The environs of the Realms’ City of Splendors

stretched to the east of the forest, in what from a small keep with a farm to a walled by Ed Greenwood is now rolling moorlands known as “the farm complex 20 miles on a side. Over Fallen Kingdom.” The forest is now forlorn 5,000 inhabitants, all of whom are devout and largely empty. The elves have all gone worshipers of Chauntea, tend crops of The following is an introduction to the city overseas to Evermeet via many covert edible vegetables. Patrols of adventurer- of Waterdeep, often mentioned in many of voyages aboard The Morning Bird, a ship priests scour the lands around Golden- Ed Greenwood’s tales from the Forgotten owned by Mirt the Moneylender, a local fields as far north as the Stone Bridge and Realms published in DRAGON® Magazine. merchant of Waterdeep. as far east as the High Forest. ‘Raveling in Though this was originally written for FR1 The elves have left the forest of tall mounted groups of 20 or more, these Waterdeep and the North, the first of the blueleaf, duskwood, and weirwood trees patrols seek trolls, goblinkind, and other ™ sourcebooks, unattended (see DRAGON issue #125, evil to fight; they also track game for there was no room for it – so we were “Woodlands of the Realms”). This region capture and domestication. able to steal this piece away for publica- was known as “Faraway Forest” to the To protect their environs, these patrols tion here. It will not be seen in the final elves because, although it was near the challenge all whom they meet, but will not version of Waterdeep and the North, but it western coast of Faerun, it was still “far fight unless they meet evil creatures or is compatible with the material in that away” from what the elves considered are themselves attacked. These groups work. With that, we welcome you to home: the island realm of Evermeet. It is usually include four or five clerics of 3rd- Waterdeep. here that exploring PCs may encounter 5th levels, five or six men-at-arms (accou- the NPCs Quth and Vedellen Hawkhand tred with chain mail and lances), and a (detailed in chapter 7 of Waterdeep and remaining force of zero-level devotees Waterdeep is the gateway to the North. the North), as well as some fearsome for- (accoutred with leather armor and a varie- It dominates the lesser cities of Silvery est creatures that the elves once lived in ty of weapons). There is a 20% chance for moon, Mirabar, Luskan, Neverwinter, and harmony with. each patrol to include a magic-user of 2nd Sundabar (listed here in order of relative After deleting encounters with evil crea- to 5th level who is of neutral-good or size and influence). The North is a frontier tures, lycanthropes, and bandits, the “cold, lawful-neutral alignment. land of rugged mountains, seemingly civilized forest” encounter table on page Goldenfields is rapidly becoming the endless forests, many ruins and dungeons 141 in Monster Manual II may be used. granary of the North, supplying food to (subterranean cities left behind by the Most evil elves have left the area entirely Waterdeep and the other inland cities. dwarves), and mineral wealth now being or have gone into the City (see Elaith With the increased importance of Golden taken by humans as the dwarves retreat, Craulnobur and Zabbas Thuul in chapter fields, the influence and stature of Tolgar as detailed in the first chapter of Water- 7 of Waterdeep and the North). Few were Anuvien have also increased. He is quickly deep and the North. This article deals with welcomed onto the ship to Evermeet. DMs becoming equal in power to the rulers of the immediate vicinity of Waterdeep, as should check for encounters only once Silverymoon and Neverwinter. Tolgar shown on the Environs of Waterdeep map. every two turns. plans to expand Goldenfields north to Numbered map features are detailed Somewhere deep in this forest is the control the strategic Ironford river cross- below. The area to the immediate east and overgrown tomb of Reluraun, a warrior- ing, then to use that control to safely south of the City of Splendors is mostly hero of the elves, who is said to lie in his expand to the east bank of the Dessarin. open, rolling grassland, long since logged vault clad in magical elfin chain mail, with To do this, Tolgar needs adventurers who bare. This land is currently used by many a sword +2, dragon slayer upon his are willing to defend Goldenfields and herdsmen for grazing camps near their breast. According to legend, the tomb is push back the evil creatures that roam the markets in Waterdeep. not unattended; magical creatures guard area. These adventurers must be com- Reluraun’s remains. “Ardeep” was the pletely loyal to Chauntea (or Lathander) 1. Ardeep Forest name of the western region of the ancient and Goldenfields. They will most likely Until recently, this ancient forest, a Fallen Kingdom, and now gives this forest have boring careers in the constant patrol- remnant of the woods that once covered its name. ling of the region, so PCs may not be inter- the North from the river Delimbiyr to the ested in such service. mountains of the Utter North, was the 2. Goldenfields Goldenfields enjoys good relations with home of the Moon Elves. This ancient race Begun only a handful of years ago by the Waterdeep and all the cities of the North of elvenkind once lived in harmony with cleric Tolgar Anuvien of Waterdeep, the (except Hellgate Keep), and happily takes men and dwarves in a kingdom that fortified abbey of Chauntea has grown in adventurers weary of danger or on the

8 DECEMBER 1987 D RAGON 9 run from justice elsewhere, as long as they been collected here, including weapons of Triboar and the northern interior. To the are willing to work in the fields. powerful magic crafted by the elves and west runs the coastal road which, after by dwarven smiths of long ago. passing the two great peaks, enters the 3. Zundbridge The famous bard Mintiper Moonsilver vast and treacherous swamp known as the Named for its creator, the wizard Zund, was allowed to see The House of Stone Mere of Dead Men. The road then passes this squat, massive stone bridge spans the some years ago at the permission of near the ruins of Iniarv’s Tower. Iniarv River Dessarin, carrying the main caravan Eroan, Arch-Mage of the Moon Elves. He was a mighty Arch-Mage of the ancient road south from Waterdeep to the lands of reported that its gates were open. “A hill North who became a demilich later in his the Inner Sea far to the east, and to giant had forced them apart some months life. Some say Iniarv still guards the ruins Baldur’s Gate and the kingdoms of the before my visit,” Eroan told the Lords of of his spell library, though others claim South. Zundbridge has held firmly for Waterdeep, “for its huge corpse hung just that the famed “Company of the Howling over 80 winters, even in the roaring beyond, impaled on a massive stone claw Wolf” destroyed him 42 winters ago. None spring floods of the Dessarin, and has not that had sprung out into the space beyond who may have investigated have made been in need of repairs. Waterdeep patrols the doors. The elves just smiled when I public any report on the truth of this the road as far as Zundbridge and main- asked if the place was full of such traps, academic dispute, however. tains a guard post there to stop adventur- and said it was best to assume so from Mount Sar and Mount Helimbrar are ers who come in search of a stone golem safely outside its walls.” It seems unlikely named for two great fomorian giants who said to have been used by Zund in the that later visitors will bear Mintiper’s lived in the mountains until they were construction of the bridge. According to report in mind. Even now, such Waterdha- slain by early Warlords of Waterdeep. legend, the golem was left at the bridge vian adventurers as Elaith Craulnobur (see These mountains are still said to harbor upon Zund’s death, and may be taken by chapter 7 of Waterdeep and the North) are stone giants and more fearsome menaces, any who can divine or stumble upon the said to be forming adventuring companies although travelers also report seeing secrets of commanding it. to explore this fabled fortress. sylphs on the high ledges and side peaks. Over the years, many such seekers have Gulyaikin Dzrund, “The Mad Dwarf,” also dug around the bridge on both banks, 5. Sarcrag lived in a warren of caves somewhere high swum beneath it, and even tried to pry This small, jutting crag of bare rock up in Mount Sar some 70 winters ago (and stones out of the bridge arches. Water- provides a perfect natural lookout. On a may yet live there, if travelers’ tales are to deep’s Guard fears that if the bridge was clear day, some 60 miles of territory can be believed). Gulyaikin was said to possess left unguarded, it would soon be demol- be viewed; on a clear night, campfires can rich treasures and was noted for his occa- ished by these zealous, would-be golem be seen 90 miles off to the north or east. sional fits of berserk glee. During these owners. The post is equipped with a flight Sarcrag also serves Waterdeep as a warn- fits, Gulyaikin delighted in killing all sorts of three griffon steeds to give Waterdeep ing beacon. From its heights, northern of passersby by rolling large rocks onto advance warning of the approach of any patrols can signal the approach of attack- the roads below and by catapulting large important visiting delegation or an attack- ers (as happened some 22 winters ago boulders at fishing boats offshore. ing force. during the “Bleak Winter” of the Year of The evil mage Marune, once the chief the Shaking Serpent). Sarcrag is said to be agent of the outlawed Shadow Thieves in 4. The House of Stone haunted by the “Howler” a bansheelike Waterdeep (prior to his exile from the To the east of Ardeep Forest is a huge, creature who is never around when City), is believed to have inhabited a sub- square tower built a thousand years ago adventuring bands come seeking it, but terranean stronghold at the base of Mount by dwarves under the charge of Turgo always seems to attack the weak or Helimbrar. This fortress was (and still may Ironfist. The citadel was built to help unwary. Leucrotta are also a persistent be) safe from Waterdhavian patrols, local defend the shared kingdom of the elves, problem in this area, and are the main monsters, and curious travelers alike dwarves, and humans against attacking reason Waterdeep and Goldenfields patrol because of the six will-o’-the-wisps that tribes of orcs, hobgoblins, bugbears, and the road north as far as the trail that guarded the cavern and climbing shaft trolls. The dwarves excavated huge, many- heads east to Ironford. that was its only entry. Marune has not levelled storage granaries out of the rock, According to popular legend, bandits are been heard from in 15 years, although he and built above them a fortress cunningly said to have buried a fabulous treasure may yet be scheming and developing fell crafted of fitted stones. The fortress came here at the foot of Sarcrag. Long ago, an magic for revenge upon the Lords of to be known as “The House of Stone” after armed force escorting the person and Waterdeep. Marune is a chaotic-evil, 17th- the old children’s rhyme of the same title: regalia of King Jaszur of Tethyr was level magic-user (maybe higher) with both ambushed north of Waterdeep and an intelligence and a dexterity of 18. An elf calls the deepest wood his own, destroyed by bandits. These bandits were A human everywhere may roam, surrounded by Waterdeep’s armies and 7. Rat Hills But a dwarf just wants a house of stone. slaughtered the next morning. Jaszur’s This area was once a barren, windswept body was found stripped of its golden and pebble beach. Waves crashed and rolled For many years, the Moon Elves guarded bejewelled crown, orb, scepter, and sword incessantly across the shoal, for the water the tower, letting no one near it. Since of state (a flame tongue blade). The sol- was and still is very shallow at this point. their departure, however, several groups diers of the Guard swear that no man For almost a mile out, the seabed is a mere of adventurers have set out to explore the could have escaped through their lines, for 5’ from the surface of the water. In days structure. As far as Waterdhavians know, mages cast detect magics all night to pre- of old, large ships beached here for none of these groups have returned. In old vent magical escapes or attacks, and found repairs, and lumber barges pulled up for tales, The House of Stone is said to have nothing. Likewise, warriors of Waterdeep loading. As Waterdeep became rich many hidden doors, sliding rooms, and searched from the air on the backs of enough to suffer human raiding, its people chambers that rise or fall in shafts like griffons. Many hopefuls have continued began to see this easy landing place as a buckets in a well. The House of Stone is the search for King Jaszur’s treasure over danger to their safety – and as a free also believed to have dangerous traps, the 80 intervening years, but none have alternative to Waterdeep’s harbor. A rough designed to capture intruders, and numer- found the lost riches. shantytown came into being, and the ous caches of treasures (rooms of gold Shadow Thieves moved quickly to control coins and of gems mined by the dwarves 6. Mount Sar and Mount Helimbrar it. Waterdhavians saw the danger immedi- from everywhere in the North). Most These mighty peaks rise north of Water- ately and acted swiftly. importantly, an armory of, weapons for the deep, guarding it from the worst winds of The men of the Guard were called out in defense of the kingdom is said to have the North. To the east runs the road to force. They drove out the inhabitants of

DRAGON 11 “The Beach,” slaughtering those who resist- has laid over a pit it has dug, placing rocks additional exposure check (one per distur- ed and setting fire to everything that and spears nearby for throwing down at bance). Chances are not cumulative. Eating would burn. The Guard camped on the trapped creatures. the meat of any inhabitant creature of the spot for two days, waiting for the fires to In twilight or dawn, when the light is Rat Hills carries a 60% chance of contract- die down and keeping the area clear with poor, Hlaavin attempts more difficult illu- ing disease and a 100% chance of contract- strong patrols. The burnt debris was then sions, and uses its vocal mimicry. A favor- ing a parasitic infestation (reduce chances tossed into the water, and the City began ite illusion is the image of a running girl by half if the meat is cooked). to bring its garbage to The Beach in wag- clutching a clinking sack, followed shortly If PCs adventure in the Rat Hills repeat- onloads (now done by the Dungsweepers’ by a lumbering warrior. The warrior edly, DMs may wish to expand adventures Guild) rather than burning it outside the snarls “Come back, you little swindler! to include creatures such as boggles or a City walls. Half that gold is mine!” The illusion then gathering of Shadow Thieves who are Today, the Rat Hills are almost four miles disappears deeper into the Hills. planning to jump a convoy of Dung- in length and up to a mile in width. These DMs should bear in mind that Hlaavin sweepers’ garbage wagons. Great treasure hills of piled, rotting garbage poison the uses its ESP to create an image of precisely could well be located in the Rat Hills, water in the shallows and extend along the what a particular PC finds most attractive. perhaps left deliberately for the use of entire beach area, effectively barring any This ESP allows Hlaavin to provide second, slavers in the City. A beholder or powerful hostile landings. The Guard patrols the third, and additional illusions, if necessary, evil creature could well lair in the heart of caravan road and oversees the daily gar- to make a PC believe the lure to be real. the Hills to provide a challenge if PCs are bage convoy of Dungsweepers’ wagons, Hlaavin’s wand has 67 charges left. Hlaavin of formidable strength. but otherwise leaves the Rat Hills alone. does have a very real chest of treasure in As the name suggests, these tangled hills its possession, containing 166 gp, 36 sp, 6 8. Maiden’s Tomb Tor are infested with rats. Scrub trees and cp, and a diamond necklace worth 6,000 This bare, high-peaked landmark is so gnarled creepers are everywhere. The gp. The chest is buried somewhere in the titled for an unknown barbarian princess reek is indescribable and foils all attempts heart of the Hills. who was buried at the foot of the peak to track by scent. Fresh garbage is Many plant monsters may be added to some 400 winters ago by warriors of brought daily, causing the Rat Hills to the list of encounters, if a DM desires; Waterdeep. This honor occurred after the grow by almost half an acre per year. The shambling mounds and all manner of princess’s people had attacked the City of inhabitants of the Rat Hills have made it marine horrors may lurk in the shallows. Splendors in the harshest time of winter too dangerous for the Dungsweepers to There are said to be deep pools and flood- and had been repelled. The princess and carry garbage into the interior, so fresh ed beast-tunnels in the tainted waters. her bodyguard fought with such ferocity garbage is now piled at the outer edge of Lizard men have also been seen in the that they slew thrice their number of fully the Hills. Several attacks have made the area, and giant gar sometimes drift into armored fighting-men of the City in their City strengthen the Guards presence the shallows to await the unwary. day-long, bloody retreat. The barbarians whenever garbage is brought or whenever Even simple contact with the water has died fighting to the very last warrior, parties pass the Rat Hills by night. its perils. Immersion or excessive skin ending their valiant campaign at the foot If the PCs elect to explore the area, DMs contact with the tainted water of the Rat of the Tor. In memory of their heroism, may use Table 1 to determine possible Hills shallows and the pools within the the princess and the last of her body- encounters. To render these encounters, garbage (where rainwater collects) offers a guards were laid to rest in a cairn under roll 1d8 and ldl2, adding the result. Mon- 20% chance of contracting disease and a the summit of the Tor. sters listed in Table 1 are from the Mon- 14% chance of contracting a parasitic Recently, more than 450 kobolds have ster Manual and may have treasure as infestation (refer to the Dungeon Masters taken up residence beneath the Tor (see indicated therein. Guide for details on both). Characters the Rat Hills), under a chief by the name of The Rat Hills are frequented by lizard must make an exposure-check roll on Kuthil. DMs should determine the precise men from the coast farther south, who are percentile dice once for each such contact; dispositions of the kobolds and any trea- considering establishing a fortified lair in for prolonged contact, characters must sure they may possess as desired. Kobold concealment here, and by kobolds from check once per turn for each turn of patrols have not yet menaced the Lords to Maiden’s Tomb Tor. At the DM’s option, continuous contact. Ingesting any of the any extent; Waterdeep and Goldenfields strong patrols of these creatures may be water carries a 32% chance of contracting are not aware of the precise location of encountered. The Rat Hills are also home disease and a 30% chance of contracting a the little monsters. The kobolds could well to Hlaavin, a giant doppleganger (HD 9, 67 parasitic infestation. Characters should have their attention directed mainly hp, with otherwise normal attacks and make an exposure check per ingestion. beneath the earth, in hitherto unknown abilities of dopplegangers) who occasional- Note that dilution with water or wine cuts subterranean realms of which their ly hunts with leucrotta who also dwell in the chances of these contractions in half caverns are part. There are several sur- the area. and may lessen them further due to fur- face connections to their lair on the sides Hlaavin is particularly dangerous to ther dilution. Boiling tainted water reduc- of the Tor itself. visitors because of the wand of illusion it es disease chances to 2% per contact, and gained from an unwary sorcerer. The parasitic infestation chances to 0%. 9. Rassalantar doppleganger uses the wand to lure par- Contact with the garbage of the Rat Hills Rassalantar is the first settlement of any ties of victims into pit traps and snares it (and the many insects that swarm in the size on the Long Road north of the City of has set in the area. After scattering a noisome air above it) carries its own peril: Splendors. This hamlet is named after its group, Hlaavin slays adventurers singly a 5% chance of contracting disease and a founder, the ancient fighter Rassalantar. and feeds on the victims. Hlaavin creates 9% chance of contracting a parasitic infes- He built a keep (which is now in ruins) just tantalizing glimpses of treasure when tation. An exposure check should be made west of the present buildings. (DMs may small groups venture near in daylight. By once for each day in which a being is in or well locate a simple starter adventure for using the wand, Hlaavin may cause a rusty enters the garbage of the Rat Hills. (Thus, low-level PCs in the keep, which is not sword hilt to appear to be of gold set with a character could enter and leave the Hills detailed in the sourcebook.) gems, glowing as if magical; a skeleton’ a dozen times in a day, and still suffer only Today, Rassalantar is little more than may appear to be wearing a gold ring; a single check). If the garbage is excessive- half a dozen walled farms adjoined in this half-buried chests or partially corroded ly disturbed, however, whether by dig- spot, with a horse-watering pond on the trade bars are other favorite illusions. ging, an extensive physical fight, or west side of the road and a good inn, The Most of these images are made to appear spell-casting involving an explosion, all Sleeping Dragon, on the east. Beyond the atop a thin mat of garbage that Hlaavin creatures in the vicinity must make an pond and to the west rises the Keep

12 DECEMBER 1987 Woods, a narrow but dense strip of thickly stirges have laired in one of these caves at random, and should decide if any mon- grown, gnarled woodlands in which the for many years. Attempts to find their sters make the vicinity their home. ruined Keep stands between two of the home and to thus corner and destroy farms. The innkeeper, “Spider” Samalla- them have been unsuccessful. Other crea- 14. The Stump Bog han, is a close friend of Durnan (a lord of tures may well make one of the many The vast, sprawling Bog is named for Waterdeep), and the village is under caves their home. This small creek is numerous rotting stumps which rise from Waterdeep’s protection. The Guard main- named for the dwarf Gaustar, who is said the still, green waters like blackened teeth tains a 60-man outpost here, patrolling the to have buried a large chest of precious (the dead trees were cut by an enterpris- road as far as a cairn five miles north of gems somewhere along the banks of the ing woodcutter long ago). Frog-fishermen Amphail (listed later) and as far south as creek. Gaustar perished at the hands of are the only humans who have entered the gates of the City. pursuing orcs shortly thereafter. His peo- the marsh since. The Bog’s algae-covered, These men-at-arms are all zero-level and ple had been forced from their delves in muddy waters are home to many unpleas- are accoutred with chain mail and shields, the depths of winter some 60 years ago ant creatures. lances, long swords, hammers, and dag- and, being harried by orcs all the way The Bog’s waters may well hide many gers. They are commanded by two 3rd- south, were slaughtered one by one. Gaus- small treasures. Countless corpses have level fighter armars (sergeants) and a tar’s treasure has never been found, or at been dumped in the Bog over the years of 5th-level fighter civilar (captain). The least none have admitted gaining it. fighting in the North. Many victims have personnel rotate each week. The three drowned in the Bog after dark following commanders are named Blaskos Ulraven, 13. The Selpir (creek) nearby battles, getting lost and collapsing Timmer Longschal, and Gheldarm Tassor, This slow, quiet creek drains Ardeep as a result of their wounds. Today, the Bog respectively. Forest. Lizard men sometimes lurk in the remains a favorite corpse disposal site for mouth of this marshy source, but mermen brigands, thieves, and City folk who find it 10. Amphail also like to congregate in the area. Recent more convenient for someone to disappear This village boasts the following estab- history is marked by several vicious bat- than to be found dead. lishments: The Laughing Bandit Inn; a tles between the two races, many taking If the PCs enter the Bog, DMs should use forge of excellent reputation, which is run place in the shallows. Table 2 to determine encounters. As with by the tall, bearded human Akrosz In elder days, the Fallen Kingdom was a Table 1 before, roll 1d8 and ldl2, and add Ulvinhand; a horse-breeding ranch belong- proud realm. Many grand heroes of both the results together to render encounters ing to the retired adventuress Elraghona elven and dwarven descent were laid to on Table 2. Selember; and, a small temple to Waukeen. rest in the heart of the woods (the now Perhaps the most successful business in much-smaller woods are known as Ardeep Until swords part Amphail is the horse-breeding ranch, Forest). Over the centuries, the waters of Beyond these environs of Waterdeep lie which supplies remounts to travelers all this tiny creek have run endlessly to the the greater glories of the North. In the along the Long Road through inns such as sea, breaching many such tombs. Over- hands of a DM, more of their mysteries The Sleeping Dragon in Rassalantar (which grown and forgotten even by the demi- may well be revealed, and many of the buys dozens of horses each year from the humans, these tombs have yielded their secrets of the City of Splendors, too! ranch). riches to the relentless water. A patient Adventures galore await PCs in these Named for one of Waterdeep’s early War searcher has a 22% chance (check once lands of savage beauty – adventure Lords, Amphail the Just (who is said to still every 20 continuous turns) of finding enough to fill many lifetimes. Come: Bring ride the area in spirit form, frightening some treasure in the streambed, such as a friend, and bring a sword – and that’s away trolls and hostile barbarian tribes), an electrum piece, perhaps, or a gold key. two friends to keep close, for in the North this village, like Rassalantar to the south, is A dagger + 1 may well turn up; rarely are a good swords the best friend you can patrolled by Waterdeep’s Guard in all larger objects found. The DM should select have. And what’s an adventure without seasons but winter. Amphail is ruled by a items to be found here rather than rolling good friends to share it with? Lord Warder, presently the 3rd-level fight- er Briiathor Alougarr. The Lord Warder swears fealty to Piergeiron, one of the Table 1 Table 2 Lords of Waterdeep. In return, the City of Rat Hills Random Stump Bog Random Splendors provides military strength, a Encounter Table Encounter Table Warder’s purse of 600 gp quarterly, and Roll Encounter many orders for fresh mounts from Roll Encounter 1 mimic Elraghona’s ranch. 2 2 l-3 catoblepas 3 l-6 skeletons 3 1-3 gas spores 4 5-20 rot grubs in carrion 11. River Dessarin 4 2-12 giant crabs 5 1 otyugh The fast-moving, cold, and deep Des- 5 4-16 giant leeches sarin flows down to the sea from this 6 l-4 jackalweres 6 l-20 giant wasps 4-16 wild dogs point. The river is navigable and is home 7 7 l-4 giant crayfish 8 4-24 wererats 4-16 giant leeches to many shalass (silver, troutlike fish that 8 9 5-50 giant rats 5-40 giant frogs grow to 2’ length), which make a highly 9 2-24 giant centipedes prized meal throughout the North. The 10 10 l-2 lampreys river can be crossed “dry” in this vicinity 11 5-50 giant rats 11 3-12 giant frogs 12 1-12 huge spiders 12 l-4 giant crayfish only at Zundbridge, at Ironford, and at the 5-50 giant rats Stone Bridge, far to the northeast. The 13 13 3-12 giant frogs l-3 leucrotta River Dessarin can otherwise only be 14 14 l-2 lampreys 15 l-4 ear seekers crossed by swimming; it cannot be forded. 15 1-3 shambling mounds 16 2-12 poisonous frogs 16 4-16 giant leeches 17 l-12 zombies 17 l-4 giant eels 12. Gaustar’s Creek 18 1 neo-otyugh This small, fast-flowing stream has cut a 18 2-12 giant lizards l-4 catoblepas narrow but deep gorge along its route. 19 19 l-3 will-o-(the)-wisps 20 Special encounter (Table 2) or Many tiny caves and tunnels have been 20 Roll twice again on this table, or DM’s choice scratched out of the soft rock of the gorge DM’s choice of any monster. walls by various creatures. A “thirst” of

14 DECEMBER 1987