0101. Hlantyr the Liar: There Is a Small, Walled Castle Here Built Atop a Tall Hill. the Master of the Castle Is the Illusionist Hlantyr

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0101. Hlantyr the Liar: There Is a Small, Walled Castle Here Built Atop a Tall Hill. the Master of the Castle Is the Illusionist Hlantyr 0101. Hlantyr the Liar: There is a small, walled castle here built atop a tall hill. The master of the castle is the illusionist Hlantyr. Hlantyr employs a retinue of ten men‐ at‐arms (leather armor, shield, spear, light crossbow) and a sergeant‐at‐arms named Carlyle, an old veteran freebooter from the city‐state of Tremayne. Hlantyr is a retired adventurer who now owns a coffee plantation in the hills between the Wyvern Coast and the jungles of Zoaka. The plantation is maintained by 35 peasants and a overseer named Todonga. Twice a year, the plantation is visited by a camel caravan from Ophir. Hlantyr keeps his workers in a perpetual haze with hypnotic spells. He is a temperamental man who despises visitors, especially other illusionists. He initially tries to frighten visitors away with illusions, resorting to violence only if absolutely necessary. Hlantyr’s treasure consists of 400 gp, 50 pp, a sardonyx worth 50 gp, a zircon worth 100 gp, a pearl worth 130 gp and a magnificent fire opal worth 850 gp. Hlantyr: Human Illusionist; LVL 11; HP 27; AC 10; ATK by weapon; MV 30; F10 R9 W8; XP 2750; AL Neutral (N); Special – Spells (4/5/4/ 4/4/3/2); Gear – Silver dagger, 3 darts, spellbook, potion of fly, rope of entanglement; Abilities – Str 13, Int 14, Wis 10, Dex 13, Con 10, Cha 9. 0102. Poisonous Fields Forever: This hex is crawling with poisonous plants. Adventurers moving through the hex must make a Fort save each hour or wind up with a painful rash (‐2 to all attacks and saves) for 1d6 days. A neutralize poison spell will eliminate the painful rash. 0103. Obaala: You see a small village (pop. 90) surrounded by a ditch and wooden palisade situated by a lazy stream. Within the palisade there are ten houses constructed of woven branches and thatch. The oviparous humanoids of Obaala are tall, statuesque and have white skin, fair hair, dark eyes and six double‐jointed arms spaced evenly around their torsos. Each of their beehive‐shaped houses contains a nest tended by the male of the species. The obaala are matriarchical, with the most aggressive females leading the others. They are known for their sense of humor and their skill at assassination (surprise on a 1‐2 on 1d6, double damage from surprise attacks). 19 The obaala enjoy the services of Zemmu the blacksmith and Yazur the healer (3rd level adept). The largest building in the village is a temple dedicated to Gwardaja, their goddess of knowledge. She is served by the priestess Kasbaba who dresses in pale yellow robes that at once clutch at her body desperately and mingle with the breeze. Gwardaja appears as a tall, obaala female with eyes the color of roe and a serene expression. She is dressed in a yellow kanga hung with amber beards and carries palm fronds in three of her hands and clay pitchers in the others. Obaala: Medium humanoids; HD 1+1; AC 14; ATK 2 weapons (1d6); MV 30; F13 R15 W15; XP 100; AL Neutral; Special – None; Gear – Beaded armor (+2 AC), shield, hand axes (2). Kasbaba: Obaala Cleric (Knowledge); LVL 1; HP 4; AC 15; ATK 2 weapons; MV 30; F15 R14 W12; XP 100; AL Neutral; Special – Spells (3/2), sage abilities; Gear – Beaded armor, bucklers (2), light maces (2), holy symbol; Abilities – Str 14, Int 9, Wis 15, Dex 13, Con 5, Cha 12. Zemmu: Obaala Fighter; LVL 2; HP 13; AC 17; ATK 2 weapons; MV 30; F11 R15 W15; XP 100; AL Neutral; Special – None; Gear – Chainmail, bucklers (2), hand axes (2), shortbow, 20 arrows; Abilities – Str 16, Int 12, Wis 9, Dex 10, Con 14, Cha 9. 0104. Borsin: A tribe of 30 borsin (ape centaurs with the lower bodies of boars) claim this hex as their territory. Their lair is a ruined temple of ancient Kolos. The stones used to build the temple are in the shape of giant body parts (arms, legs, heads, etc.) with a decidedly Indian cast to them. The borsin mostly dwell in the overgrown courtyard of the temple in the shade of several large palms. Inside the temple there is a basin composed of a chin and two dainty, pursed lips. The basin holds milky, greenish unholy water. Borsin, Large Magical Beast: HD 4; AC 13; ATK 2 claws (1d4 + rend) and bite (1d3); MV 40; F10, R11, W15; AL Neutral; XP 400; Special—None. 13 0105. Bleeding Block: There sits here a large, red block of stone that appears to bleed, creating little rivulets of red water that flow into the jungle. The rock is watched over by a crusty old gargoyle of similar coloration who accepts offerings of food and only attacks those who would despoil the red rock. The gargoyle gives generous petitioners a large shell which they can dip into the red water. Drinking the water causes a person to fall into a fever‐induced coma for 11 days, during which they experience either a divination or the ability to contact higher plane at the cost of one point of wisdom drain. 0106. Gorge: A deep gorge cuts across this hex. It can only be crossed via a narrow stone bridge. At either end of the bridge there is a statue that natives will know to be the god Aganju. The spirits of the gorge attempt to kill anyone crossing the bridge who does not first throw an iron‐shod javelin across the gorge while invoking the name of Aganju. The spirits attack with earthquakes designed to knock people into the 40 ft. deep gorge. A stone crocodile lives at the bottom of the gorge among heaping piles of splintered bones. He shares the gorge with a raucous family of 3d6 ghouls. Ghoul: Medium undead; HD 2; AC 14; ATK 2 claws (1d4 + paralysis) and bite (1d6); MV 30; F15 R15 W13; XP 200; AL Chaotic (CE); Special – Paralyze for 1d4+1 rounds. Stone Crocodile: Large construct; HD 14; HP 60; AC 22; ATK 2 slams (2d12); MV 20; F7 R8 W8; XP 3500; AL Neutral; Special – Slow effect, magic immunity. The crocodile guards the following treasure hidden in a pit beneath his grey belly: 60 pp, an old marble sculpture of a charioteer (600 gp), six gilt shields (90 gp), a decorative porcelain paperweight (200 gp), tiny bone brooch (200 gp), a small lead cauldron, a decorated brass figure of a Zinji dancer (110 gp), a tiny marble goblet (600 gp), a +1 longbow, a potion of shrinking and a map of the islands of the South Sea. 0107. Maze of Tunnels: Within a maze of tunnels carved into a crag there is a village of dragon men (pop. 370). The dragon men of the village are tall and plump, with apple‐ green scales and slitted, beige eyes. They have jagged horns on their heads and prehensile tails. The dragon men hunt the hills for food and mine their crag for opals, assisted by two thoqquas that follow Nuun, the tribal shaman, around like puppies. The village has 220 warriors and 150 noncombatants. The warriors are armed with spears and giant lizard‐hide shields. As dragon men, they can belch forth a small cloud of acidic gas once per day that deals 1d6 damage. The tribe’s chieftain is Trag (Ftr 4; 19 hp) and its shaman Nuun (Adept 3; 4 hp). Trag wields a silver warhammer. 20 Nuun wears a large, feathered green hat that he took from an unlucky swordsman from Antigoon. The man’s name, Hasqet, is still sewn into the lining of the hat. Other prominent members of the tribe are Gurk the armorer, Tovas the leatherworker and Yalar the sage. The dragon men worship Grivix, god of riches beneath the earth. Grivix looks like a tall, young humanoid with wavy, purple hair worn in the style of a peacock’s tail. His skin is black and he has two burgundy eyes and a third eye of opal (an actual opal worth 100 gp on his idol). Grivix carries a spear of blackened steel. The tribe’s treasure consists of eleven bronzed human skulls (20 gp each), a small globe representing the planet Mercurii (way out of date), five arcane tomes (see below), a rod of metal & mineral detection (13 charges) made of copper and tipped by a quartz crystal, a large iron key (opens the dungeon cells beneath the queen’s palace in Tremayne), seven huge opals (50 gp each) and an elven lyre inscibed “Leomares of Qresh” (100 gp). The arcane tomes are: On Numerology by Dexbertus, A Manual on Anatomy by Beotan the Warlock, The Nature of Elemental Water by Pelizel the Masterful and A Concise Research on Wizardry and Analysis of Phlogiston, both by unknown authors. 0108. Tibu Village: Here is located the village of the Tibu tribe (pop. 400). The Tibu are spindly people with cold eyes and bony knobs covering their heads. They are known for their colorful robes. Tibu warriors carry hand axes and oblong shields. The elite warriors of the tribe (HD 2) wear leather armor. The village is protected by a ditch and a wooden palisade. Tibu has been at war with Lord Galmim [0109] for over a year. The Tibu are led by a council of elders consisting of Zargola, Kiligali, Chazur, Bazur and Azo. The tribe’s craftsmen are Swaozi the wood carver and Gwaranga the miller. The village is known for its little black lotus dens; grass huts set some ways away from the village where people indulge in the dreams of the lotus during the dark of the moon.
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