before attacking directly.
  Styx Encounter Table
  1-12 on 1d12
  1-2 on 1d6
  3-4 on 1d6
  5-6 on 1d6
  1
  1d6 Giant Alligators
  1d8 Manes
  1d4 Zoybim
  2
  1d6 Blister Beetles
  1d10 Manes
  1d4 Type 4B Devils
  3
  12 Blood Sucking 
  Bugs
  1d10 Manes
  1d4 Type 4C Devils
  4
  1d8 Giant Dragonflies
  1d12 Manes
  1d6 Type 5A Devils
  5
  1d8 Giant Poison 
  Frogs
  1d8 Common Devils
  1d6 Type 5A Devils
  6
  1d4 3 Headed Hydra
  1d8 Common Devils
  1d8 Type 5A Devils
  7
  3d10 Giant Leeches
  1d8 Common Devils
  1d6 Type 5B Devils
  8
  3d12 Giant Mosqui-
  toes
  1d8 Ordinary Devils
  1d6 Type 5B Devils
  9
  5d12 Giant Water Rats 1d8 Ordinary Devils
  1d4 Type 6A Devils
  10
  1d20 Disease Ticks
  1d8 Ordinary Devils
  Assura and Nimido-
  ryas
  11
  1d8 Manes
  1d12 Etvaras
  Assura and Nimido-
  ryas
  12
  1d8 Manes
  1d12 Etvaras
  Diabolic General
  Encounter with Whirlpool: Adventurers wading through Styx or crossing by boat encounter the 
  whirlpool Charydis on 1d20 rolls GTET 14, checked every half-hour. Charydis is 25 FT wide and 
  25 FT deep, randomly moving at 2 miles/hour. Adventurers avoid being pulled into Charydis on 
  1d20 rolls GTET [44-Agility-Strength]. A person pulled into the whirlpool drowns after a number 
  of rounds equal to their Stamina (pulls free on 1d20 rolls GTET [34-Strength], checked on a num-
  ber of rounds equal to their Strength. The course of Charydis can be altered using control water 
  spells.
  Encounters flying over Styx: Games Masters should check for encounters after every mile of 
  travel. When an encounter occurs, determine the result using 1d12: (1) 1d100 Giant Mosquitos, 
  (2) 1d100 Hornets, (3) 2d12 Gargoyles, (4) 2d12 Giant Vultures, (5) 2d12 Giant Crows, (6) 2d12 
  Flying Serpents, (7) 1d100 Giant Flies, (8) 1d20 Spectral Bats, (9) 1d3 Wyvern, (10) 1d8 Type 5A 
  Devils, (11) 1d8 Type 5B Devils, (12) a Green or Black Dragon.
  
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  City of Dis Encounter Table
  1-12 on 1d12
  1-2 on 1d6
  3-4 on 1d6
  5-6 on 1d6
  1
  2d8 Ghouls
  1d8 Manes
  Diabolic General
  2
  Rotting Dragon
  1d8 Manes
  Assura and Nimido-
  ryas
  3
  1d4 Lhiannon
  1d8 Manes
  Assura and Nimido-
  ryas
  4
  1d8 Mummies
  1d8 Manes
  1d12 Etvaras
  5
  1d8 Vampires
  1d8 Manes
  1d12 Etvaras
  6
  1d4 Vampire Lords
  1d8 Common Devils
  1d6 Type 4B Devils
  7
  1d3 Visions
  1d8 Common Devils
  1d6 Type 4C Devils
  8
  1d4 Wraiths
  1d8 Common Devils
  1d8 Type 5C Devils
  9
  1d4 Specters
  1d8 Ordinary Devils
  1d6 Type 5D Devils
  10
  1d3 Ghosts
  1d8 Ordinary Devils
  1d6 Type 5E Devils
  11
  1d3 Banshees
  1d8 Ordinary Devils
  1d4 Type 6B Devils
  12
  Lich with Skeletons
  1d6 Zoybim
  1d4 Type 6C Devils
  Make an encounter check after every one-half mile of travel through the City of 
  Burning Tombs, and after every three hours stopped (camped). When an encounter 
  is indicated, determine the result from the City of Dis Encounter Table.
  A Diabolic General travels with 1d3+1 Etvaras, 1d4 Assura, 2 squads of Nimido-
  ryas, and 1d6 other creatures as determined from 1d12: (1) Human, (2) Dwarf, (3) 
  Gnome, (4) Centaurs of Hell, (5) Harpies of Hell, (6) Infernal Hounds, (7) Medusa, 
  (8) Ogres, (9) Troll, (10) Giant, (11) Cyclops, (12) Ettin. Determine the Adventurer 
  class of Humans, Gnomes, and Dwarves using 1d12: (1) Warrior, (2) Warrior, (3) 
  Rascal, (4) Rascal, (5) Warlock, (6) Crusader, (7) Crusader, (8) Priest, (9) Priest, (10) 
  Shaman, (11) Air Wizard, (12) Fire Wizard. Humans, Gnomes, or Dwarves have 
  Adventurer Class levels of 1d6+9.
  Sixth Circle Encounters
  Make an encounter check after every two miles of travel clockwise or for every hour 
  spent stopped in the same location. When an encounter is indicated, determine the 
  result from the River of Blood Encounter Table. Determine the number of creatures 
  using 1d12.
  
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  River of Blood Encounter Table
  1-12 on 1d12
  1-2 on 1d6
  3-4 on 1d6
  5-6 on 1d6
  1
  Giant Beetles
  Blood Leeches
  Type 5D Devils
  2
  G. Musk Beetles
  Canines
  Type 5E Devils
  3
  Giant Rifle Beetles
  Giant Poison Frogs
  Ordinary Devils
  4
  Giant Crocodiles
  Stool Fungus
  Ordinary Devils
  5
  Giant Crocodiles
  Ordinary Minotaurs
  Common Devils
  6
  Flesh Flies
  Stymphallian Birds
  Common Devils
  7
  Flesh Flies
  Manticore
  Type 6A Devils
  8
  Flesh Flies
  Wyverns
  Type 6B Devils
  9
  Snake Flies
  3 Headed Hydra
  Type 6C Devils
  10
  Snake Flies
  Evil Earth Mages
  Specter
  11
  Water Scorpions
  Evil Crusaders
  Wraith
  12
  Mud Snakes
  Evil Priests
  Spirit
  Make an encounter check after every mile Adventurers travel through the Dismal Wood, or for 
  every hour spent in the same location. When an encounter is indicated, determine the result from 
  the Dismal Wood Table. Determine the number of creatures using 2d8.
  Dismal Wood Encounter Table
  1-12 on 1d12
  1-2 on 1d8
  3-4 on 1d8
  7-8 on 1d8
  1
  Harpies
  Hell Hounds
  Diabolic General
  2
  Harpies
  Hell Hounds
  Diabolic Duke
  3
  Harpies
  Hell Hounds
  Type 5C Devils
  4
  Harpies
  Hell Hounds
  Type 5D Devils
  5
  Harpies
  Hell Hounds
  Type 5E Devils
  6
  Harpies
  Hell Hounds
  Type 6A Devils
  7
  Harpies
  Hell Hounds
  Type 6B Devils
  8
  Fungus Beetles
  Poison Spiders
  Type 6C Devils
  9
  Hell Rats
  Lamia
  Type 6D Devils
  10
  Hell Owls
  Basilisk Lizards
  Type 6E Devils
  11
  Hell Boars
  Ordinary Minotaurs
  Type 7A Devils
  12
  Anger Flowers
  Ordinary Minotaurs
  Type 7B Devils
  
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  A Diabolic Duke travels with 3 Type 6E Devils, 5 Type 6C Devils, 10 Type 6B Devils, 10 Type 6A 
  Devils, 5 Zoybim, and 1d10 other creatures as determined from 1d12: (1) Human, (2) Dwarf, (3) 
  Gnome, (4) Centaurs of Hell, (5) Harpies of Hell, (6) Infernal Hounds, (7) Medusa, (8) Ogres, (9) 
  Troll, (10) Giant, (11) Cyclops, (12) Ettin. Determine the Adventurer class of Humans, Gnomes, 
  and Dwarves using 1d12: (1) Warrior, (2) Warrior, (3) Rascal, (4) Rascal, (5) Warlock, (6) Crusad-
  er, (7) Crusader, (8) Priest, (9) Priest, (10) Shaman, (11) Air Wizard, (12) Fire Wizard. Humans, 
  Gnomes, or Dwarves have Adventurer Class levels at 1d6+9.
  A Diabolic General travels with 4 Hulden, 8 Odoru, 20 Common Devils, 20 Ordinary Devils, 12 
  Centaurs of Hell, 10 Harpies of Hell, and 1d8 as determined from 1d12: (1) Human, (2) Dwarf, (3) 
  Gnome, (4) Centaurs of Hell, (5) Harpies of Hell, (6) Infernal Hounds, (7) Medusa, (8) Ogres, (9) 
  Troll, (10) Giant, (11) Cyclops, (12) Ettin. Determine the Adventurer class of Humans, Gnomes, 
  and Dwarves using 1d12: (1) Warrior, (2) Warrior, (3) Rascal, (4) Rascal, (5) Warlock, (6) Crusad-
  er, (7) Crusader, (8) Priest, (9) Priest, (10) Shaman, (11) Air Wizard, (12) Fire Wizard. Humans, 
  Gnomes, or Dwarves have Adventurer Class levels at 1d6+9.
  Encounters Crossing the River of Blood (Stepping Stones or Flying): 4A Games Master should 
  make two encounter checks at one third and two thirds across. When an encounter is indicated 
  determine the result using 2d8: (2) Armorpecker, (3) Giant Vampire Bat, (4) Spectral Bat, (5) Club 
  Tailed Bird, (6) Stinger Bird, (7) Gargoyles, (8) Griffin, (9) Ghost Owl, (10) Winged Snake, (11) 
  Wyvern, (12) Petradon, (13) Water Mocassin Snake, (14) Giant Electric Eel, (15) Flying Fish, or 
  (16) Poison Octopus.
  Encounters Swimming the River of Blood: A Games Master should make three encounter checks 
  at one-quarter, one-half, and three-quarters the way across. When an encounter is indicated de-
  termine the result using 2d10: (2) Giant Clam, (3) Giant Pincer Crab, (4) Needle Fish, (5) Dragon-
  fish, (6) Giant Electric Eel, (7) Porcupine Fish, (8) Scorpion Fish, (9) Swordtail Fish, (10) Hagfish 
  Lamprey, (11) Poison Octopus, (12) Great Pike, (13) Piranha, (14) Ratfish, (15) Killer Shark, (16) 
  Swordfish, (17) Viper Fish, (18) Bull Shark, (19) Spike Fish, or (20) Remora.   
  Encounters with Wizards and Priests
  The following spell and prayer lists are representative of those known by Warlocks, Wizards, Cru-
  saders, and Priests found in Malebolge (Inferno); assume an average SPM value of +4. Although it 
  is unlikely that any spell or prayer-user will be limited by their free casts during a single encounter, 
  the number of free casts of Basic Magic or Devotion prayers is Level+4, the number of free casts of 
  Lesser Magics or Mystery prayers is the same as the Wizard/Priest’s Level, and the number of free 
  casts of Greater Magic or Majesty prayers is Level-4. A Warlock has Level-2 free casts. Treat a Cru-
  sader as having prayers as if they are a Priest 5 levels lower than their actual experience level. Note 
  that encountered Warlocks, Wizards and Priests remain subject to the spell and prayer limitations 
  of Gehenna; for example, an opponent’s ‘Teleportation’ spell does not function. Greater magic and 
  Majesty prayers require 2 rounds to cast.
  AIR WIZARD. Basic: 1d6+4 Attack (Electricty), Audibles, Call Breezes, Detection, Fog Bank, Pu-
  trid Scents, Remote Push, See Invisible, 1d8+4 Sound Blast, Speak Languages, 1d4+4 Steam Breath 
  15 FT, +2 Target Missiles, Telekinesis, Unhearing Ears, Vertigo; Lesser: 2d6+4 Attack (Electricity), 
  1d6+4 Attack (Acid, Cold, Fire), Area Deafen 20x20 FT, Area Silence 20x20 FT, Choke {to uncon-
  sciousness}, Control Winds, Disperse Magic, 3d6+4 Hailstorm 20x20 FT, Hold in Place, Invisibil-
  ity, Levitation, Remove Air 20x20 FT, Summon Air Elemental, Swift Feet; Greater: 2d6+4 Attack 
  (Acid, Cold, Fire), Banshee’s Wail, Ear on the Wall, Flight, Shield of Reflection, Siren’s Song {mes-
  merization}, Teleportation, Wall of Force. 
  
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  GOOD CRUSADER. Devotion: AC+10 Armorskin, Compel Truth, 1d6 Cure Light Wounds, 
  Detect Poisons, 1d10+2 God’s Missile, Immunity to Disease, Minor Escape, Minor Prayer, Speak 
  to Animals; Mystery: Banish Disease, Banish Spells, Deflect Magic, God’s Hammer 20 rounds, 
  1d10+1 Heal Wounds, Restore Sight, Restore Hearing .
  EARTH WIZARD. Basic: 1d6+4 (Acid), 1d4 Acid Slime 1d6 rounds, Bog Down 20x20 FT, De-
  tection, Hole, Open Lock, Remove Paralysis, +1d6+4 AC Rockskin, 1d6 Rotting Hand, Slip-
  pery Surfaces 25x25 FT, 1d4+4 Steam Vent {ground}, Temporary Window 3x3 FT, Telekinesis; 
  Lesser:2d6+4 Attack (Acid), 1d6+4 Attack (Cold, Fire, Electricity), hp2d6 Body of Stone, Breathe 
  Poisonous Fumes, Create Feast, Create Quicksand 25x25 FT, Dark Sight, Hold in Place, Paralyzing 
  Hand, +3 Singing Swords, Summon Giant, +2 TD Terra’s Wrath; Greater: 2d6+4 Attack (Cold, 
  Fire, Electricity), Command Gravity, Gaze of Stone, 4d12 Meteor Cluster 50x50 FT, Permanent 
  Mute, Stone Maw, Summon Earth Elemental, Walk through Solids.
  FIRE WIZARD. Basic:1d6+4 (Fire), Banish Vapors 25x25 FT, Command Fires, Detection, Ex-
  tinguish Lights, 1d8+4 Fire Arrow, Flare {blinding}, Illusory Appearances, 1d12 Magic Grenade, 
  +2 Stng Rage, See Invisible, Smokescreen 20x20 FT, Thermal Vision; Lesser: 2d6+4 Attack (Fire), 
  1d6+4 Attack (Acid, Cold, Electricity), Blindness, Darkness Zone 25x25 FT, Daylight 25x25 FT, 
  Disperse Magic, Fire Ring, Invisibility, Mirage, Mesmirize, Shield versus Fire, Vision; Great-
  er:2d6+4 Attack (Acid, Cold, Electricity), All Seeing Eyes, Blinding Cloud 25x25 FT at 1 hour, 
  Confusion, Eye on the Wall, 3d8 Fire Hail 25x25 FT, Fire Walk, 2d8 Magic Timed Blast, Summon 
  Djinn, X-Ray Sight.
  SHAMAN. Basic: 1d6+4 Attack (Force), -3 Confuse Weapons, Detection, Dominate Person, Hor-
  ga’s Mage Block, Jaco’s Mesmerize, Levitation, Illusion, Mind Speech, Remove Confusion, Minor 
  Sleep, Remove Panic, Waken; Lesser: 2d6+4 Attack (Force), 1d6+4 Attack (Acid, Cold, Fire, Elec-
  tricity), Arrow Volley 1d8 at hp1d3, +3 Aura of Heroism, Cloud the Mind, Disperse Magic, Fear 
  the Reaper, Gregor’s Mage Drain, Hold in Place, Sendd Mage Energy, Stun, True Sight; Greater: 
  2d6+4 Attack (Acid, Cold, Fire, Electricity), Clone Person, Geas, 5d20+20 Imminent Mortality, 
  Minor Time Walk, Spell Permanency, Sleep Zone 25x25 FT.
  WATER WIZARD. Basic:1d6+4 Attack (Cold), Brain Freeze {anti-Wizard}, Create Water, Detec-
  tion, Detect Poisons, Protect versus Cold, Purify, 1d4+4 Sleet Storm 30x30 FT for 10 rounds, Sum-
  mon Haze, Summon Poison Frogs; Lesser: 2d6+4 Attack (Acid, Fire, Electricity), Disperse Magic, 
  3d6+4 Hail Blast 25x25 FT, Ice Encasement, AC+10 Ice Shield, Siren’s Song {mesmerize}, Summon 
  Undine, 3d12 Waterspout for 5 minutes; Greater: 2d6+4 (Acid, Fire, Electricity), 1d12 Blizzard  for 
  10 minutes, Chain Lightning {d20-d12-d10-d8-d6-d4}, 5d8 Hurricane Blast 50x50 FT, Part Water, 
  Summon Water Elemental, Wall of Ice.
  WARLOCK. Bind Breath, Bind Tongue, -3 Bind Weapon, 1d12 FT Displacement, Extinguish, 
  Flame Up, Great Leap, AC+16 Guard Self, Hero’s Race, Hold Up, 1d8 Icy Spray, Ignite, Mists of 
  Fate, Object to Hand, Reveal, Spell Shield {all Basic, others save at+8}.
  EVIL PRIEST. Devotion: Animate Bones, AC+18 Armorskin, -2 Blur Sight, Command Minor 
  Undead, Create Minor Food, 1d6 Cure Light Wounds, 1d4+2 God’s Fist at 6 rounds, 1d10+1 
  God’s Missile, God’s Sword at 5 rounds, Minor Escape, Minor Prayer, Mute, Reveal Hidden, Walk 
  through Fire; Mystery: Animate Bodies, Banish Paralysis, Banish Spells, Deflect Magic, AC+30 
  Divine Armor, 2d8+1 God’s Fire 10x10 FT, God’s Serpent 2xHD5 Venom  Snake, 1d10+2 Heal 
  Wounds, Inflict Panic, Knock Out, Restore Sight; Majesty: Body Restoration, Creature’s Form, 
  2d8+4 Cure Serious Wounds, 4d8+4 God’s Brimstone 25x25 FT {fire}, 5d12+8  God’s Smite {indi-
  vidual}, Extraordinary Escape, Kill, Grand Crusade.
  
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  GOOD PRIEST. Devotion:AC+18 Armorskin, Bar Creature, Command Animals, Compel Truth, 
  Create Minor Food, 1d6 Cure Light Wounds, Detect Poisons, 1d10+1 God’s Missile, God’s Sword 
  at 5 rounds, Immunity to Disease, Know Creature, Minor Escape, Minor Prayer, Mute, Reveal 
  Hidden, +4 Sword Blessing; Mystery: Aura of Calm, Banish Confusion, Banish Disease, Banish 
  Paralysis, Banish Spells, Blind Undead, Detoxify Poisons, AC+30 Divine Armor, 2d12+2 God’s 
  Strike {lightning}, 1d10+2 Heal Wounds, Know Enemy, Minor Banish Infernal, Restore Sight; 
  Majesty: +4 Aura of Heroism, Break Curse, Creature’s Form, 2d8+4 Cure Serious Wounds, God’s 
  Mighty Warrior 2x Warrior L14, Extraordinary Escape, Major Regeneration, 2d8 Mass Heal.
  Non Player Characters
  Rothbert; RACE Dwarf; CLASS Warrior; Level 10; Statistics AGIL17 INTL15 STAM18 STRG16 
  WILL16 hp22; MORAL Good; SOCIAL Gentry; XP TO ADVANCE 18,802; RACE/CLASS ABIL-
  ITY Infrared Vision, Sense Direction Underground, Strike 3 foes, called critical hits [10/day, needs 
  TH roll plus 2]; CARRY LIMIT 200#; DIETY Dergavi (God of Dwarves); GRANTED RELIGIOUS 
  ABILITY None; LANGUAGES Common Dwarvish(r) Gnome
  1d20 Open Lock Simple always Moderate7 Difficult15 {+3 Dwarf-made}; 1d20 Stealth 5; 1d20 
  Pick Pocket 12; 1d20 Find Trap/Door 4; 1d20 Disarm Trap 11; 1d20 Search Area Simple always 
  Moderate7 Difficult16; 1d20 Listen Whisper20FT Speech60FT Shout200FT Door/Whisper18  
  Door/Speech13 Door/Shout08; 1d20 Free Climb Easy always Moderate5 Difficult11 Impossible17; 
  1d20 Gear Climb Easy/Moderate always Difficult6 Impossible12 1d20 Throw Grapple (66 FT) 
  8-15FT always 16-30FT3 31-45FT11 GTET46FT20; 1d20 Identify as Enchanted 17; 1d20 Devil 
  Knowledge 17; 1d20 Appraise Armor always, Weapons 5, Art 11, Tapestry 12, Gems 7, Jewelry 8, 
  Goods 9; GEAR bedroll, backpack 50#, 3*clothing, mess kit, waterskin 1 gal, cold weather cloak, 9 
  torches, flint/steel, flask polishing oil, whetstone, 20 meals, cooking kit, extra blanket, rope 25FT, 
  Cord 10FT, 8 wood stakes, mallet, 4 metal spikes, lock pick +1, wood pole 6FT, 3*chalk, pliers, 
  2*flask oil, first-aid kit, 3*leather sack 30#, 6*fire starters, garlic, Smelling Salts, 3*Wood Wedges, 
  2*Stink Grenades, folding shovel, grappling hook, climbing gear, metal clamp, salve (sticky), whis-
  tle, metal chisel, flask mead, Draught (heal d4), snake repelling powder, pair snowshoes, Draught 
  (AC+10), magnetic compass, salve (fire protective), Liqueur of Heroism (fight+3), Talisman of 
  Protection, Spectacles of Kent (see through solids 6”), Boots of Spider Walking (vertical), Antidote 
  Ring, Water Breathing Ring; Other: natural heal hp1/4 hours, first-aid (4-3-2-1, kit+1)
  AC82 (-11); Padded Hood 1, Padded Shirt 1, Closed-Face Helm 5+6+6 {True Seeing}, Chain Mail 
  Neck Guard 3, Steel Breastplate 10+4, Steel Backplate 5+4, Scale Arm Guards 6+2, Chain Mail 
  Leggings 4, Steel Gauntlets 6+4, Steel Foot Guard 5, Large Steel Shield 8+3
  Damage Rolled   20   19   18   17   16   15    14   13   12   11   10   9   8   7   6   5   4   3   2   1
  Damage Taken     9     8     7     6     5     4      3     2     1     1     1     1   1   1   1   1   1   1   1   1
  1d20 Save 
  AGIL  
  STAM   
  STNG  
  WILL  
  +1 disease-poi-
  son-magic
  Easy 26 
  9 
   
  4 
   
  10 
   
  8 
   
  Moderate 30 13 
   
  8 
   
  14 
   
  12
  Difficult 34 
  17 
   
  12 
   
  18 
   
  16
  
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  Weapon Proficiencies   Dirk, Long Sword, Throwing-Knife, Hand-Dart, Staff, Dwarven Hammer, 
  War Axe, Short Bow, Miner’s Pick, Heavy Mace, Spear, Light Flail ; Carried Dirk (silver blade) d4, 
  Dwarven Hammer+2 d6, Heavy Mace+1 d8, Short Bow/25 war arrows d6
  To Hit L/HD  
  1    2    3    4    5    6    7    8    9    10    11    12    13    14    15    16    17     18
  Warrior/Monster 
  2    2    2    3    4    5    6    7    8    9      10    11    12    13    14    15    16     17
  Priest  
   
  2    2    2    2    2    3    4    5    6    7      8      9      10    11    12    13    14     15
  Wizard  
   
  2    2    2    2    2    2    2    3   4     5      6      7      8      9      10    11    12     13
  Damage +2; TH Brawl L1-3/8 L4-6/10 L7-9/12 L12-14/14 ; Missiles Short07 Medium09 Long11 
  Extreme14 ; Natural 20 critical (TD+2 then – first doubles/second triples/third cleave plus triple/
  fourth cleaves plus kills [35-STAM]); TH+1  Hammer/Axe, TH+2 versus Humanoids; Non-profi-
  cient weapon -4; Two attacks/round vs L4-6, Three attacks/round vs L0-3
  Ghergol; RACE Human; CLASS Warlock; LEVEL 10; Statistics AGIL13 INTL16 STAM20 STRG14 
  WILL15 hp24 SPM+5; MORAL Neutral; XP to ADVANCE 15,093; RACE/CLASS ABILITY acro-
  batics+1, problem solving+1, spell cast and one-handed weapon in same round, spell requires free 
  hand (gesture), face 3 foes [not when casting], called-critical hit (8/day, required TH+2, TH+4 if 
  casting); CARRY LIMIT 170#; DIETY Lokaski (God of Humans); GRANTED RELIGIOUS ABIL-
  ITY None; LANGUAGES Common(r) Gnomish
  1d20 Detect Spells 4 (Basic 4, Lesser 9, Greater 14; element always); 1d20 Detect Prayer 9 (Lokaski 
  only, no category); 1d20 Open Lock Simple always Moderate6 Difficult14; 1d20 Stealth 9; 1d20 
  Pick Pocket 16; 1d20 Find Trap/Door 4; 1d20 Disarm Trap 14; 1d20 Search Area Simple always 
  Moderate6 Difficult15; 1d20 Listen Whisper20FT Speech60FT Shout200FT Door/Whisper18  
  Door/Speech13 Door/Shout08; 1d20 Free Climb Easy2 Moderate9 Difficult15 Impossible fails; 
  1d20 Gear Climb Easy always Moderate4 Difficult10 Impossible17; 1d20 Throw Grapple (56FT) 
  LTET15FT always 16-30FT8 31-45FT16 GTET46FT25; 1d20 Identify as Enchanted 11; 1d20 Devil 
  Knowledge 18; 1d20 Appraise Armor2, Weapons4, Art10, Tapestry9, Gems6, Jewelry7, Goods8; 
  GEAR bedroll, backpack 50#, 3*clothing, mess kit, waterskin 1 gal, cold weather cloak, 9 torches, 
  flint/steel, flask polishing oil, whetstone, 20 meals, cooking kit, extra blanket, rope 25FT, Cord 
  10FT, 12 wood stakes, mallet, 8*steel spikes, lock pick, lock pick+2, wood pole 6FT, 3*chalk, pliers, 
  4*flask lantern oil, first-aid kit, 3*leather sack 30#, 6*fire starters, garlic, 3*candles, ear plugs, 
  hooded lantern, fortune telling tiles, grapple hook, 4*Holy Water vials, hammer, hatchet, 2*In-
  sect-Repelling Powder, small claw trap, 2*Explosive Grenades, 2*Smoke Grenades, Wolvesbane, 
  Flash Powder, Draught (heal d8), Draught (Wizard Power, move left/down 4 cast tracks), Flying 
  Potion, Haeldan’s Cordial (Will+1d4+2, 15 minutes), Seer’s Potion, Boots of Janadru (walk on air, 
  30 min/day), Choker of Tongues, Priest Zapping Ring (bolt Priest 1d20/Crusader 1d12 /1d4 other, 
  25 FT, [32-STAM]); OTHER natural heal hp1/4 hours, first aid (4-3-2-1, kit +1)
  AC58 (-8); Padded Hood 1, Padded Shirt 1, Studded Leather Hood 2, Leather Neck Guard 2+3, 
  Leather Armor 7+12 (Water Breathing), Scale Arm Guards 6+2, Leather Leggings 2, Studded 
  Leather Gauntlets 3+3, Studded Leather Foot Guards 3, Large Bronze Shield 7
  Damage Rolled   20   19   18   17   16   15    14   13   12   11   10   9   8   7   6   5   4   3   2   1
  Damage Taken     12   11   10   9     8     7      6     5     4     3     2     1   1   1   1   1   1   1   1   1   
  1d20 Save 
  AGIL  
  STAM  
  STRG  
  WILL 
  Easy 26 
  13 
   
  6 
   
  12 
   
  11
  Moderate 30 17 
   
  10 
   
  16 
   
  15
  Difficult 34 
  fail 
   
  14 
   
  20 
   
  19
  
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  Spell Track 
  F   F   F   F   F   F   F   0   0   4   6   8   10   12   14   16   18   20   out
  Spell Fails (hp1d6 if 1d20 GTET 14) 20; cannot cast when carrying GTET 25# iron/steel
  Spells Known:   Bind Tongue ([32-Stam], 1d6+5 rounds), Bind Weapon (TH-3, [32-Will], 1d3+5 
  rounds), Displacement (1d12 FT teleport), Extinguish (all light, 30 FT), Finger Bolt (1d6 ener-
  gy, 25 FT, [34-AGIL]), Flame Up (8x6 wall, 1d4+5 rounds), Great Leap (25 FT vert), Guard Self 
  (AC+1d10+5, 1d6+5 rounds), Heroic Rage (1d8 round, TH+3, opponent gets +1), Hold Up (stop 
  movement, 1d4 rounds, [34-STRG]), Ice Spray (1d8 cold, 20 FT, [34-STAM]), Ignite (25 FT), 
  Mists of Fate (fog head, affected TH-6, 1d10+5 rounds, [32-Will]), Object to Hand (30 FT), Reveal 
  (all hidden door-trap-mechanism, 25 FT, 1d6+5 rounds)
  Weapon Proficiencies   Dirk, Cutlass, Sling, Ball/Chain, Club, Cudgel, Spear, Light Flail, Long Bow, 
  Short Bow, Dwarven Hammer, Scimitar, Long Sword, Two-Handed Sword; Carried Dirk d4, Short 
  Bow, 2 quivers (18, 20) hunting arrows d4 (10 silver), Long Sword d8 (+1, silver), Dwarven Ham-
  mer d6
  To Hit L/HD  
  1    2    3    4    5    6    7    8    9    10    11    12    13    14    15    16    17     18
  Warrior/Monster 
  3    4    5    6    7    8    9    10  11  12    13    14    15    16    17    18    19     20
  Priest  
   
  2    2    3    4    5    6    7    8    9    10    11    12    13    14    15    16    17     18
  Wizard  
   
  2    2    2    2    3    4    5    6    7     8      9     10    11    12    13    14    15     16
  Damage +1; TH Brawl L1-3/8, L4-6/10, L7-9/12, L12-14/14; Missiles Short7 Medium9 Long11 
  Extreme14; Natural 20 critical (TD+2 then – first doubles/second triples/third cleave plus triple/
  fourth cleaves plus kills [35-STAM]); +1 Long Sword-Spear-Staff-Bow, TH-3 on rounds with cast-
  ing, TH-4 non-proficient weapon; 2 attack versus L4-6 [not if casting]; 3 attack versus L1-3 [not if 
  casting]
  Nambrion, RACE Human; CLASS Crusader; LEVEL 9; Statistics AGIL13 INTL20 STAM14 
  STRG12 WILL18 hp18 SPM+7; MORAL Good; XP TO ADVANCE 12,903; RACE/CLASS ABIL-
  ITY acrobatics +1, puzzles +1, face 3 foes, called critical hit (7/day, needs roll TH+2); CARRY 
  LIMIT 150#; DIETY Tara (Goddess of Life and Medicine); GRANTED RELIGIOUS ABILITY 
  Detect Mortal Creature 50FT, Heal Self hp6 (1/day); LANGUAGES Common(r) Dwarvish Elvish 
  Infernal Cant(r)
  Lay On Hands Healing d4 (9/day); 1d20 Reincarnate (3 years, 2 hr) 5; 1d20 Raise the Dead (17 
  months, 3 hr) 9; 1d20 Detect Enchantment 9 (not element/category); 1d20 Detect Prayer 3{al-
  ways if Tara} (Devotion3, Mystery9, Majesty15); 1d20 Bar Undead HD+6 54 minute; 1d20 Drive 
  Back Undead HD+8 220FT/54 minute; 1d20 Destroy Undead HD+13 range 100FT; 1d20 Open 
  Lock Simple always Moderate5 Difficult13; 1d20 Stealth 10; 1d20 Pick Pocket 17; 1d20 Find Trap/
  Door 2; 1d20 Disarm Trap 7; 1d20 Search Area Simple always Moderate3 Difficult12; 1d20 Listen 
  Whisper20FT Speech60FT Shout200FT Door/Whisper15  Door/Speech10 Door/Shout4; 1d20 
  Free Climb Easy3 Moderate10 Difficult16 Impossible21; 1d20 Gear Climb Easy always Mod-
  erate5 Difficult11 Impossible16; 1d20 Throw Grapple (48 FT) 8-15FT5 16-30FT13 31-45FT21 
  GTET46FT30; 1d20 Identify as Enchanted 11; 1d20 Devil Knowledge 10 {church specialist}; 
  1d20 Appraise Armor2, Weapons2, Art7, Tapestry6, Gems3, Jewelry4, Goods5; GEAR bedroll, 
  backpack 50#, 3*clothing, mess kit, waterskin 1 gal, cold weather cloak, 9 torches, flint/steel, flask 
  polishing oil, whetstone, 20 meals, cooking kit, extra blanket, 2*rope 25FT, Cord 10FT, 8 wood 
  stakes, mallet, 8*steel spikes, lock pick, wood pole 6FT, 3*chalk, pliers, hooded lantern, 2*flask 
  lantern oil, first-aid kit+1 [heals 6-5-4-3], 2*leather sack 30#, Holy Symbol, Prayer Beads, Prayer 
  book, Religious Icon, 6*Holy Water, garlic, mistletoe, wolvesbane, ear plugs, climbing gear, grapple 
  
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  hook, awl, glass cutter, small pry bar, 2*Stink Grenades, Black Powder (quarter-pound), Draught 
  (Healing 1d10), Draught (Disease Antidote), 2*Insect Repelling Powder, 5x Binoculars, horseshoe 
  magnet, two-man tent, pair snowshoes, Liqueur of Heroism (15 minutes, TH+5 versus Monster), 
  Estavan’s Cordial (AGIL 1d4+2), Linked Tarot Cards (pair), Wand of Giant Beaver Summoning 
  (54 charge, 10 minutes, HD2, hp13, AC16, Bite 1d6, 2*Claws 1d3); OTHER natural heal 1hp/4 
  hours; first aid (4-3-2-1; kit+1); destroyed prayer book 1d6*number prayers
  AC76 (-11); Padded Hood 1, Padded Shirt 1, Closed-Face Helm 5+4, Chain Mail Neck Guard 
  3+2 (Never Cleaving), Steel Breastplate 10+8, Steel Backplate 5+4, Scale Arm Guards 6, Chain 
  Mail Leggings 4, Steel Gauntlets 6+5, Steel Foot Guard 5, Large Steel Shield 8 (Breathless – deflect 
  breath weapon)
  Damage Rolled   20   19   18   17   16   15    14   13   12   11   10   9   8   7   6   5   4   3   2   1
  Damage Taken     9     8     7     6     5     4      3     2     1     1     1     1   1   1   1   1   1   1   1   1
  Prayer Track
  Devotions 
  F   F   F   F   F   F   0   0    2    4    6    8    10   12   14   16   18   20   out
  Mysteries 
  F   F   0   2   4    6   8   10  12  14  16  18  20   out
  Prayer Fails (hp1d6 if 1d20 GTET 12) Mystery 20
  Prayers Known: Devotions Command Minor Undead (6 Undead LTET HD3, 15 minutes), Cure 
  Light Wounds 1d10, God’s Fist (1d4+2, Prst L10, 6 rounds), God’s Sword (1d6, Warr L6, 7 rounds), 
  Minor Escape, Minor Prayer, Speak to Animals, Sword Blessing (100 FT, ally TH+4, 15 minutes), 
  Walk through Fire; Mysteries Banish Paralysis, Banish Spells (5x5FT area, 12 rounds, Basic/Less-
  er only), Deflect Magic (10 rounds), Detoxify Poisons, God’s Strike (indiv, 2d12+2 electrical, half 
  [33-Will]), Walk on Water
  1d20 Save 
  AGIL  
  STAM  
  STRG  
  WILL 
  Easy 26 
  13 
   
  12 
   
  14 
   
  8
  Moderate 30 17 
   
  16 
   
  18 
   
  12
  Difficult 34 
  21 
   
  20 
   
  22 
   
  16
  Weapon Proficiencies   Dirk, Heavy Mace, Long Bow, Short Sword, Sling, Throwing Star, Staff, 
  Javelin, Spear, Woodcutter’s Axe, Scimitar, Pole Arm; Carried Dirk d4, Heavy Mace+2 d8, Short 
  Sword+1 silver-blade d6, Long Bow (28 war arrows d6)
  To Hit L/HD  
  1    2    3    4    5    6    7    8    9    10    11    12    13    14    15    16    17     18
  Warrior/Monster 
  4    5    6    7    8    9    10  11  12  13    14    15    16    17    18    19    20     20
  Priest  
   
  2    3    4    5    6    7    8    9    10  11    12    13    14    15    16    17    18     19
  Wizard  
   
  2    2    2    3    4    5    6    7    8    9      10    11    12    13    14    15    16     17
  TH Brawl L1-3/10, L4-6/12, L7-9/14, L12-14/16; Missiles Short7 Medium9 Long11 Extreme14; 
  Natural 20 critical (TD+2 then – first doubles/second triples/third cleave plus triple/fourth cleaves 
  plus kills [35-STAM]); +1 Long Sword-Spear-Staff, TH-4 non-proficient weapon; 2 attack versus 
  L3-5 [not if casting]; 3 attack versus L0-2
  Ambrose; RACE Half-Elf; CLASS Shaman; LEVEL 10; Statistics AGIL19 INTL21 STAM13 
  STRG12 WILL15 hp17 SPM+9; MORAL Neutral; XP TO ADVANCE 21,347; RACE/CLASS 
  ABILITY low light vision; CARRY LIMIT 150#; DIETY ; GRANTED RELIGIOUS ABILITY 
  None; LANGUAGES Common(r) Elvish(r) Centaur
  
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  1d20 Detect Enchantment 30FT always (element/Basic/Lesser always, Greater5); 1d20 Detect 
  Prayer 12 (not deity/category); 1d20 Open Lock Simple always Moderate4 Difficult12; 1d20 
  Stealth 4; 1d20 Pick Pocket 10; 1d20 Find Trap/Door 2; 1d20 Disarm Trap 10; 1d20 Search Area 
  Simple/Moderate always Difficult10; 1d20 Listen Whisper20FT Speech60FT Shout200FT Door/
  Whisper12 Door/Speech8 Door/Shout2; 1d20 Free Climb Easy always Moderate3 Difficult9 Im-
  possible15; 1d20 Gear Climb Easy/Moderate always Difficult4 Impossible11; 1d20 Throw Grapple 
  (48 FT) LTET 15FT always 16-30FT3 31-45FT11 GTET46FT19; 1d20 Identify as Enchanted 10; 
  1d20 Devil Knowledge 13; 1d20 Appraise Armor2, Weapons2, Art2, Tapestry2, Gems3, Jewelry3, 
  Goods5; GEAR bedroll, backpack 50#, 3*clothing, mess kit, waterskin 1 gal, cold weather cloak, 
  9 torches, flint/steel, flask polishing oil, whetstone, 26 meals, cooking kit, extra blanket, 2*rope 
  25FT, Cord 10FT, 8 wood stakes, mallet, 8*steel spikes, lock pick, lock pick+1, wood pole 6FT, 
  3*chalk, pliers, hooded lantern, 3*flask lantern oil, first-aid kit+1 [heals 6-5-4-3], 2*leather sack 
  30#, 12*caltrops, steel whistle, small pry bar, small hacksaw, 4*Holy Water Vials, 3*wood wedges, 
  20 SP, light shackles, Pipe, 2*pipeweed (10 smokes), Draught (poison antidote), Draught (healing 
  d6), two-man tent, ice hammer, magnifying glass, 2*Explosive Grenades (5FT, 1d8), goggles, Salve 
  (electricity protective), Salve (venom protective), Armorskin Tonic (AC+16, 15 minutes), Healing 
  Potion (1d12), Seer’s Potion, Armoire Charm, Infrared Spectacles, Wall of Force Ring (15x10FT, 
  10 minutes, 39), Wand of Spiderwebs (25FT, 119); OTHER natural heal 1hp/4 hours; first aid (4-3-
  2-1; kit+1), destroyed spell book hp3*spell slots
  Shaman Amulets [one can be worn]: Influence (save [32-Will], 70 FT), Luck (+4 roll bonus, 30 
  FT), Protection (AC+20, save+5, 20 FT)
  AC50 (-7); Padded Shirt 1, Padded Hood 1, Wizard’s Robe 15+20, Studded Leather Gauntlets 3+5 
  (Daylind’s, proficiency all missile weapons, AC+, TH+), Studded Leather Foot Guards 3
  Damage Rolled   20   19   18   17   16   15    14   13   12   11   10   9   8   7   6   5   4   3   2   1
  Damage Taken     13   12   11   10   9     8      7     6     5     4     3     2   1   1   1   1   1   1   1   1
  Spell Track
  Basic  
  F   F   F   F   F   F   F   F   F   F   F   F   0   0   0   0   3   5   7   9   11   13   15   17   19   
  out
  Lesser  
  F   F   F   F   F   F   F   F   F   F   0   0   0   3   5   7   9   11   13   15   17   19   out
  Greater 
  F   F   F   F   F   F   0   0   3   5   7   9   11   13   15   17   19   out
  1d20 Spell Fails (hp1d6 if 1d20 GTET 14) Lesser 20 Greater 19; cannot cast if carrying GTET 25# 
  iron/steel
  Spells Known: Basic Attack (Force {only}, 1d6+9), Detect Life’s Forces (quarter mile, 30 minutes), 
  Confuse Weapons (opponent at TH-3, 10 minutes), Detection (100 FT, 15 minutes), Dominate 
  Person (1 at 1 hour, save [32-Will]), Friends (30 minutes, save [28-Will]), Glow Balls (1 hour), 
  Identify Magic Effects (40 FT), Jaco’s Mezmerize (15 minutes, save [32-Will]), Levitation (5 FT/
  round, 100 FT limit, 60 rounds), Mind Speech (30 minutes), Minor Sleep (d3 LTET L/HD5, save 
  [30-Will], 1d12+45 minutes), Remove Confusion, Remove Panic, Waken; Lesser Attack (Force 
  2d6+9, Acid-Cold-Fire-Lightning 1d6+5), Arrow Volley (1d8 each at 1d3, roll TH, 50 FT), Aura 
  of Heroism (allies in 75FT, TH+3, 15 minutes), Cloud the Mind (30FT, save [35-Will]), Disperse 
  Magic (opponent [28-Will]), Dominate Creature (HD0-10, 20 minutes, save [32-Will]), Enhanced 
  Sleep (1d8, 30FT, HD0-10, 75 minutes), Fear the Reaper (30FT, save [34-Will], 15 minutes), 
  Gregor’s Mage Drain (one category, 1 day, save Greater36 Lesser 32 Basic28), Hold in Place (30FT, 
  1d8+9 rounds, save [34-Strength]), Send Mage Energy (restores free casts one category, 30 FT), 
  True Sight (true shape, invis, incorp, 30 minutes); Greater  Attack (Acid-Cold-Fire-Lightning 
  2d6+5), Geas (save [28-Will]), Imminent Mortality (5d20+20 energy damage, save [36-Stam]), 
  
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  Meteor Cluster (4d12 bombardment, 50x50FT area, save [35-Agil]), Spell Permanency, Teleporta-
  tion (10 persons);
  1d20 Save 
  AGIL  
  STAM  
  STRG  
  WILL 
  Easy 26 
  7 
   
  13 
   
  14 
   
  11
  Moderate 30 11 
   
  17 
   
  18 
   
  15
  Difficult 34 
  15 
   
  21 
   
  22 
   
  19
  Weapon Proficiencies   Dirk, Bow, Staff, Saber, Light Flail, Throwing Axe, Short Spear; Carried 
  Dirk d4 silver blade, Saber+2 d6, Light Flail d4, Bow (22 hunting arrows d4), Wizard’s Staff
  To Hit L/HD  
  1    2    3    4    5    6    7    8    9    10    11    12    13    14    15    16    17     18
  Warrior/Monster 
  5    6    7    8    9    10  11  12  13  14    15    16    17    18    19    20    20     20
  Priest  
   
  3    4    5    6    7    8    9    10  11  12    13    14    15    16    17    18    19     20
  Wizard  
   
  2    2    3    4    5    6    7    8     9   10    11    12    13    14    15    16    17     18
  TH Brawl L1-3/12, L4-6/14, L7-9/16, L12-14/18; Missiles Short8 Medium10 Long12 Extreme15; 
  Natural 20 critical (TD+2 then – first doubles/second triples/third cleave plus triple/fourth cleaves 
  plus kills [35-STAM]); TH-4 non-proficient weapon; Bow +1
  Rorshrach RACE Human; CLASS  Wizard (AIR); LEVEL 11; Statistics  AGIL16  INTL17  STAM15 
  STRG12  WILL18  hp19  SPM+7; MORAL  Good; XP TO ADVANCE 12,049; CARRY LIMIT 
  150#; DIETY Balarama (Goddess of Knowledge and Magic); GRANTED RELIGIOUS ABILITY 
  SPM+1 (5 rounds, 1/day); LANGUAGES  Common  Elvish
  WEAPON PROFICIENCIES DIRK  STAFF  LONG SWORD   WAR HAMMER   BOW   SPEAR
  DETECT ENCHANTMENTS 30FT always (Basic always, Lesser 05 Greater 10, element always); 
  1d20 LEARN NEW Basic 09 1h/Lesser13 4h/Greater17 12h; 1d20 OPEN LOCK Simple always 
  Moderate06 Difficult14; LISTEN Speech60FT Shout300FT Door/Whisper18 Door/Speech13 
  Door/Shout08; 1d20 STEALTH 05; 1d20 PICK POCKET 13; 1d20 TRAP/DOOR SEARCH 04; 
  1d20 AREA SEARCH Simple always Moderate05 Difficult14; 1d20 FREE CLIMB Easy always  
  Moderate 05  Difficult 11  Impossible 17; 1d20 GEAR CLIMB Easy/Moderate always  Difficult 
  06  Impossible 12; GRAPPLE THROW LTET15/always 16-30FT/05 31-45FT/15; 1d20 Appraise 
  Value: Art 08, Tapestries 07, Gems 04, Jewelry 05, Goods 06; 1d20 Identify Item as Enchanted 12; 
  GEAR: Wizard Staff, Wand, Bedroll, 50# Backpack, 18 meals, Clothing, Cook Kit, Mess Kit, 1 gal 
  Water Skin, Cold Weather Cloak, Spare Blanket, 2*25FT rope, 10FT cord, 8*Wood Stake, 9*Torch, 
  Mallet, Lock Pick, 6*Chalk, Pliers, Long Tweezers, Flint/Steel, 2*Oil Flask, 2*30# Leather Sack, 
  6*Fire Starter, Garlic, Spare Knife, Religious Hymnal, 10 GP, 20 SP, 50 CP, 3*Gem 1000 GP (am-
  ber, onyx, bloodstone), 3*Gem 2000 GP (diamond-ruby-emerald), Draught Wizard Power, Salve 
  Electricity Protection, 2*Insect Repelling Powder, Ice Hammer, 3*Iron Spike, 3*Iron Wedge, Mor-
  tar-Pestle, Holy Symbol, 2*Holy Water, Healing Wand (d10, 82), Talisman of Protection, Cloak 
  of Healing (d8, 5/day), Wertzel’s Bracers (webs 25/day), Charm versus Power Diabolus; OTHER:  
  Natural Heal hp1/4 hours, cannot spell carrying GTET 25 pounds ferrous, Destroyed Spell Book 
  hp3*Spells damage
  
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  TO HIT 
  4 
  5 
  6 
  7 
  8 
  9 
  10 
  11 
  12 
  13 
  14 
  15
  Monster 
  09 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
  17 
  18 
  19 
  20
  Priest  
  07 
  08 
  09 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
  17 
  18
  Wizard  
  05 
  06 
  07 
  08 
  09 
  10 
  11 
  12 
  13 
  14 
  15 
  16
  TH Brawl L4-6/14 L7-9/16 L10-12/18; TH Missiles Short08 Medium10 Long12 Extreme15; 
  Long Sword/Spear/Stave +1, Not Proficient Weapon -4
  AC 65 (-8); Padded Shirt 1, Padded Hood 1, Wizard’s Robe 15, Studded Leather Gauntlets 3, Stud-
  ded Leather Foot Guards 3, Talisman+4, Bracers AC+10, Charm+3
  Damage Rolled 
     20   19   18   17   16   15   14   13   12   11   10   9   8    7   6   5   4   3   2   1
  Damage Taken    12   11   10    9     8     7     6     5     4     3     2    1   1    1   1   1   1   1   1    1
  From Evil (-10)    10    9     8     7     6     5     4     3     2     1     1    1   1    1   1   1   1   1   1    1
  SAVES  
  AGIL STAM* 
  STRG WILL*  
  Easy 26 
  10 
  07 
  14 
  04 
   
  +4 against evil creatures
  Moderate 30 14 
  11 
  18 
  08 
   
  (*) adjusted for talisman
  Difficult 4 
  18 
  15 
  20 
  12 
   
  Spells Track 
  Attack Mode  LIGHTNING Basic 1d8+7   Lesser 3d6+7 
  Basic  F    F    F    F    F    F    F    F    F    F    F    F    F    0    0     0      3     5     7      9      11    13    15    
  17    19   out
  Lesser  F    F    F    F    F    F    F    F    F    F    F    0    0    3    5     7       9    11   13    15    17     19    out
  Greater  F    F    F    F    F    F    F    0    3    5     7    9    11  13  15   17    19    out
  Basic Attack (Acid, Fire, Cold, Bolt) uses Lesser slot; Lesser Attack (Acid, Fire, Cold, Bolt) uses 
  Greater slot; Greater Magic 2 rounds to cast; Spell Range 1200 FT; Spell Duration 30 minutes; 
  1d20 Spells Fail (1d20 GTET 14, hp1d6) Lesser 20 Greater 19; 1d20 Cast Different Element 12
  BASIC Detect, Foul Wings [33-Stam], Putrid Scent [33-Stam], Rockskin (AC+d6+7, 15 min), See 
  Invisible, Sound Blast d8+7, Speak with Avians, Speak Languages, Slow Movement 50% [32-Stam], 
  Target Missiles TH+2 15 min, Telekinesis, Temporary Window, Underwater Speech, Waken, Weld; 
  LESSER Acrobats Guile AGIL+7 10 min, Breathe in Vacuum, Disperse Magic [30-INT], Freedom, 
  Hailstorm 20x20FT 3d6+7 [32-AGIL], Hold in Place [34-STRG], Identify Magical Effects (spell/
  object), Invisibility, Magic Sails, Vision; GREATER Flight, Planar Transport, Teleportation, Toxic 
  Fume Cloud 25x25 [35-Stam], Twister 20 FT2d6/round 21 round [33-AGIL]
  
SOURCE: textdata/thevault/Portal To Adventure/Portal To Adventure Adventures & Settings/Inferno, Journey through Malebolge (Portal To Adv)/GAZ2 Inferno Gazetteer Blood and Mire (Portal To Adv).pdf