Cursed Scroll 4: River of Night · p.23
Open source p.23Introduction
W elcome to the jungle in this fourth issue of Cursed Scroll Zine! The rainforest along the Black River surges with ravenous life and abundant death. A legion of screams, roars, and howls fills the thick air day and night. Slithering horrors strangle each other in the river's black water, playing out their last moments in desperate silence. Yet life endures in this dark land of extremes. The proud Itzalca people hold on to the memory of their once-great empire. Dauntless explorers delve into forgotten ruins to learn their lost purposes and secrets. Introduction And the evil horrors who arrived in the jungle long ago wait patiently inside their obsidian temples for the bright sun to fade and die, allowing them out... It's eat or be eaten along the Black River. Are you up to the challenge? Roll up a brand new ranger or basilisk warrior, load up on rations and torches, and strike out into the inhospitable jungle to make your fortune! As ever, this zine enhances and expands Shadowdark RPG with official new material. If you're just getting started, grab the free Shadowdark RPG Quickstart Set to jump in. And don't forget to always sleep with one eye open! -Kelsey Dionne, Dec. 2024
Overview, Rumors, Hex Crawling, Points of Interest, Special Encounters
An overview of the locations and people along The Black River.
CIVILIZATIONS
Itzalca. Scattered descendants of a mighty human civilization that fell long ago. They are the keepers of fragmented legends that tell the greater story of their downfall. The villages do not easily cooperate, but they all wish to reclaim the lost knowledge of their ancestors. Basilisk Cultists. Warrior-monks and shamans who worship basilisks. The fearsome cult was culturally dominant centuries ago, but now many of their temples stand empty. Itzalca reluctantly send youths as tributes to be raised in the cult. Void Beings. Sleek, black structures have lurked in remote parts of the jungle for longer than all memory. Entering them is certain death. Inside, abominations from the void wait patiently for the sun to expire. Black River Overview
TERRAIN
See pg. 26 for details on how terrain impacts overland travel. Normal Terrain. Paths, shoreline. Difficult Terrain. Jungle, mountains. Impassable Terrain. Rivers (unless using a boat), lava.
BOATS
Raft. Takes half a day to create out of natural material. Carries six people plus their gear. Moves at sailing speed (8 hexes) downriver and cannot move upriver. Cumulative 1:6 chance per day the raft breaks. Canoe. Can only be created by an expert (see village of Tiwara, 716). Carries two people plus their gear. Moves at sailing speed downriver (8 hexes) and half speed upriver (4 hexes).
Black River Rumors
RUMORS
Details Mud-covered humans have been spotted spying on the campsites to the northwest of the river. One of the Itzalca villages has mastered the art of crafting canoes, but their greatest expert has gone missing! A pale woman in white armor roves the jungle. Conflicting reports put her hundreds of miles apart on the same day. The volcanoes are home to fearsome creatures who hoard piles of treasure in their well-protected lairs. All Itzalca people once lived together in a fortress filled with untold wonders. Its location has long been forgotten. It's said the infamous pirate Red Maria buries her caches of plunder all around the jungle. An ancient and unknown civilization built the obsidian temple in the mountains to the northeast. There are dig sites all around the jungle run by archaeologists from Mivvin's Rest. They frequently unearth strange wonders! The typically docile javelinas have been aggressive lately. Some have bleeding wounds on their heads and faces. Sorcerous snake people once ruled the jungle. They might still be out there somewhere with their ancient secrets. There have been rare sightings in the jungle of shapeless, black abominations that destroy all in their path. There was once a tribe of barbarians who warred against the Itzalca people. Their village was swallowed up by the earth and they were all lost!
Hex Crawling
TRAVEL PER DAY
Hexes are 6-miles across. The PCs can enter a number of hexes per day based on travel method.
MOVEMENT
PCs move from hex to hex as a group while traveling overland. Shift into combat or crawling rounds if an encounter occurs. Check for a random encounter twice a day and twice overnight with a 1:6 chance each time. Roll a to determine what time of day the encounters happen.
WEATHER
Check the weather each day by rolling a . On a 1, the weather is bad. Normal terrain becomes difficult. There is a 3:6 chance of a storm occurring, which reduces visibility to near. On a 6, the weather is excellent. Roll the next weather with ADV.
ENTERING HEXES
Travel Method Hexes per Day Walking Mounted Sailing
TERRAIN
Difficult terrain, such as swamps, jungle, or mountains, requires 2 hexes to enter. PCs cannot enter impassable terrain such as lava lakes or sheer cliffs using standard modes of travel.
FOOD AND WATER
A PC must consume one ration per day, taking CON damage (death at 0) if they do not. A PC can forage for 1 ration a day during travel with an INT check.
PUSHING
At the start of the day, the PCs can choose to push to multiply their hexes per day by 1.5 times. Increase the random encounter chance by 1:6 that day. PCs can't forage on a day they push.
Points of Interest
POINTS OF INTEREST
Descriptor Location Feature Crumbling Monster nest Magical hazards Fortified Cave Rival adventuring party New Sinkhole Recent cataclysm Overgrown Pond Underground tunnels Destroyed Grove Dangerous terrain Pristine Rock formation Unusual flora or fauna Unnatural Ruin Strange weather Haunted Grave site Abundant resources Infested Treasure cache Changes at night Ancient Monument Unusual material Primitive Trap Hostages Illusory Dwelling From another realm Occupied Camp Tiny in size Abandoned Holy site Shifting terrain Cursed Tower Time flows strangely Temporary Keep Unusual shape Disguised Temple Moves locations Enchanted Castle Devoid of resources Protected Village Massive in size Benevolent City Home of a minor deity
Details about The Black River's special random encounters.
1. OBE-IXX
The ur-vampire, a fearsome warlord who has stalked the earth for thousands of years, prowls the jungles of her origin on a far-reaching mission. She does not attack characters unless provoked, but instead tries to recruit them into destroying what lurks inside the Eclipse Dial (1603), the Black Ziggurat (514), and the Black Seed (213). She believes these sites house an existential threat to reality itself. Long ago, the abominable power of the Black Ziggurat transformed Obe-Ixx. Shune the Vile intervened at the last moment to save her favored one, turning her into the first vampire instead. Obe-Ixx dares not enter these dark temples now; she is too much like the void beings, and they can control her mind. Special Encounters
2. JAGUAR KING
The collective spirit and instinct of the jungle's greatest hunter, the jaguar, manifests into a genius loci that takes the shape of a jaguar-headed man in gold and gem-studded regalia. He is neither god nor mortal, existing only as long as even one jaguar prowls the jungle. The Jaguar King (pg. 62) tests the prowess of any warriors he encounters, silently pointing his obsidian spear at them and striking a battle stance. The Jaguar King happily fights multiple opponents at once. If any single warrior lands three blows against him within five rounds, that warrior receives a blessing: points to their STR, DEX, or CON stat, or an additional hit points die. After five rounds of combat, the Jaguar King melds like a shadow into the jungle, perhaps never to be seen again.
3. BASILISK CULT
PROCESSION
Twenty stone warriors walk in a long procession, led by a stone shaman riding a basilisk. The warriors are adorned in thick layers of dried mud studded with small emeralds (each has five 20 gp emeralds). They beat drums, chant, and walk in slow and deliberate poses that display their strength and agility. The procession moves toward hex 818 and stays there for 3 days before returning.
4. OATALI AWAKENS
The Rainbow Snake god soars overhead in the shape of a luminous, feathered dragon of every color. Each creature who sees this rare display gains a luck token and regains hit points.
5. VOLCANO ERUPTS
Determine randomly if Chanichu (1405) or Tsibalba (122) erupts. PCs within 5 hexes of it must pass DC 15 CON checks or take damage. Half of all LV 1 NPCs in the area perish.
6. RED MARIA
The infamous pirate Maria Corwyn (assassin), known more widely as Red Maria, hacks through the jungle with 16 of her hard-bitten pirate crew. They haul 400 gp and two rolls on the 10+ treasure table to bury. Red Maria regularly sells live captives to the basilisk cultists (201 and 706) and views small groups of explorers as prime merchandise. Her galleon, the Crimson Sky, is anchored at the nearest point along the Black River. 18 pirates guard it (3:6 chance the six lookouts are drunk on rum).
7. VOID BEINGS
Two disoriented void beings careen through the jungle. If it's during the day, they are at half HP. At night, they attack living beings at full force. They perish the next day from sun exposure.
8. EARTHQUAKE
The ground bucks and shakes violently! Characters must each pass a DC 12, 15, and 18 DEX check over three rounds. Each failure results in damage.
Maps (4)
Rooms (45)
002 Tecuhan · gorilla,panther p.30
002. TECUHAN
A white-haired gorilla named Tecuhan lives with his pet jaguar (panther), Siroc, in a secluded grove rich with fruit trees. Dozens of bone-carved wind chimes and flutes hang from the branches. Tecuhan is intelligent and speaks wisely, preferring to ask questions rather than answer directly. However, he refuses to converse with those who do not bring him an offering of goat's milk. His gorilla-wife, Rokara, went missing a year ago after traveling to a camp of explorers in need (812) to advise them and offer healing. Tecuhan gives his Staff of Healing to anyone who brings him Rokara's gold arm band and news of her fate.
006 Azarummians p.30
006. AZARUMMIANS
A vast sinkhole hides a village of 200 souls that has dwelt for centuries in darkness. These pallid, wolfish humans call themselves Azarummians rather than Itzalca, and they speak with the dialect of an ancient time. Stone huts cluster around groves of sun-starved derket-fruit trees; they alone can eat the fruit without being poisoned. They braid the fruit's skin into meager candles that serve as their only source of light. Their leader, a blind and sharp-toothed man called Bretuli, forbids discussion of the surface. The Azarummians believe one day their "Pale Queen" will return to lead them to conquest over the world above, and that she sleeps deep within the haunted underworld. Warriors have sought her in the tunnels that stretch endlessly down, but few have returned. Those who do are regarded as heroes and may ritualistically sharpen their teeth as a display of honor.
104 Dig Site A p.31
104. DIG SITE A
Scuttled campsites surround a 20' deep excavation pit. Inside, the peak of a stone roof emerges from the dirt. A faded wood sign says "Dig suspended until further notice. Return to base camp at Mivvin's Rest."
120 Lava Tubes · elephant,salamander p.31
120. LAVA TUBES
A field of jagged holes pocks the blackened earth before a lake of churning lava. Some are large enough for an elephant to enter. These tunnels emerge at the base of the volcano Tsibalba (122), but there's a 3:6 chance of encountering a group of salamanders traveling in the opposite direction.
- elephant AC 14 HP 34 LV 7 N 2 tusks +6 (1d8)
- salamander AC 13 HP 24 LV 5 C 2 flaming spear (close/near) +4 (1d6, ignites flammables)1 iron longbow (far) +2 (1d8)
122 Tsibalba · guard,lizardfolk,salamander p.31
122. TSIBALBA*
This trembling volcano spits streamers of lava up into the sky day and night. A tribe of fiery lizardfolk (salamanders) called the Skirrim resides here, unfazed by the torturous heat. They dwell in a temple ruled by a revered elder. The Skirrim guard the temple with their lives, especially the iron longbow called Rothak that ignites arrows to deal + damage.
- guard AC 15 HP 4 LV 1 L 1 spear (close/near) +1 (1d6)1 longsword +1 (1d8)
- lizardfolk AC 14 HP 11 LV 2 C 1 spear (close/near) +2 (1d6)
- salamander AC 13 HP 24 LV 5 C 2 flaming spear (close/near) +4 (1d6, ignites flammables)1 iron longbow (far) +2 (1d8)
201 Basilisk Cult · basilisk p.31
201. BASILISK CULT
A moss and vine-draped temple leers silently out of the jungle. Within, a fading sect of 20 stone warriors nurture their four basilisk hatchlings and an aging adult basilisk. Their leader, the stone shaman Mictza, plots to raid Dig Site A (104) for captives once the archaeologists return.
- basilisk AC 14 HP 25 LV 5 N 2 bite +4 (2d6 + petrify)
209 Cursed Pillars · zombie p.31
209. CURSED PILLARS
Six stone pillars surround a perfectly smooth reflecting pool. Dozens of niches in the pillars each contain a soapstone statuette of a crouching, shapeless human. At night, the statuettes animate into zombies that try to drag the living into the pool. Any humanoid that falls in must pass a DC 18 CHA check or be cursed, becoming one of the statuettes.
- zombie AC 8 HP 11 LV 2 C 1 slam +2 (1d6)
213 The Black Seed p.31
213. THE BLACK SEED*
High in the mountains, a towering seed of reflective black metal stands upright on its tip. Within it, horrors from outside space and time wait for the burning sun to fade so the seed's petals may unfurl and allow them out into this dimension.
215 Utzimatu · basilisk,cultist,shadow p.32
215. UTZIMATU
This village stands along the Black River in the shadow of the mountains. Brightly painted stone buildings rise on tiered mounds of earth. Here, 400 Itzalca farmers and fishers are led by Tezoticali, a resolute warrior-priestess who worships Oatali the Rainbow Snake. She holds fierce enmity toward the basilisk cultists (706) who took her young son, Yasitli, as tribute a year ago. The villagers view it as their duty to stop people from meddling with the Black Seed (213). Tezoticali recently called upon Oatali to prevent nearby explorers (812) from entering the mountains; her god sent a giant anaconda to the camp in reply.
311 Dig Site B · scorpion,vampire,vampire-spawn p.32
311. DIG SITE B
20 archaeologists from Mivvin's Rest (803) conduct a dig here. The head of the team, a bookish young man named Laurencio, is thrilled and terrified at the recent unearthing of six coffins carved with scorpions. He awaits further orders, but his lovestruck colleague, Amelia, secretly plans to open the coffins to impress him. 6 vampire spawn lie inside.
- scorpion AC 11 HP 1 LV 0 N 1 sting +1 (1 + poison)
- vampire AC 15 HP 52 LV 11 C 3 bite +7 (1d8 + blood drain)1 charm
- vampire-spawn AC 13 HP 25 LV 5 C 2 bite +4 (1d8 + blood drain)
508 Kurimbu p.32
508. KURIMBU
A goliath, red-tailed giant catfish called Kurimbu dwells in the rich mud here. It sometimes mistakes passing boats as fish (3:6 chance) and tries to swallow them, but retreats if injured.
514 Black Ziggurat p.32
514. BLACK ZIGGURAT*
A black, lightless ziggurat rises from the earth like a stark monument. Its sharp angles and metallic material are wholly unnatural. Deep within, a nexus of energy serves as a mighty source of power to beings from the void. A creature from this dimension who touches it is transformed into an utterly alien horror. Only the intervention of a deific being of great power could subvert this process, and even then, not fully.
520 Dig Site C · viperian p.32
520. DIG SITE C
Marigold, a hard-bitten jungle explorer and scientist, heads this tidy and efficient camp of 30 people. Her sister, Grenne (803), instructed her to find and study viperian-age relics. She does not realize how dangerously close she is to the last remaining viperian stronghold (621).
- viperian AC 13 HP 13 LV 3 C 2 scimitar +2 (1d6)1 javelin (close/far) +2 (1d4)
603 Gorilla Statue · gorilla p.33
603. GORILLA STATUE
A chipped and age-pocked statue of a large gorilla sits with its hands cupped. Once per day, placing a piece of fruit in its hands turns the fruit into a random magic potion.
- gorilla AC 12 HP 20 LV 4 N 2 rend +5 (2d6)
616 Frog Tree · druid,guard p.33
616. FROG TREE
A broad-leaved, dewy tree grows in the center of a secluded grove filled with blue butterflies. The jungle's only population of blue dart frogs lives on its branches. A wizened druid called Cuzol guards the frogs with his life, as did his mother before and as will his son. Only one worthy of the frogs' judgment may touch them. Frogs removed from the grove swiftly wither and die.
621 Viperian Citadel · guard,viperian,viperian-wizard p.33
621. VIPERIAN CITADEL
Soaring walls of jade-green stone are capped in glittering gold domes. Grandiose pillars and arches give the impression of many windows and entrances, but there is only one way in — a towering door guarded by two enormous cobra statues. These statues animate to strike any whose intentions are hostile toward the 600 viperians within. This stronghold is the last vestige of a once-great empire that ruled earth before mankind. The remaining viperians are deeply bitter and secretive. An enclave of four ageless viperian wizards rule; they jealously guard their ancient knowledge and plot against each other.
- guard AC 15 HP 4 LV 1 L 1 spear (close/near) +1 (1d6)1 longsword +1 (1d8)
- viperian AC 13 HP 13 LV 3 C 2 scimitar +2 (1d6)1 javelin (close/far) +2 (1d4)
- viperian-wizard AC 13 HP 37 LV 8 C 1 dagger (close/ near) +2 (1d4)2 spell +5
706 Basilisk Cult · basilisk p.33
706. BASILISK CULT*
A crumbling temple of water- stained stone and erupting vines. Within, a venerable (yet spry) stone shaman called Uzaru commands 20 stone warriors and three basilisk hatchlings. Eight stone warriors have been spying on Mivvin's Rest (803) and will soon launch an attack to steal the basilisk egg the archaeologists dug up.
- basilisk AC 14 HP 25 LV 5 N 2 bite +4 (2d6 + petrify)
711 Diseased Javelinas · boar p.34
711. DISEASED JAVELINAS
A herd of 25 diseased javelinas runs rampant through a marshy lowland south of the Black River. They carry a disease that causes black blood to run from their noses and ears and makes them uncharacteristically aggressive. These miniature boars nest around the wreck of a sailboat- sized, obsidian vessel buried in the bog. A jagged hole mars its perfectly smooth, arrowhead- shaped exterior.
- boar AC 12 HP 14 LV 3 N 2 tusk +3 (1d6)
716 Tiwara · basilisk,cultist,lizardfolk p.34
716. TIWARA
A village of 300 Itzalca live in elevated huts along the river. They boast the only canoe makers in the region, but their most expert craftsman, Hiromandus, has been taken captive by the Bloodspear lizardfolk (1220). Canoe production has ground to a halt without him. Tiwara's leader is a gentle fisherman named Okahara. Unknown to all, he was raised as a basilisk cultist and fled the temple (201) ten years ago. The cultists hold a bitter grudge toward him and would be willing to trade almost anything for his return.
- basilisk AC 14 HP 25 LV 5 N 2 bite +4 (2d6 + petrify)
- cultist AC 14 HP 9 LV 2 C 1 longsword +1 (1d8)1 spell +2
- lizardfolk AC 14 HP 11 LV 2 C 1 spear (close/near) +2 (1d6)
803 Mivvin's Rest · basilisk,cultist p.34
803. MIVVIN'S REST
Grenne Reskin, a spry and curious old woman, heads up the 40-person base camp for archaeological digs along the Black River. The oppressively hot jungle presses in thickly around the khaki tents and campfire pits. Grenne has been here for years and knows a great deal about the dangers of the Tal- Yool jungle. She tuts and fusses about the safety of her always- rotating staff of young scholars. Recently, nearby basilisk cultists (706) have been spying on the camp and are planning an ambush to steal the ancient basilisk egg the archaeologists have unearthed.
812 Abandoned Camp · badger,basilisk,gorilla p.34
812. ABANDONED CAMP
Forlorn tents, empty wagons, and cold fire pits make up this abandoned campsite. The only thing missing are the people. Those can be found inside a giant anaconda that coils atop a heap of debris. Tecuhan's (002) gorilla-wife is among the victims; her gold arm band (100 gp) is inside the snake's belly, along with 200 gp, a basilisk egg (100 gp), and a Bag of Badgers.
1015 Flooded Ruins · ghost p.35
1015. FLOODED RUINS*
A crumbling, stone ziggurat reaches out of a jungle-covered island surrounded on all sides by the swiftly flowing Black River. Floodwater has broken through its sturdy walls and settled into its chambers. Time-worn statues and carvings of weeping, robed women are utterly foreign to Itzalca design motifs. The people of Tiwara (716) view the ziggurat as an accursed place where lost ghosts cry in the night and the roaming dead gather.
- ghost AC 13 HP 27 LV 6 C 2 death touch +5 (1d8 + life drain)1 possess
1106 Star Map Temple p.35
1106. STAR MAP TEMPLE*
An open-topped, marble temple stands at the foot of the mountains. Vines and moss twist up its white pillars. Inside, massive clockwork wheels rotate each day to track the position of the stars and planets. The earth shakes subtly whenever these great wheels turn. Carved warnings mark solar eclipses: "On this day, enemies of life itself pour forth from the obsidian temples." Ancient Itzalca built this monument while they still occupied Zuchotl (921). They have since forgotten its location and purpose.
818 Cultist Holy Site · basilisk,cultist p.35
818. CULTIST HOLY SITE
A pitted, stone amphitheater bowls down into a wide clearing, its steps culminating in a stage and altar. Around the perimeter are dozens of lifelike statues of human warriors in battle poses. These are petrified stone warriors who have earned the basilisk cult's highest honor. A secret door on the altar hides a jade-carved Amulet of Vitality.
921 Zuchotl p.35
921. ZUCHOTL
This towering citadel was once the seat of power for all Itzalca people. More than 1,000 years ago, the Pale Queen led a horde of Azarummian warriors (006) against it, scattering the Itzalca to the wind. Now the citadel lies abandoned, its advanced wonders of magic and science left to rot in eerie halls of exquisitely carved jade and red jasper. Small tribes of criminals and outcasts have slowly crept inside; they wage fruitless wars against each other for territory and revenge. Much of the citadel's treasure, including The Orb of All-Eyes (a globe that elevates the INT and WIS of any who wields it to 18), remains lost.
1109 Destroyed Village · assassin p.36
1109. DESTROYED VILLAGE
The blackened and burned ruins of a village lies at the feet of its assassin — the volcano Chanichu (1405). A blanket of ash wraps around the charred foundations that once held up homes and temples. The treasures that endured the fire are still buried in the debris, including the Circlet of the Catfish that allows its wielder to breathe underwater and swim as easily as a fish. The Itzalca dare not speak the name of this haunted place lest Chanichu's wrath turn toward them next.
- assassin AC 15 HP 38 LV 8 C 2 poisoned dagger (close/near) +6 (2d4)
1220 Bloodspears · crocodile,lizardfolk p.36
1220. BLOODSPEARS
An insular tribe of 40 red-scaled lizardfolk called the Bloodspears lives in a boggy clearing. Their chieftain, a hulking lizardfolk named Ulesk, resides on a tiny island surrounded by a crocodile-filled moat. The Bloodspears use rafts to attack travelers along the nearby river; they currently hold Hiromandus, the master canoe craftsman from Tiwara (716), hostage. They are forcing him to make canoes they will use to launch attacks on the Itzalca villages upriver.
- crocodile AC 14 HP 20 LV 4 N 2 bite +3 (1d8)
- lizardfolk AC 14 HP 11 LV 2 C 1 spear (close/near) +2 (1d6)
1302 Bibolga · basilisk,cultist p.36
1302. BIBOLGA
The 200 Itzalca of this village practice the old ways of their people. They build homes of dried red clay and revere the basilisk cultists (201, 706), sending them a child in tribute every year. Their leader is a proud young man of only 19 years named Rasamiru. He adheres to tradition and does not take kindly to those who oppose the basilisk cultists or who seek the forbidden obsidian temple (1603) in the mountains.
1304 Lord Hedron · vampire p.36
1304. LORD HEDRON
Lord Hedron Antioch was once a preeminent explorer and archaeologist, but a fateful encounter with Obe-Ixx left him as a vampire in her service. She commanded him to use his knowledge to learn about the obsidian temples (213, 514, 1603), but not to enter them himself. Lord Hedron operates out of a mountain cave and will use his rakish charm, wealth, and fame to recruit adventurers into exploring the Eclipse Dial (1603) on behalf of "a sickly scientist suffering from tropical illness" (an excuse to explain his pallor).
- vampire AC 15 HP 52 LV 11 C 3 bite +7 (1d8 + blood drain)1 charm
1309 The Confluence p.37
1309. THE CONFLUENCE
Where Chanichu's (1405) lava flow meets the river, a roiling cloud of steam and gas cloaks the air in an eternal haze. During the day, diffuse sunlight paints the thick cloud yellow but does nothing to improve the poor visibility inside it. Whirls of fog sometimes eddy away to reveal blackened earth and dead wildlife. Here, void beings that have leaked from their containments find refuge from the sun. They hunt with unerring accuracy; any PCs who enter this hex have a random encounter from the Cursed table.
1405 Chanichu · crocodile p.37
1405. CHANICHU*
An endless river of lava flows down Chanichu's flanks and through a mountain vale, merging with the Black River in a mighty clash of the elements (1309). Rare flocks of fiery bird- crocodiles called skandrill live at the volcano's base. These raptors thrive in intense heat and have a raven's eye for precious stones and metals. They hoard rubies, pearls, and gold taken from unfortunate explorers in their lava-cave lairs.
- crocodile AC 14 HP 20 LV 4 N 2 bite +3 (1d8)
1413 Old Istril · archmage,thief p.37
1413. OLD ISTRIL
A fiercely independent old woman named Istril (archmage) moved out to the far reaches of the jungle for some peace and quiet. She prefers the deadly law of the wilds to the stuffy, bureaucratic humdrum of urban society. A carefully tended garden blooms around her humble homestead, all of it warded from hostile intruders by screaming skulls on pikes enchanted to throw bolts of lightning. Istril knows many rumors and legends, but she doesn't much like company. Her tiny pet monkey, Werner, is a master thief.
1511 Pirate Treasure · pirate p.38
1511. PIRATE TREASURE
A long-lost hoard of pirate treasure lies buried in the loamy earth beneath a mangrove tree. The tree's snaking roots have burst one of the four mahogany chests, pushing a few handfuls of gold coins to the surface. The cache contains 500 gp, two sapphire statuettes of prowling jaguars (200 gp each), a gold- and-ivory chalice carved as a howling face (100 gp), a Potion of Vitality, and a Genie Lamp.
- pirate AC 12 HP 4 LV 1 C 1 cutlass +1 (1d6)1 dagger (close/ near) +1 (1d4)
1516 Oatali's Shrine · couatl,guard,lizardfolk,pterodactyl p.38
1516. OATALI'S SHRINE
A flock of pterodactyls roosts around the rim of a small sinkhole with a glimmering pool at the bottom. Inside the pool, an underwater tunnel leads to the age-old shrine of Oatali the Rainbow Snake, a primordial spirit of the jungle. Three couatl in the shape of iridescent-scaled lizardfolk guard it. Each couatl presides over a gem-encrusted altar dedicated to the jungles (emeralds), the rivers (sapphires), and the sun (rubies). A fourth altar houses the Fangs of Oatali. This brightly colored jewel-and- feather mantle transforms its wearer into a couatl.
- couatl AC 16 HP 42 LV 9 L 3 bite +6 (2d6 + poison)
- guard AC 15 HP 4 LV 1 L 1 spear (close/near) +1 (1d6)1 longsword +1 (1d8)
- lizardfolk AC 14 HP 11 LV 2 C 1 spear (close/near) +2 (1d6)
- pterodactyl AC 14 HP 20 LV 4 N 2 beak +4 (1d8 + grab)
1603 Eclipse Dial · shadow p.38
1603. ECLIPSE DIAL*
In the shadow of a high mountain peak, a glassy black structure clings to the cliff face like a hideous beetle. This massive oval has an open tunnel at its center that allows access. Inside, chambers full of dark and alien horrors terminate in a room housing a massive, toothed wheel. Blood from a living creature allows it to turn. Aligning the Eclipse Dial's sharp teeth causes the moon itself to move, blocking out the sun in a total solar eclipse that endures a week. This is the moment the void beings have waited for — they emerge en masse from the obsidian temples (213, 514) to enact widespread slaughter. They grease the Eclipse Dial with human blood thereafter to continue the eclipse.
- shadow AC 12 HP 15 LV 3 C 2 touch +2 (1d4 + drain)
1617 Army Ants · elephant p.38
1617. ARMY ANTS*
A field of elephant-sized anthills jut from the jungle floor. Giant ants seethe in and out of their underground hive, dragging any smaller creatures they find to their deaths within. Their rotund queen lounges on a bed of bones, coins, and jewels.
- elephant AC 14 HP 34 LV 7 N 2 tusks +6 (1d8)
site-army-ants Army Ants · horse,jellyfish,mushroomfolk,skeleton,violet-fungus,wight p.40
Army Ants Walls DC 12 STR/DEX to climb unless noted Death walks again in the flooded dark where an undead warlord watches with a magic eye! 60' vert. tunnel A peaceful family of giant ants W S
DC 20 STR/DEX
have unearthed far more than they intended: ancient warriors who resisted the Pale Queen long ago. Now, these warriors stir in the depths, cursed to live forever, yet trapped in death! M M 15' underwater
RANDOM ENCOUNTERS
Details lichen-covered skeletons giant ants on patrol grey ooze slither down the walls like moving puddles 180' drop to Area 2 mushroom folk decorating the walls with lichen Eye of Ejami. Pluck your own eye from its socket and replace it with this perfectly polished, round garnet. Doing so allows you to see invisible creatures and sense undead within near range. You can still see normally with this eye. For level 3 characters. Written by Baron de Ropp. N M M V V S S S V V 60'
120'
S S S S S S S S S S S A A A A A A A A A A A A
1. Mound Descent. A lone dirt mound, 40’ tall, stands proud in a 500-foot wide clearing in the middle of the jungle. At the top of the mound, an open tunnel as wide as a horse cart winds down through the packed earth. The tunnel eventually opens up to a vast vertical shaft descending into darkness. 2. Flooded Chimney. A 180' vertical shaft. Massive, shelf-like mushrooms growing out of the walls create slippery platforms to traverse like stairs (DC 12 DEX if rushing or slip and fall off). The bottom of the shaft is flooded (30' deep) and filled with hundreds of harmless, bioluminescent jellyfish. An underwater tunnel lurks 15' beneath the surface.
- Pathways: Swimming through the
underwater tunnel leads to the underground lake (Area 9). At 60' above the water's surface, a tunnel leads to the ant bulwark (Area 3). At 120', a passage leads to the lichen forest (Area 6). At 180' an earthen tunnel leads to the entrance (Area 1). Walls are DC 12 STR or DEX to climb. 3. Ant Bulwark. A cavernous room is buttressed by a defensive wall of earth (15' high). 8 very skittish giant ants patrol along the wall, passing above piles of humanoid bones scattered along the wall's base. The ants become aggressive if threatened. 4. Ant Warren. A family of 4 giant ants deliberate silently via antennae over their discovery of the tomb in Area 9. They seek a sign to tell them to either leave or attack the skeletons. They struggle to understand humanoid language, but they do not react hostilely unless threatened. 5. Ant Digway. A 60' vertical tunnel recently exhumed by the ants connects Area 3 to Area 9. The ants can easily traverse it, but it's very difficult to climb (DC 20 STR or DEX) and the earth is too soft and slippery to hold iron spikes. 6. Lichen Forest. A dense maze of overgrown lichen has nearly enveloped all evidence of the ants foraging for food in the fungus. 4 violet fungus lurk in this lichen, but they wish to remain undisturbed. They opportunistically join the fray if violence breaks out nearby. 7. Mushroomfolk Hovel. A family of 4 mushroomfolk want to eliminate the giant ants who have taken over the cave network. They catch skeletons who wander up from Area 9 to attach lichen to them, hoping to spread the lichen forest and thus mark their territory. 8. Skeletal Stairway. Tiered boulders create a slippery series of three 20’ drops (DC 12 DEX if moving faster than half speed or fall remaining distance to ground). 3 skeletons covered in lichen mill about on the boulders between nests of rib cage-like stalagmites. 9. Underground Lake and Tomb. Muddy banks surround a broad underground lake. In the lake’s center, 12 skeletons wander around a stepped platform of rock that rises from the water. A lone, sealed sarcophagus rests on an elevated dais above them. The emaciated warlord Ejami (a wight) rises from this sarcophagus if combat breaks out. His magical red garnet eye is lodged in his skull socket, and the inside of his sarcophagus is blanketed in a bed of 500 gp stamped into rounded triangles and a weighty blue pearl worth 60 gp.
- horse AC 11 HP 11 LV 2 N 1 hooves +3 (1d6)
- jellyfish AC 11 HP 1 LV 0 N 1 sting +1 (1 + toxin)
- mushroomfolk AC 13 HP 15 LV 3 N 2 slam +2 (1d6)
- skeleton AC 13 HP 11 LV 2 C 1 shortsword +1 (1d6)1 shortbow (far) +0 (1d4)
- violet-fungus AC 7 HP 9 LV 2 N 2 tendril (near) +0 (1d4)
- wight AC 14 HP 15 LV 3 C 1 bastard sword +3 (1d10) and 1 life drain +3
site-basilisk-cult Basilisk Cult · basilisk,couatl,cultist,gelatinous-cube,peasant,shadow,skeleton p.42
Basilisk Cult Mud-smeared warriors lurk inside the crumbling temple of an ancient cult! The wicked stone shaman Uzaru is positioning her warriors to strike out B U at nearby Mivvin's Rest! The basilisk cultists prepare for pillaging and mayhem inside the halls of their fearsome temple where their basilisk hatchlings grow stronger each day.
RANDOM ENCOUNTERS
Details marauding apes roosting giant bats A fearful peasant from Area 8 S A curious, infiltrating couatl posing as a stone warrior S S Basilisk Egg. A hefty stone egg as large as a watermelon. Worth 150 gp. Easily mistaken for a rock if not for its ovoid shape. A basilisk hatchling Secret door: Rolls open when wall is pushed S emerges after 40 days of incubation in direct sunlight; it imprints onto the first creature it sees. For level 3 characters. N P P S S S S G S B S S B
1. Hall of Pillars. Dark and cool with blue-black shadows. Silent. Shafts of sunlight pour in through the cracked ceiling. Leaning pillars chase down the room's center. Vines as thick as arms erupt through the outer walls and creep across the floor. Statues of spear- brandishing warriors standing on one leg leer from the raised alcoves.
- Stone Warriors: Two hide around the
corners in each alcove. They ambush intruders after 2 rounds.
- Secret Door: The stone wall clicks
back when pushed and rolls aside, leading to Area 8. 2. Hall of Doors. Three heavy jade doors are carved with rearing, six-legged reptiles locked in combat (basilisks). Each takes 10 rounds to remove from its hinges (250 gp and 10 gear slots each, must be carried by at least two people). 3. Sentry Post. Two mud-caked stone warriors in feathered headgear stand at rapt attention before a bronze double- door. DC 18 DEX to peek in without their notice. Their shout brings the 3 stone warriors from Area 6 in 3 rounds and puts Uzaru (Area 4) on alert. 4. Basilisk Nursery. Three basilisk hatchlings rove through the tall grass erupting from the flagstones. Uzaru, a bent old stone shaman, coos at them and feeds them pebbles (she is adept at avoiding petrification). She has a Potion of Legendary Deeds she's saving for the one who brings her Grenne's head (see hex 803). A gelatinous cube quivers behind the east gate; the only sign of it is the impeccably clean floor. A lever next to the gate opens it (Uzaru releases the cube if in trouble). 5. Skeleton Friend. A propped-up skeleton called Yuru sits against the west wall. He wears cheap costume jewelry, a red silk tunic, and a tattered feather headdress. He has somehow retained his memories and personality. He likes to chat, especially if offered jewelry or clothing. He knows all about the place. Yuru flees if attacked. 6. Barracks. Three stone warriors doze on the ground in ratty bedrolls. They are light sleepers (DC 15 DEX to sneak past). They wake to the gong in Area 7. One warrior wears a 40 gp belt of jade beads. 7. Basilisk Statue. A tremendous bronze statue of a rearing, six-legged lizard sits on a low pedestal. Its wide mouth hangs open. A gong and mallet dangle from its neck. DC 12 CHA upon hearing the gong ring or dance uncontrollably for 3 rounds. A basilisk egg lurks deep inside its gullet (accessible through its mouth). 8. Prisoners. Two disheveled, bookish scholars (peasants) hang in manacles. Petor and Tirin both need glasses to see (they're broken) and are utterly useless. They were on the way to join the camp at Mivvin's Rest (hex 803) when basilisk cultists captured them. They are both pottery experts and bicker ferociously over opposing scholarly theories.
- Secret Door: The stone wall clicks
back when pushed and rolls aside, leading to Area 1. 9. Submerged Coffin. Neck-deep, sulfurous water fills the room. A stone coffin rests on the floor (DC 12 STR to lift the lid). Inside, a skeleton clutches a basilisk egg. It animates and grabs anyone who touches the egg, attempting to drown them.
- basilisk AC 14 HP 25 LV 5 N 2 bite +4 (2d6 + petrify)
- couatl AC 16 HP 42 LV 9 L 3 bite +6 (2d6 + poison)
- cultist AC 14 HP 9 LV 2 C 1 longsword +1 (1d8)1 spell +2
- gelatinous-cube AC 11 HP 24 LV 5 N 1 touch +4 (1d8 + toxin + engulf)
- peasant AC 10 HP 4 LV 1 L 1 club +0 (1d4)
- shadow AC 12 HP 15 LV 3 C 2 touch +2 (1d4 + drain)
- skeleton AC 13 HP 11 LV 2 C 1 shortsword +1 (1d6)1 shortbow (far) +0 (1d4)
site-black-ziggurat Black Ziggurat · echo,guard,shark,soldier,vampire,void-bat p.44
Black Ziggurat To Area 3 A horrific temple to an otherworldly evil that waits for the sun to die! A nexus of abominable power lurks deep within the belly of this razor- walled black ziggurat. Vile beings from another dimension guard it, knowing one day it will be how they populate this realm with their own horrific allies! To Area 1
RANDOM ENCOUNTERS
Details 2 void beings drag a wayward explorer (soldier) toward Area 9 To Area 9 A pulse of purple energy from The Nexus extinguishes all light roosting void bats stir death slugs fall from above To Area 8 The Nexus. Living creatures who touch this swirling dome of purple energy begin turning into a void being (pg. 64) over the course of rounds. Nothing can halt this transformation short of a deity's direct intervention. For level 6 characters. N B B B V V V V
1. Room of Silence. Sharp-edged stairs ascend a smooth black ziggurat to double doors 20' up. DC 12 DEX each round treading on the stairs or damage. Within, a matte black room with geometric patterns of baffling on the walls mutes all sound (spellcasting is at DISADV). Northwest door has no handle/lock and a hand-sized, hemispherical impression 8 feet up. Pressing face into it opens the door. 2. Void Bat Habitat. Sharp-edged stairs ascend a smooth black ziggurat to double doors 20' up. DC 12 DEX each round treading on the stairs or damage. Within, ceiling is covered in spires of black glass creating artificial stalactites (treat as obsidian daggers if snapped off). Three void bats sleep hidden among them. Noise wakes them. 3. Doomsday Hall. Black, glassy walls and floor. Sounds echo for unnaturally long durations. Every 2 rounds, a random wall or floor (roll ) flares to life with a hyper-real moving image from outer space of a different planet; an eclipse rolls across the planet's sun(s), and then pockets of black murk bloom across its surface, eventually covering it.
- Energy Surge: Touching the moving
image gives a light shock that causes: () 1. Regaining 2 HP, 2. 1 point of temporary CON damage, 3. Regain a lost spell, 4. Understand Primordial language until next rest. 4. Reconstitution Tanks. Freezing cold room. In the alcoves stand two 10-foot tall chrome cylinders. A red button on each opens it with a hiss of icy smoke. An injured void being sleeps inside each (half HP, covered in oozing sunburns). 5. Decontamination. Dozens of silvery cones with tiny holes extend from the ceiling in regular rows. Black tile floor has thin grates like shark gills around the outer perimeter. Purple fog boils out of the cones after a creature is inside room for 2 rounds. Fog cures all natural diseases after 2 rounds of exposure but burns off all hair for weeks. After two exposures in one year, DC 15 CON or permanent blindness. 6. Hibernation Chamber. Four 10' pillars of pulsing, purple-black oil quiver along the rear wall (sleeping void beings, DC 15 DEX to avoid waking each round moving through room). Quiet hisses emanate from somewhere.
- Hisses: Void beings whisper in
Primordial in their sleep. A creature within close hears it cursing Shune the Vile for her "interference." 7. Storage. Two thin, silvery tubes the length of broomsticks hang from hooks on the walls. Each is a one- shot lightning bolt cannon (touching it to The Nexus recharges it). A table scattered with glittering trinkets has an Onyx Destrier with odd fins and gills. 8. Repulsor Stairs. A metal floor inlay around the stairs repulses creatures walking forward as if by a massive magnet. The stairs can only be entered by walking backwards. 9. The Nexus. A 40'-deep pit surges with purple light that sickens living creatures (DC 12 CON at first sight or crippling nausea). At the bottom, a dome of neon- purple energy flares (see The Nexus). A transforming being who begs Shune the Vile for aid has a 1:20 chance that she turns them into a vampire instead.
- echo
- guard AC 15 HP 4 LV 1 L 1 spear (close/near) +1 (1d6)1 longsword +1 (1d8)
- shark AC 11 HP 15 LV 3 N 1 bite +3 (1d10)
- soldier AC 15 HP 10 LV 2 L 1 longsword +2 (1d8)1 crossbow (far) +1 (1d6)
- vampire AC 15 HP 52 LV 11 C 3 bite +7 (1d8 + blood drain)1 charm
- void-bat AC 13 HP 19 LV 4 N 2 scream +4 (1d10)
site-chanichu Chanichu · azer,basilisk,crocodile,salamander,thief p.46
Chanichu Brave the vicious skandrill bird nest to claim their hoard of glittering treasure! At the fiery base of mighty Chanichu, savage crocodile-birds called skandrill make their home. Their greed for shining objects is matched only by their ferocity; they've ambushed countless travelers over the years. What lost treasures might they have?
RANDOM ENCOUNTERS
Details skandrill scuffling over a twisted scrap of metal A sneaking salamander thief A cobra basking on a hot rock jet black giant dung beetles Skandrill Eggs. Orange, tough-shelled eggs as big as coconuts and hot to the touch. A rare delicacy that can fetch up to 100 gp per egg from the right buyer... assuming a vicious skandrill chick doesn't emerge from the self- Weak floor (DC 12 DEX or fall through into lava) incubating egg first ( days). For level 4 characters. N A Rubies S S SR S S S D B
1. Lava Pool. Churning, glows orange- red, ovenlike heat rolls off it. Surface is congested with fat bubbles and chunks of half-formed rock. A handful of small rubies (100 gp) glints at the edge of the pool. A surly dwarf made of bronze (azer) named Bizzbol lurks chin-deep in the lava right below it, trying to draw a skandrill near to spear it for lunch. He shakes his head at anyone taking the rubies and trills a skandrill call if they do.
- Lava: damage/round.
2. Preening Skandrill. Three skandrill preen each other (ostrich-sized, orange- feathered birds with crocodile maws and whipping red tails). DC 9 DEX to go unnoticed outside near range of them. DC 18 DEX while within near range. 3. Egg Nest. Cramped cave with black pumice walls that catch roughly at clothes and shoes. Reeks of sulfur. Two piles of charcoal house two skandrill eggs; they flare red like blazing coals. 4. Dmitri In Disguise. Weak spot on the floor; DC 12 DEX if stepped on or fall through into underlying lava pool (see Area 1). A patchy-looking skandrill (a human researcher, Dmitri, in a bad costume) clucks around in a circle, flapping its vestigial wings awkwardly.
- Dmitri: Skinny young man, ash-
smeared face. He's been here two weeks and is hysterical with scientific joy at the success of his dangerous experiment. He's vengeful if made fun of ( skandrill come at his call and will not attack him while he's in his costume). He's willing to help those who swear not to hurt the birds or eggs. He thinks he can safely approach skandrill rex (Area 6). 5. Dying Interloper. A haze of acrid smoke boils up from the nearly-dead basilisk roasting on the red-hot ground (DC 12 CON if no shoes or damage). Two petrified skandrill stand near the back of the cave. Skandrill will not enter until the basilisk dies and cremates. 6. Skandrill Rex. The enormous king skandrill (skandrill rex) roosts on a bed of charred bones and charcoal. Several chains of precious metal dangle from his thick neck (4 total). He allows other skandrill to approach him for preening and naps rounds each time (he does not notice intruders during the naps).
- Chains: DC 12 DEX to steal one while
skandrill rex naps. DC 18 DEX if he is awake but unaware of thief. Each chain is silver or gold worth gp. 7. Passage. 2:6 chance of encountering a passing skandrill bringing a dead lava iguana to skandrill rex (Area 6). 8. Gold Nests. Two skandrill poke and fuss at four skandrill eggs sitting on piles of red-hot charcoal in this broad cave shimmering with heat. These mothers refuse to leave for any reason and attack unknown creatures savagely. In the center of each nest is a brick of molten gold coins, each worth 100 gp ( damage to unprotected hands). 9. Lava Bubbles. Weak spot on the floor leading in; DC 12 DEX if stepped on or fall through into underlying lava pool (see Area 1). Dozens of shivering lava bubbles float up through thin floor cracks and drift around, popping like tomato soup against the pumice walls. Each is as large as an apple. PCs passing through must pass DC 12 DEX checks or hit bubbles ( damage each).
- azer AC 15 HP 15 LV 3 L 2 flaming warhammer +3 (1d10, ignites flammables)1 crossbow (far) +0 (1d6)
- basilisk AC 14 HP 25 LV 5 N 2 bite +4 (2d6 + petrify)
- crocodile AC 14 HP 20 LV 4 N 2 bite +3 (1d8)
- salamander AC 13 HP 24 LV 5 C 2 flaming spear (close/near) +4 (1d6, ignites flammables)1 iron longbow (far) +2 (1d8)
- thief AC 13 HP 13 LV 3 N 1 dagger (close/near) +2 (1d4)1 shortsword +0 (1d6)
site-eclipse-dial Eclipse Dial · boar,peasant,primordial-slime,shark,vampire,vampire-spawn p.48
Eclipse Dial The greatest weapon of the void beings waits only for humanoid blood! A giant glass dome clings to the mountains like the eye of an evil god. Inside, a great wheel waits for blood so it can attune itself to this dimension's cosmic frequencies. Then, with one turn, the wheel blots out the sun and V V V begins the void being invasion!
RANDOM ENCOUNTERS
Details patrolling void beings An exploring vampire spawn sent by Lord Hedron (hex 1304) A hairless boar fogged in Area 1 A puddle is a primordial slime Void Craft. Pointed ellipse of smooth black glass the size of a covered wagon. Seamless door hisses open at a Hangar Door touch. Interior is transparent (like two- way mirror) with a single control yoke. Four humanoids fit. Craft flies 30 hexes a day. 1:20 chance of crash each time. For level 7 characters. N V V P V V
1. Decontamination. Dozens of silvery cones with tiny holes extend from the ceiling in regular rows. Black tile floor has thin grates like shark gills around the outer perimeter. Purple fog boils out of the cones after a creature is inside room for 2 rounds. Fog cures all natural diseases after 2 rounds of exposure but burns off all hair for weeks. After two exposures in one year, DC 15 CON or permanent blindness. 2. Intel Room. Sheets of black glass on the walls scroll with silver hieroglyphics (Primordial). They list and describe every living humanoid in this dimension. 3. Tool Room. Wall hooks hold a variety of black objects: clubs, bladed poles, and whip-like tendrils (these tools are actually wrenches, clippers, and rubber hoses). Hanging among them is an Immovable Rod.
- Repair: Tools allow DC 20 INT check
to repair a damaged Void Craft. Failure means irreparable damage that only a void being can fix. 4. Void Craft Hangar. A wriggling mass of purple ichor (void being) slithers around a wagon-sized, reflective black object shaped like a pointed ellipse (Void Craft). The object emits a barely audible low hum when approached.
- Void Being: Performing routine
maintenance on the Void Craft. Does not immediately notice intruders.
- Hangar Door: South wall becomes
translucent when two or more intelligent beings are inside a nearby Void Craft. 1,000-foot mountain dropoff outside. Void Craft can fly seamlessly through wall. 5. Observatory. Two wobbling statues of purple-black sludge (void beings) stand before the southeast wall. The wall is like a two-way mirror that looks into Area 8. The beings are distracted (DC 12 DEX to sneak up behind them). They croak in Primordial, going through a technical checklist of steps for The Wheel's imminent activation (see Area 7). "Opening prison cell. Hostage in transit. Exsanguination beginning." 6. Hibernation Chamber. Three 10' tall columns of pulsing purple sludge stand against the black walls of this chilly room (sleeping void beings, DC 15 DEX to avoid waking them each round). 7. Prison. A writhing clot of purple goo (void being) towers before a cell barred with sleek black grating (DC 20 STR/DEX to open). Inside, a peasant cringes back, mad with fear (young human Itzalca man, Caleka). The void being takes him to Area 8 and impales him on The Wheel (this takes 4 rounds total), activating it. 8. The Wheel. A mighty, toothed wheel of black metal sits low on the ground. Its central spindle is spear-like. Silvery glyphs on its surface (Primordial) explain how it works. Examining the northwest wall reveals dark shapes moving behind it in Area 5 as if behind a two-way mirror. These two void beings wake the others in Area 6 and attack as a group in 3 rounds if they spot intruders.
- The Wheel: A living humanoid
creature from this dimension must die by blood loss upon The Wheel's spindle to activate it. Upon activation, The Wheel turns a full rotation. The moon moves with it, causing a total solar eclipse that lasts for one week.
- boar AC 12 HP 14 LV 3 N 2 tusk +3 (1d6)
- peasant AC 10 HP 4 LV 1 L 1 club +0 (1d4)
- primordial-slime AC 9 HP 30 LV 6 C 2 tentacle +4 (1d10 + dissolve)
- shark AC 11 HP 15 LV 3 N 1 bite +3 (1d10)
- vampire AC 15 HP 52 LV 11 C 3 bite +7 (1d8 + blood drain)1 charm
- vampire-spawn AC 13 HP 25 LV 5 C 2 bite +4 (1d8 + blood drain)
site-flooded-ruins Flooded Ruins · crocodile,ghost,guard,priest,skeleton,vampire p.50
Flooded Ruins A dire snapping turtle guards the secrets of explorers who lost their lives uncovering the truth of the ziggurat. Atop an island in the middle of the river is a crumbling basalt temple. Locals are terrified of the spirits that haunt it — the tortured souls of explorers who first encountered this place. A dire snapping turtle awaits hungrily over their remains.
RANDOM ENCOUNTERS
Details skeletons burst from the water and shamble about ambushing crocodiles A ghost searches for his journal Kawitzek ( skeletons if slain) Shune’s Vestments. Purple, arcane robes which make the wearer invisible to undead. Each day, Shune compels the wearer to slay an innocent. If they do, they become immune to all harm from undead until the next day. For level 4 characters. Written by Baron de Ropp. N K
1. Mossy Landing. Leafy vines shroud over a 15’ tall doorway set at the top of a 40' staircase that rises above the island’s tree canopy. Cutting the vines away reveals a humid stair landing. The walls are coated in moss and pond scum. Feminine robed statues line the north wall, decaying from erosion and time. 2. Flooded Chamber. Murky water slowly flows through the flooded chamber. Moss covered stones create a makeshift pathway. DC 9 DEX to traverse. Splashing water causes a random encounter. 3. Kawitzek’s Lair. Flooded room reeks of dung. A whirlpool drains water into depths below. Beams of light filter through a cracking ceiling 100' above. Living vines dangling from the causeway's arches grab at prey passing above and toss them into water (DC 15 STR to resist). Kawitzek’s lair (covered in flotsam) and a scattering of 200 sp are bermed up on a platform in the corner. Kawitzek. An ancient, enormous snapping turtle covered in vines and moss. Its blood carries elemental magic. 4. Courtyard. Colonnades surround an open air courtyard scattered with thousands of bleached bones. Between each pair of columns, statues of robed feminine figures cover their faces with their hands. At the north end, a raised platform ascends to an altar. The stairs rising toward it are clear of bones. At the south end, a tower stretches 100' upward and has a covered causeway. The tower's thick, decorative door is magically sealed and has an arm-sized "keyhole." An arm wearing Rokara’s gold arm band (hex 812) is the key to entry. 5. Tower. A spiral staircase ascends through this thick-walled, damp tower up to a hallway. It opens to the crumbling causeway in Area 3. Bas relief carvings of robed women who are weeping, studying tomes, and gesturing in spellcasting poses line the walls. 6. Shune’s Vault. The causeway connects to a chamber decorated with painted sculptures of cowled women holding lit candles (priests recognize Shune's iconography). In the center of the room, a statue wears a purple robe. These are Shune’s Vestments. 7. Glowing Atrium. Bioluminescent fungus grows all over the walls and floor and is as bright as candle light. It can be collected and used as a makeshift, inextinguishable torch that lasts for an hour, but disturbing it releases spores. Those collecting the fungus or being struck while carrying it openly must pass a DC 12 CON check or wretch loudly for rounds, which triggers a random encounter check. 8. Purple Lotus Garden. Spots of light beam through the crumbling ceiling above at the north end of the room. A field of massive, deep purple lotus flowers drifts on the water below. The lotuses grab and entrap everything that comes within close range (DC 12 STR or pulled inside and held, damage/round, DC 12 STR on turn to escape). They close their petals at night, exposing a doorway just beyond them. 9. Final Repose. An explorer’s corpse rests on a raised platform. His sack contains 60' of rope and a journal detailing his discovery of Shune’s offer of protection from vampires.
- crocodile AC 14 HP 20 LV 4 N 2 bite +3 (1d8)
- ghost AC 13 HP 27 LV 6 C 2 death touch +5 (1d8 + life drain)1 possess
- guard AC 15 HP 4 LV 1 L 1 spear (close/near) +1 (1d6)1 longsword +1 (1d8)
- priest AC 15 HP 23 LV 5 L 2 mace +3 (1d6)1 spell +3
- skeleton AC 13 HP 11 LV 2 C 1 shortsword +1 (1d6)1 shortbow (far) +0 (1d4)
- vampire AC 15 HP 52 LV 11 C 3 bite +7 (1d8 + blood drain)1 charm
site-star-map-temple Star Map Temple · panther,shadow,soldier,treant p.52
Star Map Temple Great wheels from a forgotten time thunder and clank in the jungle! The verdant jungle has almost consumed the white marble pillars and walls of this ancient temple. Mighty wheels still turn heavily inside its grounds, shaking the earth with each rotation. What forgotten dooms, and portents do these wheels predict?
RANDOM ENCOUNTERS
Details A dial turns, rumbling the earth; DC 12 DEX or fall down Maied (Area 2) wanders in to tend the vines and flowers A hungry panther from Area 7 stalks the group P P Three roving Itzalca warriors (soldiers) creep into the temple Cosmic Wheels. Each weighs several tons and carries an enchantment that keeps it untarnished; removing it from its spindle converts it to useless stone. For level 2 characters. N T
1. Mossy Pillars. The mossy remnants of ancient marble pillars stand at precarious angles in this quiet, sunlit hall. The moss grows in distinct swirls and patterns on a few. One pillar has a subtle secret door in its base. Inside, a velvet bag holds an Amulet of Secrecy. 2. Treant Lair. A tree dotted with star- shaped yellow flowers creaks gently in the breeze (this is the treant Maied). Vines grow along the walls in unusual, wave-like patterns, and sparkling bits of metal glimmer among their tendrils.
- Maied: A sweet old treant auntie
who loves to decorate with nature and found objects. Utterly nonviolent except in self-defense. She has woven the missing cogs from the wheel in Area 8 into the vines as ornaments. She won't part with the cogs unless given equally beautiful replacements. 3. Hall of Paintings. Heavily peeling frescoes cover the walls. One area shows a citadel of rich green and red stone in the jungle (the lost city of Zuchotl, hex 921). Another intact area depicts indistinct, purplish shapes lifting and devouring white-clad human warriors.
- Citadel: PCs familiar with the jungle
recognize the silhouette of Tsibalba volcano (hex 122) painted in the citadel's background to its west. 4. Moon Wheels. Two giant, interlocking wheels of untarnished silver. Phases of the moon are etched into its surface. An inscription on it reads: "Ever-changing, ever-knowing. Silver light protect us."
- Full Moon: Touching the wheel when
the moon is full grants ADV on your next spellcasting check (once a day). 5. Sun Wheels. A pair of enormous, toothed wheels of gleaming gold. Its etchings depict the cosmic movements of the sun. An inscription on it reads: "Foe of the dark ones, banisher of evil."
- Zenith: Touching the wheel when
the sun its at its daily peak grants a luck token. 6. Star Wheels. Three broad, connected wheels of bright copper. Patterns of dots and lines mark the seasonal movement of stars. Its inscription reads: "Map of the heavens, guide our eyes and hearts."
- North Star: Touching the wheel while
the north star is visible in the night sky grants 1 XP (once per week). 7. Panther Den. Musky odor. Claw marks mar the white marble walls. Two mated panthers lurk in the shadows here (DC 12 WIS to notice them upon entering or they surprise intruders). Tossing them food causes them to retreat with it. Their four cubs hide in a small den of sticks and leaves in the southwest corner. 8. Broken Eclipse Wheel. A single, cracked wheel of obsidian. Its etchings show a disc moving across the sun to blot it out. Something shattered this wheel long ago, and it no longer moves; it's stuck on a day marking an active solar eclipse. The inscription below reads: "On this day, enemies of life itself pour forth from the obsidian temples."
- Eclipse: Touching the wheel during
an eclipse grants temporary HP.
- Missing Cogs: The wheel is missing
a handful of smaller cogs beneath its main disc that were knocked loose. Replacing them would allow the cracked wheel to turn once again.
site-the-black-seed The Black Seed · primordial-slime,void-bat p.54
The Black Seed The invading force of an otherworldly evil lurks inside this hideous tower! An army of void beings lie in wait within their hibernation tanks while their companions prepare this Stairs down to out dimension for takeover. Can they be side or up to Area 2 stopped before they awaken en masse to wreak havoc on the living world? Eclipse Open. When the darkness of a solar eclipse envelops the Black Seed, its walls unfurl like flower petals, releasing void beings out into the world. Most void beings must slink back to heal once the eclipse ends and the burning light of the sun returns, but a lengthy darkness would spell doom for this dimension. Hibernation Tanks. There are 28 hibernation tanks on each level. They are of a chromatic black metal that extrudes directly from the floor. Their hatches open at a touch. They each have AC 18, 20 HP, and are immune to elemental energy. A void being that Stairs up to Area 3 or down to Area 1 Stairs down to Area 2 spends a day in a tank heals to full HP. For level 10 characters. N
Activation Sequence. Once this begins, tanks expel a void being per round. This starts on level 1 until all are expelled, then level 2, then 3. If the Black Seed is open due to an eclipse, void beings can exit from any direction. 1. Chamber of Lasers. Twenty black, thrumming hibernation tanks encircle this chilly room. Hundreds of thin red beams crisscross the vast space like a crazily woven net, illuminating everything with a dim, red glow.
- Lasers. DC 12 DEX each round of
moving through lasers or blinded for one round from a beam to the eye (void beings immune).
- Motion Sensors. Anything that
moves through the room at more than half its speed sets off the activation sequence. 2. Chamber of Silence. Imposing silence fills this pitch black room. Glittering hibernation tanks loom in the dark.
- Silence. DISADV on casting spells.
- Sound Sensors. Anything louder
than the intake of breath sets off the activation sequence. 3. Chamber of Ice. Shocking cold permeates the air and frost crunches underfoot. Ice-rimed hibernation tanks encircle the lightless chamber.
- Cold. Living creatures DC 12 CON
each round or damage. Ice patches on floor DC 12 DEX if moving through or fall (void beings immune).
- Heat Sensors. Anything warmer than
ice that comes within close range of a hibernation tank sets off the activation sequence. Void Junk. Whenever a void being from the Black Seed dies, it disgorges an item from the following roll table.
VOID JUNK
Details A puddle that turns into a primordial slime if not burned within rounds A diseased javelina (alive) A handful of dead death slugs A half-digested void bat A melted bulb of beeswax An expertly carved boomerang A bag of jagged black caltrops An obsidian dagger A floating piece of black stone A chunk of mithral worth 60 gp A glass seahorse worth 90 gp A slimy emerald worth 120 gp fragments of meteor shards worth 30 gp each A vial of neon yellow ichor that is actually a Potion of Healing A glowing Bead of Force A random tier 3 spell scroll etched on glass in Primordial A Pearl of Power A ball of radioactive slime that imparts a random magical boon or curse onto one item A Kytherian Cog (limit once) The Obsidian Witchknife (limit once)
- primordial-slime AC 9 HP 30 LV 6 C 2 tentacle +4 (1d10 + dissolve)
- void-bat AC 13 HP 19 LV 4 N 2 scream +4 (1d10)
site-tsibalba Tsibalba · guard,naga,peasant,pirate,priest,salamander p.56
Fire, iron, and war! Confront a vicious tribe of salamander warriors or become their next sacrifice! S S Inside the shimmering caldera of the mighty volcano Tsibalba, a tribe of militant salamanders called the Skirrim guard their fortified redoubt. Their elder, a priest of Ramlaat, offers up living sacrifices to the war god.
RANDOM ENCOUNTERS
Details patrolling salamanders walk through the door An escaped prisoner (peasant) from Area 9 who begs for help Charred bone shards coalesce into a hissing bone naga fire slugs (gt. leeches, immune to fire) slurp into sight S E Rothak. This deeply curved, iron longbow ignites the arrows it fires, causing them to deal + damage. For level 5 characters. N P P P P S S S S S S Locked S S Tsibalba
1. Gate. A bulky, 20' high iron gate with wicked spikes bars the entrance to a black basalt fortress. DC 18 STR or DEX to climb (failing by 5 or more points results in hitting a spike for damage). PCs who look carefully spot the four arrow slits in Areas 3 and 4.
- Guards: Four salamanders in Areas 3
and 4 watch for anyone approaching the gate head-on. They can't see the area of the wall directly below their lookout points. Their alert summons the four salamanders in Area 8 in rounds (they are armed for battle). 2. Vestibule. The entrance is locked (DC 20 STR to loudly break open or DC 18 DEX to pick). The light tinkling of metal is audible through the door. Inside, gently fluttering curtains of iron chains obscure the passages east and west. 3. East Guardroom. Two salamanders keep watch behind the arrow slits (grants them AC 18). They have DISADV to detect anyone sneaking up behind. One wears an Amulet of Vitality. 4. West Guardroom. A salamander stands guard at the south door. His helm covers his eyes; he's actually asleep. To the north, two salamanders keep watch behind the arrow slits (grants them AC 18). They have DISADV to detect anyone sneaking up behind. 5. Elder's Room. Baraz, an elderly salamander in robes of braided iron cords, practices spear weapon forms while reciting prayers to Ramlaat. He is level 9 with 42 HP, 4 fire spear attacks at , and Rage: 1/day, immune to morale checks, + damage (3 rounds). He wears a Kytherian Cog on a silver chain around his neck. 6. Statue of Ramlaat. A statue of a towering, ram-headed warrior bares his fangs in a bestial howl. The statue rotates on its pedestal. If turned once, a giant ruby (200 gp) clatters out of its mouth. If turned again, a gout of lava shoots out instead (DC 15 DEX or ). 7. Lava Pool. An oven-hot chamber with a roiling pool of lava (falling in deals damage a round, death at 0 HP). Prophetic visions flicker across the glossy, black plates of cooling lava on its surface. A PC who spends a round staring at them gains a luck token. 8. Steam Room. A thick cloud of hot, sulfurous steam obscures vision to a close distance. Four unarmed salamanders lounge on reed mats on the floor. Their weapons and armor hang on hooks on the south wall. 9. Prison. Three human peasants are chained to the wall by thick manacles (DC 20 STR to burst, DC 18 DEX to pick).
- Vilago: Sullen and bitter. Former
pirate, now a caravan guard.
- Titus: Hysterical young aristocrat
desperate for release.
- Mestis: A gruff, capable warrior.
10. Temple. Two salamanders wearing ceremonial robes of braided iron cords hold a struggling peasant by the arms, preparing him for sacrifice on a chipped, obsidian altar. They kill the peasant in rounds if not stopped. The longbow Rothak hangs over the altar.
- Peasant: Halmoneus, overweight silk
merchant with soot-smeared face and a reedy voice. Promises a fortune for his safe return to Alkesh (he is convincing but actually bankrupt).
- guard AC 15 HP 4 LV 1 L 1 spear (close/near) +1 (1d6)1 longsword +1 (1d8)
- naga AC 16 HP 43 LV 9 C 2 bite +7 (2d6 + poison) and 1 spell +7
- peasant AC 10 HP 4 LV 1 L 1 club +0 (1d4)
- pirate AC 12 HP 4 LV 1 C 1 cutlass +1 (1d6)1 dagger (close/ near) +1 (1d4)
- priest AC 15 HP 23 LV 5 L 2 mace +3 (1d6)1 spell +3
- salamander AC 13 HP 24 LV 5 C 2 flaming spear (close/near) +4 (1d6, ignites flammables)1 iron longbow (far) +2 (1d8)