(D&D d20 Dungeons & Dragons) Necromancer Games - Ancient Kingdoms Mia
(D&D d20 Dungeons & Dragons) Necromancer Games - Ancient Kingdoms Mia
(D&D d20 Dungeons & Dragons) Necromancer Games - Ancient Kingdoms Mia
CREDITS
AUTHOR:
Morten Braten
INTERIOR ART:
David Day, Tim Truman, Andrew Bates, John Bridges, James Stowe, Leif Jones, Veronica Jones, Richard Thomas, Jim Nelson, Nate Pride, and Brian LeBlanc
DEVELOPER:
Bill Webb
ART DIRECTOR:
Mike Chaney
SPECIAL THANKS:
Dedicated to Robert E. HowardandClarkAshtonSmithforopeningto strange realms and wondrous worlds.ThankstoHenningRegeforhis encyclopedicknowledgeofthed20rules.SpecialthankstoBillWebband NecromancerGamesforgivingmetheopportunitytowritethismodule. MaximumrespecttotheForusMassiveworldwide.
PRINTED IN CANADA
1
Gora McGahey (order #19251)
2
Gora McGahey (order #19251)
MYTHIC MESOPOTAMIA
And the whole earth was of one language, and of one speech. And it came to pass, as they journeyed from the east, that they found a plain in the land of Shinar; and they dwelt there. (...) And they said, Go to, let us build us a city and a tower, whose top may reach unto heaven; and let us make us a name, lest we be scattered abroad upon the face of the whole earth. And the Lord came down to see the city and the tower, which the children of men built. And the Lord said, Behold, the people are one, and they have all one language; and this they begin to do: and now nothing will be restrained from them, which they have imagined to do. Go to, let us go down, and there confound their language, that they may not understand one another's speech. So the Lord scattered them abroad from thence upon the face of all the earth: and they left off to build the city. Therefore is the name of it called Babel; because the Lord did there confound the language of all the earth: and from thence did the Lord scatter them abroad upon the face of all the earth. The Book of Genesis, Chapter 11, Verses 19
INTRODUCTION
The glittering fires of civilization beckon the weary desert traveller, who drives his heavily laden camel-train through the desert sands towards the city-states dotted like pearls on a string along the twin rivers Euphrates and Tigris. Here, despotic priest-kings rule from ziggurats that stretch skywards to the starry realm of the gods, while robed priests heap sacrifice upon the earthly altars of brazen and obscene idols. Bearded men and women from a hundred nations throng the crowded streets of gardened Babylon, Nineveh with its libraries, age-old Uruk, and glittering Nippur. Woollen-robed stargazers guard ancient wisdom and science written on cuneiform tablets in their forbidding towers of mud-brick, while on the skull-strewn battlefields between the city-states, bronze swords clash against wooden shields and mighty warriors crash their chariots into the serried ranks of enemy spearmen. This is the splendor that is Mythic Mesopotamia. This chapter provides details on the geography, history and culture of a quasi-Mesopotamian historical fantasy setting, the default backdrop for this adventure module. Throughout this chapter, the term Sumerian is often used interchangeably with Mesopotamian. 3
Gora McGahey (order #19251)
Note that the following information has been adapted to a fantasy milieu and is not intended to be historically accurate. A number of new rules are presented throughout this chapter, intended to bring distinctive flavor to a campaign set in Mesopotamia; of course, all such rules are optional and it is ultimately up to the DM to decide what to use in his own campaign.
GEOGRAPHY
Situated in the ancient Fertile Crescent, Mesopotamia is a Greek word meaning between the rivers. Tigris, the eastern river, is a rough and fast-flowing river, difficult to cross and unsuitable for irrigation. The Euphrates, to the west, has lower banks, is usable by ships, and is suitable for use in irrigation. The territory to the far north, bordering the mountains of Cappadocia and Caucasus, is called Assyria. Its principal city is Ashur. Assyria is mountainous and well watered, with fertile soil. The middle part of Mesopotamia, where the Euphrates and Tigris run close together, is called Akkad. It is a land of hills and fertile plains, dominated by the grand city of Babylon. To the south, where the twin rivers empty into a great delta, much of the country is a swampy jungle, criss-crossed by subsidiary streams and channels. This is the land of Sumer, home to the first cities, such as Ur, Uruk, and Eridu. Sumer and Akkad is sometimes collectively referred to as Babylonia.
4
Gora McGahey (order #19251)
BEYOND MESOPOTAMIA
Hamgatana: A fortified city-state in the northeastern mountains, said to be impregnable. Hind: An ancient land of spices, ivory domes, fakirs and mystics, to the far east. Khemit: The fabled triple kingdom of the pharaohs to the west. Zhaol: A wealthy realm where slave and drug trade is rife. Secret cults, especially to the firedemon Moloch, thrive in the crowded alleyways of Zhaols cities.
NEIGHBORING LANDS
Mesopotamia has no natural boundaries and is difficult to defend. Over the ages, trade contacts, immigration of foreign tribes, and military confrontations with neighboring lands have influenced Mesopotamian society greatly. To the north and northeast are the mighty mountains of Caucasus, inhabited by wild beasts and fierce warrior tribes, such as the Cimmerians and the Gutians. The Zagros mountain range separates the lands of Mesopotamia from the lands farther east.
5
Gora McGahey (order #19251)
HISTORY
THE ANTEDILUVIAN AGE
The prehistory of Mesopotamia is shrouded in mystery. According to myths and legends, mighty gods walked the earth in the time before the Great Flood. Growing slothful and tired of manual labor, the gods created humankind to serve as their servants and slaves. It was not long before the gods themselves interbred with the beautiful daughters of man. The children of these unions became demi-gods, ruling as god-kings for immensely long periods; some of the antediluvian kings on the Sumerian King List reigned for more than 64,000 years. Other legends tell of the Anunnaki, the seven judges or those who came from heaven to earth. According to these myths, the Anunnaki was an extremely long-lived race from the planet Nibiru who enslaved primitive ape-men and interbred with them to produce humankind.
6
Gora McGahey (order #19251)
THE FLOOD
Regardless of the origins of the gods and humankind, after a time the humans became too numerous and troublesome for their divine masters. The gods held a secret meeting in the antediluvian city of Shuruppak, on the banks of the Euphrates, where they resolved to destroy humankind in a great flood. However, Ea, said to be one of the gods that created humanity, warned a mortal named Utnapishtim of the impending doom. Utnapishtim built a boat, loaded it with gold, silver, and the seed of all living things of the earth, and launched the great vessel just before the thunder-god Adad released black clouds that enveloped the land in darkness, and terrible lightning that cracked open the ground, and mighty rain that deluged the earth. The flood lasted for seven days and seven nights, and finally light returned to the earth. In the meantime, the gods had realized the rashness of their actions and understood that it was the toil of humans that allowed the gods to live a life of leisure. Thus, when the gods discovered that Utnapishtim was alive after the flood, they elevated him to demi-godhood and granted him immortality.
Perhaps the first king to truly unite Sumer was Lugalzagesi of Umma. He is said to have conquered all the other Sumerian city-states and then subjugated the rest of Mesopotamia and Syria. But after decades on the throne, he was overthrown by the great King Sargon of Akkad.
SOCIAL CLASSES
Mespotamian society is organized in a hierarchical pyramid of power with the priest-king, who claims divine ancestorship, at the apex. The upper class consists of nobles, priests, scribes, government officials and warriors. The middle (or freeman) class include merchants, traders and artisans. Serfs and slaves, the lower class, make up the majority of the population, and are tasked with all manual labor. In general, women have a highly respected place in society.
LAWS
The laws as formulated by Hammurabi are practiced across all of Mesopotamia. It is a law of exact revenge: an eye for an eye, a tooth for a tooth, a life for a life. The laws regulate everything from offences against property; ownership and care of land and houses; merchants, artisans and trade; women, marriage, family property and inheritance; assault and personal injury; and ownership and sale of slaves. While there are courts and judges within every city, it is the victims responsibility to bring the criminal to court. After the judges have rendered a verdict, it often falls on the victim or the victims family to enforce the sentence. Under Sumerian laws, everyone is not equal under the law. It is a far more serious crime to harm a noble or priest than a slave or poor person; however, this works both ways, as a noble who commits a crime is more severely punished than someone from the lower classes that commits the same crime.
9
Gora McGahey (order #19251)
SICKLE SWORD
Sickle Sword: Medium Martial Weapon (melee); cost 20 gp; Damage 1d8 (M), Critical 1920/x2; Weight 7 lb; type: slashing. The hooked shape of a sickle sword provides the wielder with a +2 bonus on opposed attack rolls when attempting to disarm an opponent (including the roll to keep the user from being disarmed if he fails to disarm his opponent).
Cities are located along rivers, either the Tigris or Euphrates or one of their tributaries. A typical city is surrounded by canals and irrigation channels. Closest to the river is the harbor area, inhabited by merchants and laborers, where river boats bring wares from other city-states and foreign lands. Most common people live in small, one-story buildings, in a sprawling maze of houses. City streets are narrow, unpaved, and made from raw earth. The citizens throw garbage and filth into the streets, covering it up with clay. Over the generations, new houses are built on top of these garbage mounds. The middle and upper classes have more elaborate houses built around an inner courtyard. The city is dominated by the temple-ziggurat, which is surrounded by its own inner wall. A paved processional way leads from the city gates to the ziggurat, an artificial mountain of sunbaked brick with a shrine at the top. Inside the temple area are also the workshops of the temple craftsmen, the offices and schoolrooms of the scribes and priests, and the kings palace and graveyard.
11
Gora McGahey (order #19251)
12
Gora McGahey (order #19251)
to dry in the sun. Baked clay tablets can preserve cuneiform writing for thousands of years. When cities are sacked and set on fire, sun-dried clay tablets are often inadvertently baked while the city is destroyed and other, more obvious treasures such as gold and gems are carried away by the conquerors. Thousands of clay tablets, containing everything from merchant inventories, laws, and royal letters, to poems, prayers, magical spells and incantations, are thus saved for eternity. The Sumerians also use cylinder seals. These are small, cylinder-shaped stones carved with designs or inscriptions, often in reverse (so as to leave a positive image when they are rolled over wet clay). The seals are used to mark clay tablets, envelopes, ceramics and bricks with the seal of merchants, priests and nobles.
13
Gora McGahey (order #19251)
This section details the races and classes of a campaign set in Mesopotamia. It deals with races and peoples appropriate to the setting, describes modifications to the various human races, and discusses modifications to the various classes described in the PHB. Following this discussion, several new prestige classes are described for exciting new twists in these desert lands. Finally, a treatise on witchcraft and mundane magic is described, followed by new feats, magic items and spells.
transported into the lands of Mesopotamia from another plane of existence, through a magical gate or by powerful spells. And if the DM places this adventure within another world or setting, other races will be more common. It is ultimately up to the DM what races to allow and disallow.
AMORITES
Semi-nomadic tribes from the Arabian and Syrian deserts, the Amorites are an ancient Semitic-speaking people. Known in Akkadian as Amurru, they are troublesome raiders who caused the downfall of the 3rd dynasty of Ur at around 2100 BC. The city-dwelling Sumerians look with contempt upon the primitive way of life of the desert-dwellers (people who know no corn, who eat raw meat, who in life know no house, and after death go unburied). The Amorite clans hold long family ancestries and ancient traditions in high esteem. They have shamans who can speak with the desert spirits and the spirits of dead ancestors. 14
ASSYRIANS
A sturdy Semitic people long entrenched in the hilly region of the upper Tigris, the Assyrians have experienced a thousand years of constant warfare. This has turned the Assyrian army, with its chariots, mounted cavalry, and sophisticated siege engines, into an irresistible force. The Assyrians are furthermore known for their efficient administration and collection of tribute through provincial governors, as well as the systematic terrorization of conquered peoples. Royal inscriptions include boasts such as I cut off their noses, their ears and their fingers, of many I put out the eyes... I bound their heads to tree trunks round about the city. Assyrian kings employ mass deportations as an effective means of destroying national feeling in subjugated territories. The Assyrians are feared by their neighbors, and an Assyrian saying goes: The king knows that all lands hate us.
Elam from dominating its western neighbors. The chief god of the Elamites is Shushinak, Lord of Secrets, patron deity of Susa.
GUTIANS
Little is known about the Guti, barbarian raiders from the northern Zagros mountains. Around 2200 BC, they destroyed Akkad and ended the Akkadian dynasty. The King List records twenty or twenty-one Gutian kings ruling Sumer and Akkad, totalling 125 years, although it is uncertain whether at the time of the invasion they had a king or were still barbarian hordes. According to written Sumerian and Akkadian texts they know no inhibitions and they have human instinct but canine intelligence and monkeys features. The Guti have no gods, and do not fear the brazen gods of civilized lands. They delight in plundering temples, and spare neither women nor children during such raids.
ELAMITES
The Elamites are the people of the Iranian Plateau. Their empire is ancient, and their traditions are complex. The Elamite culture has produced great works of literature, architecture and sculpture. Elam is closely involved with Sumer, Babylonia, and Assyria, sometimes through peaceful trade, but more often through war. Elam is divided into a number of powerful princedoms, each paying lip service to the Emperor of Susa, the federal capital. The Elamites are masters of diplomacy and manipulation, and play a complex game of vassalage, political intermarriages, palace intrigues, and assassinations. Such internal conflict prevents
PHOENICIANS
Inhabiting a narrow strip of the Syrian coast, the Semiticspeaking Phoenicians were forced to turn to the sea for a living, and have become the most skillful shipbuilders, navigators and merchants in the known world. The Phoenicians sell rich treasures from many foreign lands, as well as the famed cloaks of Tyrian purple, so costly that only kings and wealthy nobles can afford it. Their capital, the impregnable island-fortress of Tyre, is the center of the purple-dye industry and the seat of the Phoenician merchant-kings. The skilled workmen of Tyre produce the finest weapons in the Fertile Crescent, and their scholars have developed their own syllabic alphabet. The Phoenicians operate silver mines in Spain, and their ships have ventured as far as the British Isles and around southern Africa. Their greatest colony is Carthage.
15
Gora McGahey (order #19251)
SUMERIANS
The original homeland of the Sumerians is unknown. It is believed that they came from the east, but whether by sea or from the highlands is unknown. Their language is not related to any other major language family. By learning how to drain the swamps and water the desert using artificial canals, the Sumerians have developed a rich civilization based on agriculture. Irrigation and flood control is managed by powerful priesthoods and priest-kings, who have raised mighty ziggurats in honor of their gods. Outside the temple officials, society is divided between an elite or noble group of large landowners and military leaders; a heterogeneous group of merchants, artisans, and craftsmen; free peasants who compose the majority of the population; and slaves.
CHARACTER CLASSES
There are no special restrictions on player character classes. All the core classes from the PHB are found within a Mesopotamian setting, but each has its own flavor different from that assumed in a standard fantasy setting. Barbarians: Barbarians are typically desert nomads, wild tribesmen from the Zagros mountains, or uncivilized clans living in the marshes of the south. Bards: Music is an important feature of the temple cult, and bards typically function as lamentation-priests (kalus) or singers (narus) who assist the priests in lengthy rituals, such as driving away the demons attacking the moon-god during a lunar eclipse. Some singers also have positions in the royal court. Instruments used include balaggu-harps, and manzu- and lilissu-drums. Clerics: The multitude of Mesopotamian gods are served by priests in a number of roles. Shangu-priests are
16
Gora McGahey (order #19251)
Prestige Classes
BARU-PRIEST (SEER)
The Babylonians and Assyrians firmly believed that omens revealed the future. The baru (literally seer) was an interpreter of omens who had a number of divinatory techniques at his disposal. Although commonly associated with temples, they were by no means limited to this, and baru-priests sometimes played an important part in state affairs. One or more diviners accompanied any military campaign, and the king would always consult a seer before taking making major decisions. Hit Die: d8.
Spellcasting: Ability to cast five different divinations, one of which must be 4th level or higher.
CLASS SKILLS
The baru-priests class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int, exclusive skill), Gather Information (Cha), Knowledge (arcana) (Int), Knowledge (religion) (Int), Profession (Wis), Scry (Int, exclusive skill), Sense Motive (Wis), Spellcraft (Int), and Spot (Wis). Skill Points at Each Level: 2 + Int modifier.
CLASS FEATURES
All of the following are class features of the baru-priest prestige class. Weapon and Armor Proficiency: Baru-priests gain no proficiency in any weapon or armor. Spells per Day: A baru-priest advances in spellcasting ability as well as gaining the new abilities of the prestige class. Thus, when a new baru-priest level is gained, the character gains new spells per day as if he had also gained a level in whatever spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, wild shape ability, and so on). This means that he adds the level of baru-priest to the level of another spellcasting class the character has, then determines spells per day accordingly. If a character had more than one spellcasting class before he became a baru-priest, the player must decide which class to assign each level of baru-priest for the purpose of determining spells per day. Divination by Entrails: At 1st level, the baru-priest gains the Divination by Entrails feat as a bonus feat. Omen Reading (Ex): The baru-priest can benefit from observing auspicious events. Once per day, the baru-priest can make a DC 20 Spot check. If successful, the baru-priest gains the benefits of the guidance spell, which lasts for 24 hours or until discharged. Improved Necromancy (Su): When the baru-priest casts speak with dead on the corpse of a creature with a different alignment, that corpse does not gain the benefit of a saving throw to resist the spell, as it normally would. Utter Prophecy (Sp): The baru-priest can cast a geas/quest spell once per day, as a spell-like ability.
REQUIREMENTS
To qualify to become a baru-priest, a character must fulfill all the following criteria. Feat: Skill Focus (Profession [astrologer]). Profession (astrologer): 10 ranks.
17
Gora McGahey (order #19251)
CAST HOROSCOPE
Knowledge of Target Bonus Targets common name +1 Targets true name +2 Targets general place +1 of birth (country or city) Targets specific place of +2 birth (house, cavern, or similar) Targets general date of birth +1 (within a year) Targets specific date of birth +2 (exact date) The baru-priest may not take 10 or take 20 on this check. The DM determines the Difficulty Class of the check by referring to the table below. DC 10 20 25 30 Type of knowledge Common, known by at least a substantial minority of the local population. Uncommon but available, known by only a few people in the area. Obscure, known by few, hard to come by. Extremely obscure, known by very few, possibly forgotten by most who once knew it, possibly known only by those who don't understand the significance of the knowledge.
ASHIPU-PRIEST (EXORCIST)
In ancient Mesopotamia, the ashipu was a ritual magician whose tasks consisted of performing warding rituals, making incantations against evil, and treating cursed and diseased individuals. They were frequently consulted during the building of temples, palaces and public buildings regarding the placement of sacred foundation-stones. Ashipu were also instrumental in crafting and enchanting the gargantuan guardian statues placed near the doorways of important buildings. Hit Die: d8.
REQUIREMENTS
To qualify to become an ashipu-priest, a character must fulfill all the following criteria. Craft (stonecarving): 8 ranks. Heal: 8 ranks. Knowledge (the planes): 8 ranks. Spells: Ability to cast divine spells.
Cast Horoscope: Starting at 5th level, the baru-priest can attempt to learn a fact about a person or creature by studying the astrological charts associated with the creature. The baru-priest must make a check on 1d20 with a bonus equal to his baru-priest level + his Intelligence modifier. The roll is modified as follows (note that bonuses for the same kind of information do not stack, and the maximum bonus possible is +6). The Cast Horoscope ability can be used once per week.
CLASS SKILLS
The ashipu-priests class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (the planes) (Int), Knowledge (religion) (Int),
18
Gora McGahey (order #19251)
CLASS FEATURES
All of the following are class features of the ashipu-priest prestige class. Weapon and Armor Proficiency: Ashipupriests gain no proficiency in any weapon or armor. Spells per Day: An ashipu-priest advances in spellcasting ability as well as gaining the new abilities of the prestige class. Thus, when a new ashipu-priest level is gained, the character gains new spells per day as if he had also gained a level in whatever spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, wild shape ability, and so on). This means that he adds the level of ashipu-priest to the level of another spellcasting class the character has, then determines spells per day accordingly. If a character had more than one spellcasting class before he became an ashipu-priest, the player must decide which class to assign each level of ashipupriest for the purpose of determining spells per day. Detect Demons (Su): At 1st level, the ashipu-priest gains the ability to detect invisible demons and demons in disguise, including polymorphed or shapechanged demons. Treat this as a true seeing spell (divine variant) that is always active but works only with regard to demons. Other benefits of the spell are not conferred, such as the ability to see into the Ethereal Plane and to see through normal and magical darkness, and so on. Expel Possessor (Su): The ashipu-priest can use one or more of his turning attempts per day to drive out a hostile possessing force (such as a ghost using its malevolence ability, a wizard using the magic jar spell, and so on). Treat this as a regular turn undead attempt against the Hit Dice of the possessing creature, using the prestige class levels plus any cleric levels. An expelled force cannot attempt to possess the same target again for one day. Improved Remove Curse (Ex): Starting at 3rd level, the ashipu-priest counts as a spellcaster two levels higher than his actual caster level when casting remove curse spells. 19
Gora McGahey (order #19251)
Sacred FoundationStone (Su): A 5thlevel ashipu-priest can lay a special blessing on the foundation-stone of a building. The blessing is similar to a hallow spell, with the following exceptions: The spell affects the entire building, regardless of its size; two separate spells can be fixed to the hallow site, instead of just one (the material component cost must be paid for both spells); the fixed spells do not need to be renewed after a year; and the hallow spell cannot be countered by unhallow. This ritual takes an entire week to perform. Enchant Guardian Statue (Ex): Starting at 7th level, the ashipu-priest is able to craft and enchant large guardian statues intended to protect buildings against evil forces. The most common guardian statue is the human-headed winged bull known as shedu. See the monster appendix for details on the shedu-golem. Protect Doorway (Sp): At 8th level, the ashipupriest can cast a special antipathy spell, once per
day, that affects all evil outsiders. The spell must be cast on a doorway or portal, and two small clay figurines painted black and red must be placed on the sides of the doorway. It is otherwise identical to the spell. Protection from Evil (Sp): When the ashipupriest reaches 10th level, he is always protected by a protection from evil spell. The effect can be dispelled, but the exorcist can re-activate it as a free action.
CLASS SKILLS
The hierophants class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int, exclusive skill), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (nature) (Int), Knowledge (religion) (Int), Profession (Wis), Scry (Int, exclusive skill), Spellcraft (Int), Use Magic Device (Cha). Skill Points at Each Level: 2 + Int modifier.
Hierophant
A hierophant is a priest, usually a cleric or druid, that has turned to the worship of an entire pantheon instead of a single god. The hierophantic philosophy is to appease the gods who rule the different aspects of life, in order to ensure prosperity. Akin to druids, hierophants have a neutral world-view and accept that which is cruel or horrific in nature. Some hierophants include sacrifice of sentient beings in their rituals, usually justified by a concern for the greater good and the prosperity of a group of people. Hierophants are pragmatic and also dabble in arcane magic to achieve their goals. Hit Die: d8.
CLASS FEATURES
All of the following are class features of the hierophant prestige class. Weapon and Armor Proficiency: Hierophants gain no proficiency in any weapon or armor. Spells per Day: A hierophant advances in spellcasting ability as well as gaining the new abilities of the prestige class. Thus, when a new hierophant level is gained, the character gains new spells per day as if he had also gained a level in whatever spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, wild shape ability, and so on). This means that he adds the level of hierophant to the level of another spellcasting class the character has, then determines spells per day accordingly. If a character had more than one divine spellcasting class before he became a hierophant, the player must decide which class to assign each level of hierophant for the purpose of determining spells per day. Polytheism (Ex): At 1st level, a hierophant starts to worship an entire pantheon of gods, 20
REQUIREMENTS
To qualify to become a hierophant, a character must fulfill all the following criteria. Alignment: Any neutral. Feats: Heighten Spell. Knowledge (religion): 13 ranks. Spells: Ability to cast commune or commune with nature.
instead of a single deity. He loses his domain abilities and no longer gains any bonus domain spells per day. At the hierophants option, he may select and prepare a single bonus spell per day from any domain in the PHB, by making a sacrifice to a deity that normally grants the domain to his clerics. The deity providing the bonus spell must be known to the hierophant. The sacrifice must be performed before the hierophant prays for spells, must be worth at least 100 gp per level of the spell, and the bonus spell selected must be of a level that the hierophant is able to cast. The hierophant cannot select and prepare another bonus domain spell until the first spell has been cast or discarded. Sorcerous Aptitude (Ex): Starting at 2nd level, the hierophant is able to use scrolls, wands, and other devices with spell completion or spell trigger activation as a wizard of one half the hierophants level (at least 1st level). For the purpose of using a scroll or other magic device, actual wizard levels the hierophant may have and these effective wizard levels stack. Portentous Ritual (Ex): At 4th level, the hierophant can attempt to cast spells of higher level than what is normally possible. The hierophant must sacrifice a prepared spell in order to cast a higher-level spell. To determine success, the hierophant rolls 1d20 + the level of the sacrificed spell against a DC of 10 + the level of the attempted spell. For example, a hierophant has prepared control weather (a 7thlevel spell) but sacrifices it in an attempt to cast gate (a 9th-level spell). He rolls 1d20+7 against DC 19. A failed roll always has dire
consequences as the very gods have been offended. The exact result is up to the DM, but as a general rule, the spell effect should be reversed and affect the caster. In the example above, a failed roll could result in the gate being opened on the plane of a powerful demon lord who takes offense and sends his minions to destroy the caster and his allies. Spells of levels already known to the hierophant cannot be cast in this way (so a 14th-level caster with access to 7th-level spells could only attempt to cast 8th- and 9th-level spells, while a 15th-level caster who already knows how to cast 8th-level spells could only attempt to cast 9th-level spells in this fashion). The ability can only be used once per day. Divine Blessing (Ex): A hierophant applies his Charisma modifier (if positive) as a bonus to all saving throws. Timeless Body (Ex): After achieving 8th level, a hierophant no longer suffers ability penalties for aging and cannot be magically aged. Any penalties he may have already suffered, however, remain in place. Bonuses still accrue, and the hierophant still dies of old age when his time is up. Aggregate Spell Power (Ex): Once per day, a 10th-level hierophant can temporarily sacrifice two or more lower-level spell slots and use those slots to prepare a higher-level spell, which must be of a level the hierophant can cast. The total number of lower-level spells are multiplied by 3/4 to determine the maximum spell level of the higher-level spell. For example, a hierophant that sacrifices two 4th-level spells can prepare one additional 6th-level spell.
21
Gora McGahey (order #19251)
Desert Lord
Lone wanderers, seekers of lost cities, guardians of secret oases; the desert lords are individuals who have become one with the harsh and unforgiving environment of the desert. Desert Lords eschew the life of city-dwellers, and tend to live nomadic lives. They are at home in the desolate wastes, where they have freedom to roam as they please. Good-aligned desert lords sometimes provide assistance to desert travelers who are in need of aid, while evil ones often scavenge nameless, dried-out corpses like desert jackals. Hit Die: d8.
Move Silently (Dex), Profession (Wis), Ride (Dex), Spot (Wis), Survival (Wis), and Tumble (Dex). Skill Points at Each Level: 4 + Int modifier.
CLASS FEATURES
All of the following are class features of the desert lord prestige class. Weapon and Armor Proficiency: Desert lords are proficient with all simple and martial weapons, with light and medium armor, and with shields (except tower shields). Cloak of the Desert (Ex): A 1st-level desert lord does not suffer the usual 4 penalty to Constitution checks when wearing heavy clothing or armor in hot climates (see Heat Dangers in the DMG). Summon Mount (Ex): As often as once per week, a 1st-level desert lord can summon a mount, typically a light horse or camel (dromedary). If the desert lord already has a mount, the summoning fails. The maximum range of the summoning is 10 miles per prestige class level. The mount travels towards the desert lord at its normal mode of movement; therefore, it might be hours or days before the summoned mount reaches the desert lord. Sneak Attack (Ex): A 2nd-level desert lord can perform sneak attacks with +1d6 points of bonus damage. This is exactly like the rogue ability of the same name. If the Desert Lord gets a sneak attack bonus from another source the bonuses on damage stack. At 4th level, the sneak attack damage increases to 2d6 points of bonus damage. Vermin Immunity (Su): Starting at 2nd level, the desert lord is surrounded by a permanent repel vermin aura, with effective caster level equal to the prestige class level + 1. The effect can be dispelled, but the desert lord can re-activate it as a free action.
REQUIREMENTS
To qualify to become a desert lord, a character must fulfill all the following criteria. Feats: Endurance. Skills: Ride 8 ranks, Survival 8 ranks.
CLASS SKILLS
The desert lords class skills (and the key ability for each skill) are Craft (Int), Escape Artist (Dex), Handle Animal (Cha), Hide (Dex), Listen (Wis),
22
Gora McGahey (order #19251)
Throat of the Camel (Ex): A 3rd-level desert lord requires significantly less sustenance than others of his kind. Normally, a character can go without food for 3 days, and without water for 1 day plus a number of hours equal to his Constitution score, before having to make Constitution checks for thirst and starvation (see Starvation and Thirst in the DMG). The desert lord can survive without food and water for an additional day per prestige class level. For example, a 3rd-level desert lord with Con 16 can survive without water for 4 days and 16 hours before having to make Constitution checks against thirst. Speak With Desert (Sp): Starting at 4th level, the desert lord can employ commune with nature as a spell-like ability, 1/day, with caster level equal to his prestige class level. The ability can only be used in a desert environment. Summon Sandstorm (Su): At 5th level, the desert lord is able to call upon to the desert winds, which manifest as a greater duststorm (see Weather in the DMG). The duststorm appears in 1d10+10 minutes and lasts for 2d41 hours. The ability can only be used outdoors in a desert environment, up to once per week. It takes a full round to use this ability. The desert lord himself gains no special protection against the sandstorm.
Said to be of the blood of Kingu, the Knights of Tiamat are the elite vanguard of the Cult of the Five-Headed Dragon. The Knights were at the forefront when Hammurabis Babylon fell to the sorcery of the bluebearded Hierarchs of Tiamat, and they remain the cults trusted guardians and elite warriors to this day. Hit Die: d10.
REQUIREMENTS
To qualify to become a Knight of Tiamat, a character must fulfill all the following criteria. Base Attack Bonus: +7. Feats: Diehard, Leadership, Toughness. Special: Promising warriors are hand-picked by the Hierarchs of Tiamat. Candidates participate in a secret ritual where they are injected with a concoction made from poison mixed with the blood of dragons. The use of magical protections against poison during this ritual is thought to bring the displeasure of Tiamat upon the candidate. Those who survive the ordeal (by making a successful Fortitude saving throw [DC 18]) become Knights of Tiamat, while those who fail rise as juju-zombies at the next sunset. Regardless of the outcome, the warrior joins the ranks of Tiamats armies.
Knight of Tiamat
[Tiamat] exalted Kingu; in their midst she raised him to power. To march before the forces, to lead the host, To give the battle-signal, to advance to the attack, To direct the battle, to control the fight, Unto him she entrusted; in costly raiment she made him sit, saying: I have uttered thy spell, in the assembly of the gods I have raised thee to power. excerpt from the Enuma Elish, the Babylonian Epic of Creation, Tablet One The first gods were Apsu and Tiamat, who begat all the other gods. When Tiamats consort Apsu was slain by the treacherous Ea, she took her son Kingu as her new mate. Then, Tiamat spawned an army of monsters and demons and made Kingu their leader. 23
Gora McGahey (order #19251)
CLASS SKILLS
The Knight of Tiamats class skills (and the key ability for each skill) are Bluff (Cha), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge (religion) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Spot (Wis). Skill Points at Each Level: 2 + Int modifier.
CLASS FEATURES
All of the following are class features of the Knight of Tiamat prestige class. Weapon and Armor Proficiency: Knights of Tiamat are proficient with all simple and martial weapons, with all types of armor, and with shields (including tower shields).
Blood of Kingu (Poisoned Weapon) (Su): At 1st level, the Knight of Tiamat gains the following benefit from the dragons blood than runs in his veins: Any bladed weapon the Knight of Tiamat picks up can be used to deliver a poison effect (as the spell, save DC 10 + prestige class level + the characters Con modifier) upon a creature struck by the blade once per day per two prestige class levels (minimum 1/day). The Knight of Tiamat can decide to use the power after he has struck. Doing so is a free action, but the poison effect must be invoked in the same round that the weapon strikes. Might of Kingu (Sp): A 2nd-level Knight of Tiamat can use fear 1/day as a spell-like ability, with caster level equal to his prestige class level. This ability can be used twice per day at 5th level, and three times per day at 7th level. Eyes of Kingu (Ex): Starting at 3rd level, a Knight of Tiamat gains the blindsense ability and can pinpoint creatures within a distance of 30 feet. Opponents the Knight of Tiamat cant actually see still have total concealment against the character. Flesh of Kingu (Sp): A 4th-level Knight of Tiamat can use stoneskin 1/day as a spell-like ability, with caster level equal to his prestige class level. Voice of Kingu (Sp): A 6th-level Knight of Tiamat can use greater command 1/day as a spell-like ability, with caster level equal to his prestige class level. Blood of Kingu (Poison Immunity) (Ex): At 8th level, the Knight of Tiamat becomes immune to all mundane and magical poisons. Blood of Kingu (Timeless Body) (Su): When the Knight of Tiamat reaches 9th level, his draconic blood grants him inhuman longevity. The character no longer takes ability score penalties for aging and cannot be magically aged. Any penalties he may have already incurred, however, remain in place. Bonuses still accrue, and the Knight of Tiamat still dies of old age when his time is up. 24
Gora McGahey (order #19251)
Spawn of Tiamat (Su): At 10th level, the Knight of Tiamat can call upon the monstrous armies of Tiamat. Once per week, the character can summon 1d3 fiendish huge monstrous scorpions that serve the summoner in any capacity. The summoned creatures remain until slain or dismissed, up to a maximum of 1 hour/level (if assigned to guard a specific place) or 1 round/level otherwise.
Temple Reaver
The Guti barbarians of the Zagros mountains revel in looting the rich temples and toppling the unsmiling stone idols of civilized men. But among these godless savages, who simply kill and plunder as a way of life, there are those who dedicate themselves to the eradication of religion. Fearfully called the temple reavers by the bearded priests of Mesopotamia, the mission of these iron-willed mountain men is to destroy the temples of the faithful, kill the priests, and massacre the servants of the gods. The temple reavers have no real organization, but often band together with their more savage brethren in raids to the south. By staying with the tribes, they also gain protection, for the cults of the civilized lands recognize the temple reavers as powerful threats and seek to hunt them down and destroy them whenever they are exposed. Hit Die: d8.
REQUIREMENTS
To qualify to become a temple reaver, a character must fulfill all the following criteria. Base Attack Bonus: +10. Skills: Knowledge (religion) 1 rank, Spellcraft 1 rank. Feats: Great Fortitude, Iron Will. Special: The temple reaver cannot worship any god. He must abandon his old faith, if any, with all the usual penalties forceasingsuchworship.Thecharactermustalsosinglehandedly have slain a cleric to take levels in this prestige class.
CLASS SKILLS
The temple reavers class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Spellcraft (Int), Survival (Wis), and Swim (Str). Skill Points at Each Level: 2 + Int modifier.
CLASS FEATURES
All of the following are class features of the temple reaver prestige class. Weapon and Armor Proficiency: Temple reavers gain no proficiency with any weapon or armor. Renounce Aid (Ex): The temple reaver must attempt saving throws against all spells and abilities used on him by faithful creatures, if the spell or ability allows one. This also applies to beneficial (harmless) spells and abilities. For the purposes of this prestige class, a faithful creature is any creature that of its own will worships a god, or is itself a god. Detect Faithful (Sp): At will, the temple reaver can sense faithful creatures and spells. This ability works like the paladins detect evil ability, except that it detects the auras of faithful creatures, faithful clerics, and faithful spells, and the temple reaver is vulnerable to an overwhelming faithful aura. Fast Healing (Ex): The temple reaver regains hit points at an exceptionally fast rate. At 1st level, the character regains 1 hit point per round, to a maximum of 20 hit points per day. The maximum number of hit points restorable per day increases as shown on the table below (in parenthesis after the ability name). At 10th level, it works exactly like fast healing 1, with no limit to restorable hit points. Greater Dispel Magic (Sp): At 2nd level, as often as once per day, the temple reaver can use greater dispel magic with a caster level equal to 10 + prestige class level.
This ability works like the spell, but only ends spells or effects cast or activated by faithful creatures. It can only suppress the properties of a magical item in the possession of a faithful creature. At 5th level, the temple reaver can use this ability twice per day. Smite Faithful (Su): Once per day, a temple reaver of 3rd level or higher may attempt to smite a faithful creature with one normal melee attack. He adds his Charisma modifier (if positive) to his attack roll and deals 1 extra point of damage per class level. If a temple reaver accidentally smites a non-faithful creature, the smite has no effect, but it is still used up for that day. At 8th level, the temple reaver may smite faithful creatures twice per day. Greater Spell Immunity (Sp): At 7th level, as often as once per day, the temple reaver can use greater spell immunity with a caster level equal to 10 + prestige class level. This ability works like the spell, but it only protects against spells cast by faithful creatures, spell-like effects of magic items activated by faithful creatures, and innate spell-like abilities of faithful creatures. Disjunction (Sp): At 9th level, as often as once per day, the temple reaver can use mage's disjunction with a caster level equal to 10 + prestige class level. This ability works like the spell, but it only affects magical effects cast or activated by faithful creatures. It can only destroy magical items or artifacts in the possession of faithful creatures, except that artifacts associated with a deity can be destroyed even when not in the possession of faithful creature. Unlike a normal spellcaster, the temple reaver is not required to make the saving throw to avoid losing spellcasting ability when destroying an artifact, but the character is still subject to the attention of powerful beings who are somehow connected with the artifact. Essence of the Universe: At 10th level, the temple reaver merges his body and soul, and becomes an outsider. Hit Dice, base attack bonus, and saving throws are not recalculated. Some spells now affect the temple reaver differently. The character also gains darkvision out to 60 feet, and does not need to eat or sleep.
25
Gora McGahey (order #19251)
Divination
If a cow gives birth and the creature has two heads, there will be a change in the throne. ancient Sumerian cuneiform tablet Divination, the foretelling of the future, is an important facet of life in Mesopotamia. Although divination is practiced by both priests and magicians, the baru-priests (see the description of the prestige class) are experts at interpreting omens and prophecies. Diviners are common at every court and every king has a number of advisors adept at omen reading. A number of techniques exist to predict the future. One is the observation of portentuous events, including celestial phenomena (such as
lunar and solar eclipses), natural phenomena (such as thunderstorms, earthquakes, or floods), and everyday events (for example, the sighting of a oddly colored snake, or the sudden death of a bull). The baru-priests maintain long lists of unusual occurences along with the supposed consequences. Major celestial phenomena such as comets and eclipses are often linked to great upheavals in government and the death of kings. Other divinatory techniques include the study of the entrails of sacrificed animals, or the coils of smoke rising from burning incense. Necromancy, the art of raising up and interrogating the spirits of the dead about the past and the future, is performed by specialized diviners called manzazuu. Not only can the future be predicted, but ill fates can be avoided by performing the appropriate rituals. Many spells and incantations exist to counter bad omens (see also the section on exorcism, below). The god Utu (Shammash) is often invoked in rituals dealing with divination.
26
Gora McGahey (order #19251)
EXORCISM
whether it be an evil spook or an evil alu or an evil ghost or an evil gallu or a buried ghost or an unburied ghost, or a ghost without brother or sister, or a ghost with no one to mention its name or a ghost which was left in the desert appoint it to the keeping of the ghosts of its family. ancient Sumerian cuneiform tablet While spirit-worshipping shamans are considered primitive by the Sumerians, the latter acknowledge the existence of malevolent spirits and ghosts who must be appeased or driven away through magical means. Exorcism can also be used to counter ill omens, dire prophecies and the curses of evil sorcerers. In Sumeria, exorcism is the domain of the ashipu-priest (see the description of the prestige class). Ashipu-priests are often consulted by those plagued by vengeful ghosts or malevolent curses, and they are instrumental in the construction of temples and palaces by placing arcane wards and crafting guardian statues. The god Ea is often invoked in rituals dealing with exorcism.
Witchcraft
My witch, my bewitcher, sits in the shadow of a heap of bricks. She sits and works bewitchment on me, makes images of me ancient Sumerian cuneiform tablet Witchcraft, or black magic, is the use of magic with evil intent. Another characteristic of witchcraft is that the evil practitioner, called the kashshapu, inflicts his spells upon his enemies across great distances. Curses, diseases and death spells are cast through wax or clay effigies of the victim, and evil demons and spirits are summoned up and sent to harass the witchs enemies. This form of long-range magic is called sympathetic magic and is in many ways similar to voodoo. Its works through the principles of similarity (that like produces like, or that an effect resembles it cause) and contagion (that things having been in contact with each other continue to react upon one and another at a distant even after they have been severed or disconnected). When using sympathetic 27
Gora McGahey (order #19251)
Mundane Magic
Belief in magic and rituals pervades Sumerian society to such a degree that even a few non-spellcasters have some experience with spells, such as the uttering of curses or drawing warding symbols.
New Feats
Divination by Entrails [General]
Also known as hepatomancy, divination by entrails is a form of divination where the priest studies the entrails of animals. In ancient times the liver was regarded as the focal point of life and of special occult importance. The liver was divided into sections with each section representing a particular deity. The markings in these zones were of great importance. Prerequisite: Spellcaster able to cast augury. Benefit: The feat enables a spellcaster to cast augury without expending a spell slot. Instead, the caster must kill and sacrifice an animal and study its entrails. The spell must be known and/or prepared by the spellcaster, but the spell itself is not expended when cast in this fashion, and the caster may use it as often as desired as long as new sacrifices are made; however, all auguries cast by the same person about the same topic use the same dice result as the first augury. The animal must be of Small size or larger. The DM may disapprove the use of certain animals, or require specific kinds of animals to answer specific questions. Performing an augury in this fashion takes 1 minute. In any case, the caster cannot employ this method of divination more than three times per day.
28
Gora McGahey (order #19251)
29
Gora McGahey (order #19251)
Magic Items
Magic Items from the DMG
Many of the standard magic items from the DMG can simply be renamed or slightly altered in appearance to suit a Mesopotamian setting. For example, boots of speed become sandals of speed, while the horn of Valhalla becomes the horn of the Guti, and so on. The names of Sumerian gods can also be used to give campaign flavor to the standard items.
deceased is imprisoned within the orb as per a soul bind spell. There is no limit to the number of souls that can be imprisoned in the orb. A character gains a +4 enhancement bonus to Wisdom while the orb is grasped, by drawing on the collective consciousness of the imprisoned souls. By making a successful Charisma check (DC 20), the character wielding the orb can expend (utterly destroy) nine of the souls imprisoned within the orb to cast a gate spell (treat the characters level as the caster level). If the check fails, or there are less than nine souls currently imprisoned within the orb, the gate spell fails. In this case, a number of souls equal to the amount the check was failed by (if there were nine or more souls currently imprisoned), or the number of souls remaining in the orb (if there were fewer than nine souls), are released from the orb as ekimmu ghosts (see the monster appendix). Released ekimmu are hostile to the wielder of the orb and seek to possess creatures who, when slain, have their souls imprisoned by the orb. Thus the orb is never short of souls to feed on. The orb can be destroyed by dropping it on a hard surface that has been smeared with the blood of at least nine infants. The destruction of the orb releases all imprisoned souls, who are still dead but might go to heaven or hell depending on their alignment. Depending on the campaigns cosmology, certain souls might not be allowed entry to the outer planes if too much time has passed since their death. In that case, the souls remain on earth as ekimmu ghosts.
LIFELEECH
Necromancy Level: Clr 6, Sor/Wiz 5 Components: V, S, XP Casting Time: 10 minutes Range: Touch Target: Creature touched Duration: Instantaneous Saving Throw: No Spell Resistance: No This spell is frequently used by evil magicians and death priests to achieve a limited form of immortality. Casting the spell requires the sacrifice of a sentient creature of the same race as the spellcaster. The creature to be sacrificed must be helpless and/or bound while the spell is being cast. At the culmination of the spell, the caster gains an automatic coup de grace attack upon the victim. If the victim dies as a result of this attack, his life force is transferred to the caster (or another target within touch range of the caster). The target gains immunity to aging effects for 1 month per Hit Dice or level of the creature sacrificed. A creature slain by this spell can only be restored to life through the successful casting of a resurrection, true resurrection, wish, or miracle spell. Raise dead has no effect on a creature slain by the lifeleech spell. XP Cost: 10 XP per Hit Dice of the victim.
New Spells
The following spells are appropriate in a Mesopotamian campaign. Some spells are especially suited for evil nonplayer characters.
DIVINE LOCK
Abjuration Level: Clr 2 Components: V, S, DF Casting Time: 1 standard action Range: Touch Target: The door, chest, or portal touched, up to 30 sq. ft./level in size Duration: Permanent Saving Throw: None Spell Resistance: No A divine lock is an arcane lock variant employed by clerics. The spell is cast upon a door, chest, or portal by carving or tracing the deitys symbol (or some variant thereof) on a suitable surface. The caster and those of the casters religion can freely pass the lock without affecting it; otherwise, a door or object secured with divine lock can be opened only by breaking in or by a successful dispel magic spell. The divine lock can also be dispelled by a cleric of a different religion if he makes a successful turn/rebuke attempt against the door. In this case, treat the lock as an undead with Hit Dice equal to the casters level. Add +10 to the normal DC to break open a door or portal affected by this spell. Note that a knock spell does not affect a divine lock at all. 31
Gora McGahey (order #19251)
MARK OF EXILE
Abjuration Level: Clr 7, Drd 8 Components: V, S, DF Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: Permanent (see text) Saving Throw: None (see text) Spell Resistance: Yes You draw an indelible mark on the subject and declare some area or named location taboo. If the subject subsequently enters the specified area, it is instantly and irrevocably destroyed (no save). The specified area can be no larger than 1 square mile per caster level. If the target is already in the specified area when the spell is cast, nothing happens, but if the target leaves the area and attempts to return, the baneful effects of mark of exile are triggered. Only one mark of exile can affect a creature at any given time. The spell leaves an invisible mark upon the target. The target can always sense when it is within 100 feet of the borders of the forbidden area. Mark of exile cannot be dispelled, but it can be removed with a remove curse, break enchantment, limited wish, miracle, or wish spell. Remove curse works only if its caster level is equal to or higher than your mark of exile caster level.
SLEEP OF POWER
Transmutation Level: Sor/Wiz 7 Components: V, S, XP Casting Time: 1 standard action Range: Personal Target: You Duration: Special (see text) Saving Throw: None (harmless) Spell Resistance: None (harmless) This spell must be cast in the round directly after you have cast another spell with a non-permanent and noninstantaneous duration. At the completion of the spell, you fall into a deep coma-like sleep. Your body functions cease and you do not grow older. You are unaware of your surroundings and devoid of your senses. You are considered helpless while under the effects of this spell. The purpose of this sleep is to extend the duration of the spell cast directly before sleep of power. The first spell lasts as long as you are in a coma. You set the conditions for when you want to wake up; the first spell then ends. The conditions you set must be clear, although they can be general. If complicated or convoluted conditions are described, the spell may be miscast and you may never wake up again. The first spell is empowered by the slow leeching of your own life-force (represented by an XP loss). For example, you cast a prismatic wall, which normally lasts for 10 minutes per caster level. In the following round, you cast sleep of power with the condition to wake up when the seventh wall of the prismatic wall is destroyed. You fall into a coma for days, years or even centuries. When the seventh prismatic wall is destroyed, you wake up. If you are successfully attacked, you wake up, and the associated spell ends immediately. XP Cost: 1 XP per day you spend in your coma-like state. If the caster is reduced to 0 XP as a result of this spell, he dies, and the associated spell ends. Note that this XP drain is an exception to the rule prohibiting a caster from casting a spell that would reduce his level.
a visible seal upon a surface, doorway, arch, or similar structure. The seal cannot be used for personal protection or inscribed on an item to be carried around. The primeval seal forces creatures of the designated type to feel an overpowering urge to leave the area. A compulsion forces them to abandon the area, shunning it and never willingly returning to it while the spell is in effect. A creature that makes a successful save can stay in the area but feels uncomfortable doing so. The distracting comfort reduces the creatures Dexterity by 4 points. The seal cannot be dispelled, but it can be removed with a limited wish, miracle, or wish spell. Material Component: A handful of black dust from the surface of a dying star. XP Cost: 500 XP.
Scapegoat
Abjuration Level: Clr 2, Sor/Wiz 3 Components: V, S, M Casting Time: 1 minute Range: Touch Target: Creature or item touched Duration: Instantaneous Saving Throw: None Spell Resistance: No This spell allows the caster to transfer a curse or disease unto another creature. It can be cast in two different ways. The first method requires a willing target creature of the same race as the original victim of the curse or disease. In this case, the transfer is automatic, and the target gets no saving throw. If the target is immune to the curse or disease, the spell fails, and the affliction remains with the original victim. Using the second method, the disease or curse is transferred to an animal, which is then killed and sacrificed. The animal must be of Small size or larger, and, since the spell takes a full minute to cast, must be bound and/or helpless during the casting. In some cultures, this use of the spell is considered an evil act. Material Component: Rare incense worth at least 100 gp.
PRIMEVAL SEAL
Abjuration Level: Clr 8, Sor/Wiz 7 Components: V, S, M, XP Casting Time: 1 standard action Range: Touch Target: One location (up to a 20-ft. cube/level) Duration: 1 hour/level Saving Throw: Will partial Spell Resistance: Yes This potent spell hedges out all outsiders, undead and aberrations. By casting the spell, the caster quickly traces 32
Gora McGahey (order #19251)
Curse Ward
Abjuration Level: Clr 4, Sor/Wiz 4 Components: V, S, DF/F Casting Time: 1 standard action Range: Touch Target: Living creature touched Duration: 24 hours Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless)
Exorcism
Abjuration Level: Clr 5, Pal 4 Components: V, S, F Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One possessing creature Duration: Instantaneous Saving Throw: Will negates Spell Resistance: Yes This spell expels a possessing entity (such as a ghost, demon, or wizard using magic jar) from its victim. Add the creatures HD to its saving throw and subtract the characters level as well. If the spell is successful, the creature is instantly expelled from the possessed victim. Since the expelled creature is free to act on its next turn, the exorcism spell is often used in conjunction with protection from evil to prevent the creature from possessing the victim (or the priest) again. Focus: Any item that is distasteful to the target. For each such object or substance, the character gains +1 on the character's caster level check to overcome the targets SR (if any) and +2 on the saving throw DC. At the DMs option, certain rare items might work twice as well (each providing +2 against SR and +4 on the spells DC).
True Necromancy
Conjuration (Summoning) [Language-Dependent] Level: Clr 6, Sor/Wiz 6 Components: V, S, F Casting Time: 10 minutes Range: 10 ft. Target: One undead creature Duration: 1 min./level (D) Saving Throw: Will negates; see text Spell Resistance: Yes You summon an undead creature to interrogate. Unlike speak with dead, you do not need to be in the vicinity of a corpse, but you must have an item which once belonged to the target. If the target has been subject to true necromancy within the past week, the new spell fails. Unwilling creatures get a Will save to resist the summons. If the saving throw is failed, the target creature is summoned to the casters presence and must answer one question per two caster levels. Also unlike speak with dead, replies can be long-winded and complex if the questions call for it, such as the teaching of a spell or the recounting of a long tale. As always, the DM has the final word regarding what is possible to achieve using this spell. Casting this spell is a dangerous undertaking. Each question asked after the first grants the target a new saving throw. A successful saving throw allows the target to break free of the spell, after which it can choose to either attack the caster or return from whence it came. If the caster or his allies attack the summoned creature, the spell is automatically broken and the target is free to act as described above. If the target is killed, it disappears but is not really dead. It takes 24 hours for the creature to reform, during which time it cant be summoned again. Even if the targets initial saving throw is successful, the target may choose to answer the summoning and attack the caster. For this reason, this spell is often cast in conjunction with an inwardly focused magic circle against evil spell. When the spells duration expires, the target is returned to its original location.
Namburbu Ritual
Abjuration Level: Clr 5 Components: V, S, XP Casting Time: 10 minutes Range: Touch Target: Creature touched Duration: 1 day/level or until discharged (D) Saving Throw: Will negates (harmless) Spell Resistance: No (see text) The namburbu, or ritual of undoing, is used to avoid evil fates. When casting the spell, the caster specifies a condition that the target wishes to avoid. The condition is typically associated with a failed saving throw, missed attack roll, or skill use that proves baneful to the target. If this specific condition occurs while the spell is active, the target can re-roll the associated die roll. The results of this second die roll must be used; the target cannot choose to use
33
Gora McGahey (order #19251)
Gatewalking
Conjuration (Teleportation) Level: Sor/Wiz 8 Components: V, S, M Casting Time: 1 hour Range: Personal and touch Target: You and touched objects or other touched willing creatures Duration: Instantaneous Saving Throw: None and Will negates (object) Spell Resistance: No and Yes (object) This spell instantly transports you to another planet anywhere in the same galaxy as the planet you are currently on. You can bring along objects as long as their weight doesnt exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent (see below) per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you. As with all spells where the range is personal and the target is you, you need not make a saving throw, nor is spell resistance applicable to you. Only objects held or in use (attended) by another person receive saving throws and spell resistance. You must have some clear idea of the location and layout of the destination, otherwise you arrive at a random location on the target planet. Note that the spell does not grant any inherent ability to survive in the environment of the target planet. Material Component: A small sphere representing the target planet, set with precious gems worth at least 5,000 gp. The sphere is consumed in the casting of the spell. 34
Breath of Pazuzu
Necromancy Level: Sor/Wiz 7 Components: V, S, M Casting Time: 1 full round Range: Long (400 ft. + 40 ft./level) Targets: Up to 10HD/level worth of creatures in a 25 ft./level radius burst Duration: Instantaneous Saving Throw: Fortitude negates Spell Resistance: Yes During the casting of this spell, the caster consumes a dozen living uruku-larvae, which provokes a Fortitude saving throw (DC 20). Failure causes 2d6 points of tempo-
Maqlu Ritual
Transmutation Level: Clr 8 Components: V, S, M, XP Casting Time: 12 hours Range: Anywhere on same plane Target: One arcane spellcaster Duration: Instantaneous Saving Throw: Fortitude negates; see text Spell Resistance: Yes The potent maqlu ritual is used to destroy evil sorcerers from afar. Its name means burning. The caster must craft a small effigy of wax representing the target, which is burned at the climax of the long and demanding ritual. Crafting the effigy requires a successful Craft (sculpting) skill check. The DC for this skill check depends on how well the crafter knows the target (see table). The spell affects arcane spellcasters of any alignment. It is a disintegration effect and even affects undead spellcasters such as liches (who are normally immune to spells requiring Fortitude saves). Distance is not a factor, but the target must be on the same plane as the caster. If the saving throw is Knowledge Secondhand (crafter has heard of or seen a picture of the target) Firsthand (crafter has met the target) Familiar (crafter knows the target well) Craft DC 30 25 20
failed, the target is annihilated, forever destroyed. If the saving throw is successful, the target is thereafter immune to future castings of the spell by the same caster. The spell must be cast during the night, in the thirteenth month of the year (an event which occurs approximately once every third year in the Sumerian calendar). Material Component: A wax doll in the likeness of the target. A body part, lock of hair, bit of nail, or similar taken from the target must be molded into the wax. This material component is consumed in the casting of the spell, as normal. XP Cost: 100 XP per level or Hit Dice of the target.
35
Gora McGahey (order #19251)
The Sumerians are polytheistic, worshipping a multitude of gods. Each city has a great temple or ziggurat dedicated to the chief deity or patron god of the city. The gods of other cities have lesser temples and shrines. If a city is conquered by foreign peoples, the invaders often force the inhabitants to accept a new patron god. Over time, the priests integrate the new gods with the existing pantheon. Thus, many myths and religious doctrines are often contradictory. Most cults agree, however, that humans were created from the gods, by the gods and for the gods. All property belongs to the gods, so the priests settle many matters concerning land rentals, agriculture, trade, commercial relations, and war.
37
Gora McGahey (order #19251)
Typical worshippers: Prostitutes, concubines, eunuchs, warriors. Favored weapons: Scimitar, longbow.
SHUPNIKKURAT
Usually identified with the universal great mother goddess, Shupnikkurat is associated with fertility, birth, and wild animals. Rites are usually performed at night, under star-lit skies, and involve orgiastic feasts accompanied by wild music and ecstatic dancing. The priests and priestesses, who are said to be unusually fanatical, are naked but smeared with blood and mud during these events. By some theologians, Shupnikkurat is seen as a savage and uncivilized aspect of Ishtar. Alignment: Chaotic neutral. Domains: Animal, Chaos, Evil, Earth, Plant. Symbol: Red moon disc. Typical worshippers: Druids, mothers, fertility cultists. Favored weapons: Sickle. 39
Bull of Heaven: A personification of drought created by Anu for Ishtar. Etemmu: The Akkadian name for the soul of a dead person who was not buried. This spirit will wander the earth eternally and can seriously harm people. In the Sumerian tradition it is called Gidim. Gallu: The Akkadian demons of the underworld. They are responsible for the abduction of the vegetation-god Tammuz to the realm of death. Hanish: A divine herald of storm and bad weather in Mesopotamian mythology. Khuluppu: The world-tree in Babylonian cosmology. This tree stands on the bank of the Euphrates. It is made into a nuptial couch for Ishtar's lovemaking. The wood of this tree is medicinal. Kiskill-lilla: A Sumerian night-demon who has nested herself in the Haluppu tree of Inanna. She is known to the Akkadians as Lilitu. Kulullu: These are Assyrian water spirits, e.g. mermen. Their name translates as fish man. Females are called Kuliltu. Labbu: An Akkadian sea monster associated with the galaxy, and which was depicted as a snake. It was killed by the god Tispak. Lamastu: An Akkadian demoness who causes puerperal fever and childhood diseases. Lamastu is portrayed with bare breasts on which a dog and a pig feed themselves. She is equivalent to the Sumerian Dimme. Magilum: The boat of the dead in Mesopotamian mythology. Nanshe: Interpreter of Dreams, the Babylonian title of the goddess who gave her priests the ability to interpret (Oneiromancy) and prophesy from other men's dreams. The priests acquired this ability after undergoing an initiation ceremony of descent into her pit, a symbolic experience of death and resurrection. Nanshe was also the goddess of water and fertility, her symbol was a vessel of water with a fish in it, which signifies the gravid womb. Pakku: In Babylonian myth, the sacred drum that Ishtar gave to Gilgamesh. Pazuzu: A winged demon, feared by the people of ancient Mesopotamia. It is a creature with a deformed head, the wings of an eagle, the sharp claws of a lion on its hands and feet, and the tail of a scorpion. This demon is the personification of the south-east storm wind, which brings diseases. The Mesopotamians believed that Pazuzu lived in the desert. Scorpion Men: In Babylonian mythology scorpion men were the children of Tiamat, the dragon mother of the universe. They were giants whose heads touched the sky. They possessed the head, arms, and torso of a man; but below the waist they had the tails of scorpions. Deadly warriors, they could fight either
with their scorpion tails or their bows and arrows which never missed their targets. They were the sacred guardians of the sun god Shamash. In the morning they opened the gates of the Mountain of the East and Shamash ascended into the sky. At night they shut the gates of the Mountain of the West as Shamash descended into the underworld. Gilgamesh, the great Babylonian hero, was aided by a scorpion man in his quest for immortality. Seven Sages: The wise men who brought civilization to the seven oldest cities of Mesopotamia. Silili: In Babylonian mythology, the divine mare, the mother of all horses. Urshanabi: The boatman of Utnapishtim who ferries daily across the waters of death which divide the garden of the sun from the paradise where Utnapishtim lives for ever (the Sumerian Dilmun). By accepting Gilgamesh as a passenger he forfeits this right, and accompanies Gilgamesh back to Uruk instead. Zu: In Sumero-Akkadian mythology, Zu is a divine storm-bird and the personification of the southern wind and the thunder clouds. This demon, half man and half bird, stole the "Tablets of Destiny" from Enlil and hid them on a mountaintop. Anu ordered the other gods to retrieve the tablets, even though they all feared the demon. According to one text, Marduk killed the bird, but in another text it died through the arrows of the god Ninurta. The bird is also referred to as Imdugud or Anzu.
Cosmology
The Sumerians divide the cosmos into three parts. The Middleworld is the sphere of physical reality where humans, animals and plants live. The Upperworld or the Great Above is the heavenly abode of the great gods, such as Anu, Marduk, and Ea. The planets and stars of the night sky are considered the physical manifestation of these gods. For example, Marduk is equated with Jupiter, while Ishtar is associated with Venus (in her aspect as a love goddess) and Mercury (in her aspect as a war goddess). Likewise, Utu (or Shammash) is the sun-god, and Sin is the moon-god. The Underworld is the land of the afterlife, the land of the dead, ruled by Ereshkigal, the Queen of the Underworld. The outer gates leading to the Underworld are guarded by scorpion-demons. Seven inner gates are guarded by unique gatekeeper fiends who demand the sacrifice of jewelry or clothing at each gate. Erishkigal and her consort Nergal, the Lord of Plague, reside within a black island-fortress called Irkalla, which stands in the middle of the Lake of Death. Skeletal boatmen ferry the souls of the dead (and the occasional living petitioner) across the lakes waters. Within Irkalla, the House of Darkness and Ashes, the dead exist in a miserable state: They live on dust, their food is mud; their clothes are like birds clothes, 41
a garment of wings, and they see no light, living in blackness. It is full of dust and the shades of oncemighty kings serve others food.
Personal Gods
It is common among the Babylonians to have a special relationship with a particular god, just as every temple and city holds a certain god above the others. This personal god or guardian angel is thought to approach the other gods on behalf of the human being in his care, and to provide the worshipper with certain benefits appropriate to the gods sphere of concern.
42
Gora McGahey (order #19251)
Personal Gods
At character creation, a character may select a personal god as his guardian angel. This god provides a permanent boon to the character (see table below) as long as the character remains in good standing with his god. At the very least, the character is expected to carry visibly around a small figurine or talisman of his chosen patron god, and make occasional sacrifices (worth at least 10 gp per character level), at least once per month. Also, the gods are angered if a character seeks to have more than one patron god, or if he abandons one god in favor of another. Angered gods may turn their granted boons into permanent curses by reversing the benefit provided. Obviously, clerics should choose their own deity as their guardian angel. The DM, as usual, is at liberty to modify and/or expand the list of deities that provide boons to their followers. Deity Anu Marduk Tammuz Ishtar Ea Utu Sin Kingu Erishkigal Nergal Namtar Boon +1 divine bonus to Will saving throws. Once per day, a divine bonus equal to +1 per two character levels to an attack roll against evil or chaotic creatures (maximum +10). Once per day, a healing spell cast at the character has double efficiency (for example, a cure light wounds spell cast by a 5th-level character cures 2d8+10 points of damage). Once per day, a successful weapon strike does maximum damage. This applies to the weapon die only (for example, a longsword inflicts 8 points of damage), not to other variable damage dice, such as sneak attack damage, etc. Once per day, recall a spell that has just been cast, retaining the spell slot. The spell must be of 4th level or lower. The character does not suffer a Fortitude saving throw penalty when wearing heavy clothing or armor in hot climates. The characters overland movement rate increases by +10. If the character is mounted, the mount gains the speed increase. This speed increase does not apply to tactical (combat) movement. Once per day, the character receives only half damage from a successful melee attack (not spell). The character automatically stabilizes from wounds that have brought the character between -1 and -9 hp. The character does not have to roll percentile dice to stabilize. +2 divine bonus to saving throws against poison and disease. Once per day, the character can re-roll any one roll before the DM declares whether the roll results in success or failure. Regardless of the result, the character must keep the second die roll.
43
Gora McGahey (order #19251)
"For it is the land of graven images, and they are mad upon their idols. () Therefore the wild beasts of the desert with the wild beasts of the islands shall dwell there, and the owls shall dwell therein: and it shall be no more inhabited for ever; neither shall it be dwelt in from generation to generation." Jeremiah, Chapter 50, Verse 38-39
The world is ancient, and there are entire epochs forgotten by Man. One such epoch was in the years after the fall of Atlantis, yet centuries before the Great Flood. It was a time when mythic ziggurats of black stone towered above the desert sands and the fertile plains of Akkad and Sumer, and the blue-bearded kingpriests of Babylon knelt in front of obscene idols of Tiamat, the dragon-queen of chaos. It was a savage age, when life was grim and bloodstained, and the weak died quickly. Rivers of blood flowed through the burning desert as mighty warriors of Uruk, Nippur and Kish clashed, wielding swords of bronze in chariots drawn by fierce mountain steeds.
It was an epoch of eldritch witchcraft, when blackwinged demons took flight from the hoary towers of Eridu, invoked by the cuneiform seals of Xastur and Kingu, while the arch-priest of Kutha consumed the uruku-larvae to raise armies of corpses, and swore by the winged demon Pazuzu to bring pestilence upon his enemies. Welcome to an adventure set in this antediluvian age, a time of blood, bronze and sorcery. The material presented in this book provides you, the DM, with the necessary information to run an extended adventure, or mini-campaign, in this setting. You can use the material as provided here, or you can easily adapt it to and place it within your own campaign world. The encounters and locations described in this book can be placed in any sparsely populated desert area inhabited by nomadic tribes.
Please note that this adventure is a work of fiction, and while it draws upon elements of ancient Mesopotamian history, culture and religion, it is not intended to be a historically accurate representation of that epoch. While certainly interesting in its own right, actual history does not necessarily provide an entertaining fantasy game setting. This author has mixed elements from various historical epochs together with pure fantasy to provide you with an exciting setting and adventure.
44
Gora McGahey (order #19251)
ADVENTURE OUTLINE
This module details the desolate wilderness areas of the desert known as the Red Waste, and the accursed ruins, ziggurat-temples and tombs of the lost city of Ibnath. The PCs are likely to gain many levels of experience during the course of play. Most encounter areas are designed for a party of four to six PCs of 5th to 10th level, with some areas suitable for even higher level characters. Below is a brief outline of the chapters of this part of the book. Chapter 5 describes the great desert known as the Red Waste, including the nomadic tribes that inhabit the wasteland, and the hazards of desert survival. Chapters 813 detail adventure locations within the Red Waste, such as the Oasis of Purple Dreams, the Ziggurat of the Ghoul-Queen, and the Horns of Sinmesh. Chapter 12 is the first of several chapters detailing the lost city of Ibnath itself. This chapter covers the outer areas of the city, such as the Altar of the Vulture-God, the Tombs of the Sacred Wives, and the Purple Obelisks of Yhakkoth. Chapter 13 details the maze-like Temple of a Thousand Gods. Here, the PCs can explore the golden shrines of gods both ancient and alien. Chapter 14 details the black vaults of the Great Ziggurat, its silent halls filled with monstrous guardians and arcane treasure, and the stasis tombs of the Hierophants of Ibnath. Refer to chapters 13 for supplementary information about the setting, including the races, religion, prestige classes and magic of mythic Mesopotamia. The appendices at the end of the book detail new and revised monsters encountered in this adventure.
because it makes the adventure setting feel more real and not merely tailored to suit the power level of the PCs. A number of story ideas are presented within each chapter, in the Adventure Hooks sections. Use these ideas to give the players and the PCs missions and goals, if you prefer to add a role-playing dimension to what would otherwise be simply hack-and-slash gaming. Dont be afraid to improvise, changing what you dont like and perhaps expanding upon the module with additional dungeons, locations, and plots. If you prefer to move the adventure forward in a more linear manner, here is an outline of such a campaign. Remember that this is only a suggestion! Events could (and should) develop differently based on the actions of the PCs. The PCs hear rumors of the lost city of Ibnath. They travel into the Red Waste, seeking out the desert nomads to learn the location of the city. At the Oasis of Ussar, the PCs come into contact with the nomadic Sons of Saram. Their chieftain, Yahdu-Lim, does not cooperate unless the characters agree to bring back Ishtim, one of the chieftains many sons, believed to have been captured by the Kalabites, a rival nomad clan. Searching for Ishtim, the party comes across the Sea of Bones and fight off undead there. They find Yahdu-Lims lost son, but discover that he has been possessed by a malign force. The PCs must subdue Ishtim without killing him, and find a way to exorcise the possessor. They might also unearth the Sword of Naalfesh, a powerful weapon sought by the Kalabites. On the way back to the oasis of Ussar, the party is attacked by the Cult of the Pit-Worm. Fighting off the cultists, they may decide to investigate the Pit of Yhath, but the pit-worm itself is probably too tough for them to handle at this point. The PCs return to Yahdu-Lim. Thankful for the safe return of his son, he grants the PCs a guide that will take them to the ruins of Ibnath. Along the way, they are attacked by a band of Kalabite nomads, commanded by a veiled wizard (this sets up the scene for the PCs later encounter with the Kalabites). Before the party reaches Ibnath, they explore the catacombs of the Ziggurat of the Ghoul-Queen, and possibly gain the Eye of Ishtar, a powerful amulet against undead. The party explores the Ruins of Ibnath, and discover clues to the citys rise and fall. The characters delve into the dungeons of the Temple of a Thousand Gods, explore the enchanted Palace of the Kingpriest, and learn about the war between Ibnath and Yhakkoth, the secret of the vampire-kingpriest Arukurshu, and the fate of the Hierophants.
The PCs travel to the mines beneath the Horns of Sinmesh, seeking out Arukurshu, either to slay him or to form a temporary alliance with him. However, before they can find the vampires hidden lair, the party must deal with the degenerate descendants of the mine-slaves who now worship the toad-god Tsathogga. Returning to Ibnath to explore the great ziggurat, the party discovers that veiled Kalabite wizards have brought the mummy of Yaod, the arch-necromancer of Yhakkoth, to the city. The Kalabites seek to perform a rite of resurrection using the Purple Obelisks to restore life to the ancient wizard. Finally, having dealt with the Kalabites, the PCs enter the Great Ziggurat and release the Hierophants from their stasis tombs. The Hierophants are grateful, but seek to exploit the PCs as useful pawns. At some point, the PCs could leave the ruined city behind and return home with the treasures of Ibnath. Of course, the characters do not get a chance to rest long, for any of their powerful foes may potentially still be at large, including Arukurshu, the Hierophants, Yaod the Archwizard of Yhakkoth, and Nim-Artatu of the Cult of the Pit-Worm. Even servants of the vile toad-god Tsathogga might seek revenge upon the PCs...
MODULE BACKGROUND
The following sections detail the background history of the adventure, as well as advice on how to get the PCs into the action.
FOR THE DM
Untold centuries ago, there came into the Eastern Desert a mixed group of refugees fleeing from the bluebearded tyrant-kings that ruled the lands to the west, between the twin rivers of Akkad. These peoples, mostly dark shepherd folk with bronze skin and curly locks who herded flocks of hardy sheep and goats and oxen, settled at the site of a lush oasis, near a mountain range where precious metals were found in the earth. The wise, bearded men among them offered up sacrifices of animals, incense and gold to the brazen idols of their gods, which they had brought with them from the lands of ancient Sumer. The tent-camps of the shepherd folk slowly grew into a permanent collection of mud-brick houses, and there arose a caravan route between the city of Ibnath, as it came to be called, and the cities to the east and the west. The precious metals from the earth were exchanged for other metals and rare cloths and jewels and books and tools for artificers and other things of luxury. 46
Gora McGahey (order #19251)
All wondrous things were then to be found in the bazaars of Ibnath, and as merchants and mercenaries flocked to the city its glory and wealth grew, until it almost surpassed that of grand Babylon to the southwest. Temples, towers and palaces were reared to celebrate the glory of the gods which had bestowed such good fortune upon the refugees, and wise men came from afar to marvel at the citys wonders. The foreign quarters of Ibnath were a maze of temples and shrines devoted to strange foreign gods. And in Ibnath the high priests of the countless gods dwelt with a magnificence scarce less than that of kings of elsewhere. Such was their power and influence that the city came to be ruled by a council of high priests known as the Hierophants. Because no god was unknown in the city of Ibnath, foreigners called it the City That Worshipped a Thousand Gods. Far to the east of Ibnath stood Yhakkoth, a city of evil necromancers where the worship of all gods was forbidden. Dedicated to put an end to the blasphemous rites and vile practices of the Yhakkothian wizards, the Hierophants of Ibnath declared holy war upon this eastern city of wickedness. The zealous armies of Ibnath went eastwards, and in less than a fortnight, the black adepts of Yhakkoth were defeated on the battlefield despite their mastery of ancient and forbidden magic. Their marble-spired city was utterly razed, its tall wizard-towers reduced to heaps of mud-brick and buried by blood-red desert sand. The surviving people of Yhakkoth were taken back to Ibnath as slaves, along with much loot and many trophies of the glorious victory. And the city of Ibnath prospered again for many more years and generations. The greatest of all the Hierophants was Arukurshu, high priest of Tammuz and kingpriest of Ibnath. He sat incense-shrouded on the ivory throne of his thousandpillared marble palace, and all bowed in obeisance before him. Each year during the akitu-festival, Arukurshu took a new wife in Sacred Marriage, to ensure the prosperity of the city and the fertility of the land. A virgin was selected to represent the love goddess Ishtar, sleeping with the kingpriest in the temple shrine atop the great ziggurat before she was ritually sacrificed and entombed. Decades passed and the Hierophants became whitehaired with age, yet Arukurshu remained in the prime of his years. During the akitu-festival six hundred and sixty years after the founding of Ibnath, the horrible truth was revealed to the Hierophants. They entered the temple shrine at midnight and saw that their undying kingpriest was an ancient vampire, drinking the blood of his sacred wife, a priestess of Ishtar. In the ensuing confrontation, the kingpriest was taken by surprise and forced to flee from Ibnath. However, Arukurshu vowed to return, to destroy the Hierophants who had banished him thus. The vampirekingpriest still had many loyal followers and servants in
CURRENT SITUATION
Today, a brooding silence hangs over the sand-choked ruins of Ibnath. Three Hierophants survive, but lie in an ageless sleep from which they are unable to awaken by their own volition. Their stasis-tombs deep beneath the great ziggurat of Ibnath are protected by powerful seals and wards. Desert ghouls and other predators roam the ruins of the city itself. Northeast, in the Zagros mountains near the abandoned mines known as the Horns of Sinmesh, the ancient vampire Arukurshu awaits the day of his triumphant return to Ibnath. However, a powerful spell placed on the former kingpriest by the Hierophants prevents Arukurshu from entering both the ruins of Ibnath and the so-called Ziggurat of the Ghoul-Queen, the prison of his last Sacred Wife, the priestess Nikhartha. The two vampires communicate through their ghoul and vampire-spawn servants, and yearn for the day when they shall be reunited. Wandering like silent ghosts across the desert are the veiled Kalabites, descendants of the wizards who survived the destruction of Yhakkoth. They await the time when the stars are right for the resurrection of the 47
Gora McGahey (order #19251)
RUMOR TABLE
The following rumors can be used to introduce plot hooks and give the players some clues into the background history of the adventure. Roll once on the table for each player, and give the player a note describing the rumor. Roll twice for bards and characters with ranks in the Gather Information skill. 1. 2. 3. 4. 5. 6. 7. 8. Only mad dogs and the veiled wizards of Kalab can endure the oppressive heat of the mid-day sun in the Red Waste. (True) The priests of the city of Ibnath worshipped strange and evil gods below their great ziggurat-temple. (Partly true) Another city named Yhakkoth once stood in the land of Elam to the east. It was a city of wizards. It was completely destroyed by the armies of Ibnath. (True) The sand of the Red Waste shakes and trembles occasionally. The trembling is caused by a great demon-worm that lives beneath the sand. There are mad desert people who worship the worm. (True) A few days to the west of the city of Ibnath stands a lesser ziggurat. Twelve skeletons of pure gold sit on ivory thrones inside its temple shrine. (Only the first part is true) The veiled wizards of Kalab roam the desert. They have been cursed to wander the Red Waste for eternity. (Partly true, they seek to resurrect their greatest wizard) The nomadic Sons of Saram are the descendants of the people of Ibnath. (Perhaps true) In the mountains to the north of Ibnath are two tall peaks known as the Horns of Sinmesh. Below the Horns were once rich gem and gold mines, but the mines were abandoned when no more gold could be found. The priests used undead as slave labor in the mines. (First part is partly true, the mines were abandoned due to a plague) The people of Ibnath celebrated the akitu -festival each year, by sacrificing a virgin to the gods. The virgins were buried dressed as richly as goddesses. (True, the vampire-kingpriest Arukurshu drained the blood of his Sacred Wives before they were killed) The Sons of Saram, nomads of the Red Waste, worship Baal-Zag, a foul god of cannibalism. They eat the flesh of foreigners during the days of the full moon. (False, although the god Baal-Zag is real enough) A ziggurat stands in the desert, formerly a temple of Anu and Marduk. A powerful amulet against undead, the Eye of Ishtar , is said to rest within. (True) There are giants in the Zagros mountains. The priests of Ibnath enslaved these giants to help them build the citys outer walls and great temple. (False) In ancient times, a great battle took place between the armies of Ibnath and Yhakkoth. The battlefield is still littered with skeletons clutching ancient weapons and treasure. (True) Beware the great sand lizards of the Red Waste, for they can swallow a man whole. (False) The great city in the desert was cursed by the gods for its wickedness. Those who pass through its dragon-carved gates are instantly struck dead; disintegrated to dust and blown into oblivion by the howling desert winds. (False) The city of Ibnath was known in ancient times for its fabulous wealth and thousand golden shrines to strange gods. (True) The high priests of Ibnath entered a pact with the Queen of the Underworld to avoid the cold oblivion of death, but the deal backfired and they now roam the desert as vengeful shades. (False) The Hierophants of the city of Ibnath, thirteen in number, were actually archdemons masquerading as great priests of benevolent deities. (False) A pair of great dragons lair atop a mountainous plateau somewhere in the desert. (True, although the dragons are actually wyverns) Drinking from the lake water at the Oasis of Purple Dreams can induce strange visions or terrible nightmares. (True)
9. 10. 11. 12. 13. 14. 15. 16. 17. 18. 19. 20.
A Note on Wandering Monsters: This module provides wandering monster tables. These tables are meant as a guide for possible encounters, reflecting the frequency and type of creatures that can be found roaming a level or an area. You should not allow a random table
to dictate your game session. If you feel the result indicated is too challenging for your particular group, feel free to discard or re-roll the result, or simply decide that the creatures watch the players rather than attack. The tables are provided as an aid, not as a requirement.
48
Gora McGahey (order #19251)
MYTHIC MESOPOTAMIA
INTRODUCTION
This lengthy chapter describes the vast desert area surrounding the lost city of Ibnath, and the nomad tribes that inhabit it. Exploring the desert area allows the player characters to gain experience and find information, treasure and magical items that might help them against challenges faced within the ruins of Ibnath itself. The peoples that dwell here refer to the desert simply as the Great Desert, while outsiders know it as the Red Waste. It is a great expanse of red sand dunes and barren rock outcroppings, with a scattering of small but vital oases. To the northeast is the mighty Zagros mountain range.
terrain and overland movement rules in the DMG, but use the following terrain types while in the Great Desert. Sand Sea: Treat as sandy desert. This type of terrain is dominated by vast sand dunes stretching to the horizon and beyond. Stony Desert: Treat as hills. Stony desert is characterized by rocky terrain, broken by sand and water-cut cliffs, as well as the occasional hill or mountain. Wadi: Treat as rough terrain. A wadi is a dry river bed worn into the desert floor. Travel down a wadi is treated as Plains. Salt Flats: Treat as plains. Flats crusted with salt, these bright white flat plains reflect light and heat and can cause blindness in windstorms.
DESERT SURVIVAL
The inhospitable desert features prominently in this adventure. The DM should familiarize himself with the hazards of desert travel and survival before the player characters venture into the Great Desert. Essential information regarding danger from starvation, thirst, heat and weather hazards can be found in the DMG. Some of the most important information is summarized below.
DESERT TERRAIN
Even though sand dominates the Red Waste, there are other terrain types as well. Refer to the 49
Gora McGahey (order #19251)
HEAT DANGERS
The Red Waste has an average daytime temperature of 95 degrees Fahrenheit. This heat deals subdual damage (see below) to characters until
they get the chance to cool off (by reaching shade, at night, targeted by an endure elements spell, doused with a gallon of water, etc.). Once unconscious from subdual damage, the character starts to take normal damage at the same rate. Each hour, characters must make Fortitude saves (DC 15, +1 for each previous check) or suffer 1d4 points of subdual damage. Those wearing heavy clothing or armor of any sort suffer a 4 penalty to the saving throw. As noted in the skill description in the PHB, a character with the Survival skill may receive a bonus to his saving throw and may be able to apply this bonus to other characters as well. A successful Survival check (DC 15) allows a character to gain +2 on all Fortitude saves against severe weather while moving up to one-half the character's overland speed, or gain +4 if stationary. The character may grant the same bonus to one other character for every 1 point by which the check result exceeds 15. To avoid the deadly heat of the desert sun, adventuring parties might consider traveling at night instead of during the day. However, this brings an increased risk of encountering the dan50
Gora McGahey (order #19251)
gerous denizens of the desert, the majority of which are active at night. Refer to the random encounter tables for specifics.
of the time, and ranged attacks and Listen checks are at a 4 penalty. There is a 10% chance that a dust storm will be a greater dust storm accompanied by windstormmagnitude winds which deal 1d3 points of subdual damage per round to anyone without shelter, and also pose a choking hazard (see the DMG). Dust storms typically last for 2d41 hours.
MIRAGES
At the DMs option, a character in the desert who has been fatigued from lack of food and water might be-
51
Gora McGahey (order #19251)
NIGHT
Roll once per night on the following chart using 1d100. 0115. Ankheg 1620. Cult of the Pit-Worm 2140. Ghouls 4150. Harpies 5160. Stirges 6170. Vampire Spawn 71100. No Encounter
come delirious and experience a mirage. Characters who fail a Will save (DC 15, +1 for each day without water) typically have a vision of a far-off
55
Gora McGahey (order #19251)
Tent-Camp of the Saramites: The Saramites dwell in circular camel-hair tents. A typical camp consists of a dozen large tents, housing around 100 nomads in total. Each adult male nomad owns three to four camels; one of these is always a war camel. The Chieftains Great Tent: If Yahdu-Lim is present at the oasis, he holds court in a great tent guarded by 20 of his strongest warriors. The interior of the tent is dimly illuminated and full of smoke from the large clay pipes the nomads use to smoke the Grey Desert Lotus. YahduLim himself sits on a large mound of animal furs and hides, flanked by a dozen of his sub-chieftains. Urim the shaman is never far away. No women are allowed into the tent not even female PCs. The chieftains treasure chest (Hardness 5; hp 15; Break DC 23; Open Lock DC 30) is buried in the sand beneath the animal hides (Search DC 30). It is protected with a poison needle trap and contains the following: 3,000 sp and 4,000 gp worth of ancient coins bearing the seal of the kingpriest of Ibnath; a green pouch containing 10 gems worth 200 gp each; and a silver ring of sustenance. Poison Needle Trap: CR 1; +8 ranged (1, plus large scorpion venom [Injury DC 18, 1d6/1d6 Str]); Search DC 22; Disable Device DC 20. The Ancient Altar: Hidden by a cluster of date-palms and other vegetation (Spot DC 30 when passing nearby) is a half-crumbled stone altar, stained with old and dried blood. Next to the altar is a 10feet tall statue whose features are all but effaced. The altar and the statue hails
ADVENTURE HOOKS
Use the following adventure hooks in a campaign. The player characters must seek out the Sons of Saram to gather more information about Ibnath and its location within the trackless Red Waste. They may also seek to employ one or more of the Saramites as guides within the trackless desert. It is rumored (see the Rumors section in the Introduction chapter) that the Saramites worship the dark god Baal-Zag and practice cannibalism, eating the flesh of foreigners during the nights of the full moon. At the DMs option, this might actually be true (or maybe only some members of the tribe are secret cultists of Baal-Zag). Even if it is a false rumor, the DM should do his best to make the player characters believe the rumor is true. One or several Sons of Saram have been captured by the Cult of the Pit-Worm. The Saramites do not cooperate with the player characters unless they agree to rescue the captives. Ishtim, favorite son of the chieftain YahduLim, has disappeared. The player characters must find and bring back Ishtim before Yahdu-Lim will cooperate and give them information.
57
Gora McGahey (order #19251)
Wizard Spells Prepared (4/5/5/5/4/2/1; base DC 14 + spell level): 0detect magic, disrupt undead, ray of frost, resistance; 1st cause fear, mage armor, magic missile (x2), ray of enfeeblement; 2nd darkvision, flaming sphere, ghoul touch, levitate, spectral hand; 3rd hold person, lightning bolt (x2), protection from elements, vampiric touch; 4thenervation (x2), Evars black tentacles, stoneskin; 5thcloudkill, wall of force; 6thcircle of death. Possessions: Quarterstaff, staff of earth and stone, +3 ring of protection, vibrant purple ioun stone (stores summon monster VI), quaal's feather token (bird), arcane scroll of whispering wind, phantom steed and dimension door (caster level 11), white robes, spellbooks, belt pouch containing spell components. Personality/Description: Currently the most powerful living descendant of the wizards of Yhakkoth, Khasim is short of stature, hawk-nosed, with fine features. He is fully committed to attempt the resurrection of Yaod, believing that the archwizard would bestow great fortune and much eldritch knowledge upon him if he should succeed in bringing the withered mummy back to life. Khasim secretly desires the sorceress Yarima, but the wizard has issues about his height and has so far satisfied himself with the company of ghouls and zombies. He considers Khoraj a useful tool, but would not hesitate to betray the necromancer if the situation called for it. Khasim has an owl familiar named Kah-Nu. The wizard 58
Gora McGahey (order #19251)
frequently uses the familiar to spy, reconnoitre, and bring messages to his fellow wizards. Kah-Nu, Owl Familiar: CR 1/4; SZ T Magical Beast; HD 11d8; hp 24; Init +3; Spd 10 ft., fly 40 ft. (average); AC 23 (+2 size, +3 Dex, +8 natural [+6 from Wiz11]) touch 15, flat-footed 20; BAB +3/7; Atk +8 melee (claw, 1d22); Face/Reach 21/2 ft./0 ft.; SQ low-light vision, improved evasion, share spells with master, deliver touch spells for master, speak with master, speak with animals of its type, SR (16); AL N; SV Fort +3, Ref +6, Will +9; Str 6, Dex 17, Con 10, Int 11, Wis 14, Cha 4. Skills: Listen +14, Move Silently +20, Spot +6* (owls receive a +8 racial bonus to Spot checks in dusk and darkness). Feat: Weapon Finesse.
0detect magic, detect poison, disrupt undead, resistance; 1stburning hands (x3), mage armor, ray of enfeeblement, true strike; 2ndalter self, blindness/deafness, levitate, mirror image, scare (x2); 3rddispel magic, displacement, haste, slow, vampiric touch; 4thcontagion, dimension door, enervation, phantasmal killer; 5thanimate dead, wall of force. Prohibited School: Enchantment. Possessions: Club, scarab of protection, arcane scroll of magic jar (caster level 9), white robes, sandals,large sapphire (5000 gp). Personality/Description: Khoraj is a tall and gaunt man, usually dressed in white robes decorated with eldritch glyphs and runes. His right eye is missing; some say he willingly traded the eye to a demon in return for forbidden knowledge. In any case, the necromancer does not bother to wear an eyepatch, making his appearance quite memorable. During a solitary, nocturnal journey into the desert, Khoraj met with Arukurshu and entered an uneasy truce with the ancient vampire. Neither of the two desire the resurrection of Yaod, for Khoraj is ambitious and sees himself as the future arch-necromancer of Yhakkoth. He does not really trust Arukurshu, but thinks the vampire can serve as a useful ally against his fellow wizards. Khorajs primary concern is to search for the twelfth tablet of the Book of Aeons. Khoraj plans to betray the other wizards of Kalab, for example during the resurrection ritual to be performed near the Purple Obelisks of Yhakkoth. The necromancer might also secretly ally with the PCs or help them by giving information. Typical Lesser Wizard of Kalab, Male or Female human Wiz4: CR 4; SZ M; HD 4d4+12; hp 22; Init +6; Spd 30 ft; AC 16 (mage armor, +2 Dex), touch 14, flatfooted 14; BAB +2/+3; Atk +3 melee (1d4+1, dagger, 1920/x2) or +4 ranged (1d4, dagger, 1920/x2, range 10 ft.); SA spells; SQ summon familiar; AL NE; SV Fort +4, Ref +3, Will +6; Str 12, Dex 14, Con 16, Int 16, Wis 14, Cha 12. Skills: Concentration +10, Craft (alchemy) +10, Knowledge (arcana) +10, Knowledge (history) +10, Knowledge (necromancy) +10, Spellcraft +10. Feats: Scribe Scroll, Improved Initiative, Spell Focus (Necromancy), Combat Casting. Wizard Spells Prepared (4/4/3; base DC 13 + spell level): 0detect magic, daze, disrupt undead, resistance; 1stcause fear, hypnotism, mage armor, ray of enfeeblement; 2ndghoul touch, levitate, spectral hand. Possessions: Masterwork dagger, white robes, veil, arcane scroll of see invisibility and locate object (caster level 4). Yhakkor: CR 2; SZ M Monstrous Humanoid; HD 3d8+12; hp 19; Init +1; Spd 30 ft.; AC 14 (+1 Dex, +3 natural), touch 11, flat-footed 13; BAB/Grap +1/+5; Atk +6 melee (1d4+4 plus disease, claw); Full Atk +8 melee (1d4+4 and disease [x2], claws); SA disease (Yhakkoth Fever, Fort DC 15, incubation period 1d3 days; damage 1d3 Dex and 1d3 Con), stench (range 10 ft., Fort DC 15, nausea 1d6+3 minutes); SQ undead
ADVENTURE HOOKS
Use the following adventure hooks in a campaign. The Kalabites are hereditary enemies of the Sons of Saram. If the player characters side with one clan, they will be treated as enemies by the other desert clan. Although the wizards of Kalab are evil, they might seek to hire the PCs as mercenaries if they seem suitable (no paladins or good-aligned priests in the party, for example). The Kalabites seek to resurrect their greatest wizard, Yaod. They must perform their ritual of resurrection near the Purple Obelisks of Yhakkoth, which are the only remains of that city and were dragged back to Ibnath to celebrate the victory over the wizards. See the description of the Purple Obelisks of Yhakkoth in the city chapter for more information. The ancient Sickle Sword of Naalfesh belonged to Naalfesh, a general of Yhakkoth. The possession of this lesser artifact improves the chance the Kalabites have to perform a successful ritual of resurrection. If the player characters find the weapon in the Sea of Bones, the veiled wizards will stop at nothing to retrieve it from the party. The intelligent sword has its own agenda, too.
60
Gora McGahey (order #19251)
MYTHIC MESOPOTAMIA
INTRODUCTION
The Sea of Bones is the name given by the desert nomads to the place where a great battle took place between the ancient armies of Ibnath and Yhakkoth. Several thousand archers, charioteers and swordsmen from both cities were arrayed against each other here. The desert sand ran red with blood as the warriors clashed, amid the clangor of bronze swords and the fire and smoke of burning supply trains. From silken pavillions safely withdrawn from the bloodshed, the abominable wizards of Yhakkoth summoned winged demons and rot-
ting plagues to inflict upon the advancing enemy forces, while the bearded priests of Ibnath called upon the secret names of their numerous gods, imploring them to smite down the armies of the east. Although the armies of Ibnath suffered grievous losses, the battle ended with the utter defeat of the men of Yhakkoth. The decisive moment came when their archwizard, Yaod, was mortally wounded by elite archers of Ibnath who employed enchanted, mage-slaying arrows. Yaods trusted general, Lord Naalfesh, was slain covering the retreat of the lesser wizards of Yhakkoth. No prisoners were taken that day by the warriors of Ibnath, for they
61
Gora McGahey (order #19251)
FIRST APPROACH
The rust-red sand dunes seem to last for days, and hours slowly give away to a broken grey plain dotted with small white hills. On closer inspection, these hills turn out to be mounds and piles of sun-bleached skeletal remains! They appear to be the skulls and bones of fallen warriors, for rusted and broken weapons and bits of ancient armor is scattered everywhere. This grotesque vista stretches as far as the eye can see.
62
Gora McGahey (order #19251)
63
Gora McGahey (order #19251)
Refer to the area map of the Sea of Bones. Allow the player characters to explore the area. If the party intends to skirt around or avoid the area, the DM could suggest that there might still be treasure to be looted here; allow Spot checks (DC 14) to see golden flashes as the sun reflects from a half-buried bronze chariot, the head of a masterwork battle-axe, and so on. Roll on or choose from the following tables to determine the composition of each mound indicated on the map. Note regarding detect magic spells: Powerful destructive magic was unleashed on the battlefield during the ancient battle, to the extent that the entire area still radiates strong evocation magic. As noted in the description of the detect magic spell, such strong local emanations may confuse or conceal lesser magical auras. This prevents the player characters from simply using detect magic as a radar to detect and collect all the magical treasures in this area.
struction of Yhakkoth. Since roughly one-third of the dead warriors once belonged to the armies of Ibnath, they can answer questions about that city as well. Note that creatures with different alignment from that of the caster get a Will save to resist speak with dead spells. The warriors of Yhakkoth should be considered lawful evil (75%) or neutral evil (25%), while the soldiers of Ibnath are lawful neutral (50%), neutral evil (25%) or neutral good (25%). Also note that creatures who have turned into undead cannot be the subject of speak with dead spells, so the spell simply fails on a roll of 14 on 1d20 if cast on a random skeleton.
65
Gora McGahey (order #19251)
66
Gora McGahey (order #19251)
MYTHIC MESOPOTAMIA
INTRODUCTION
This rocky tableland in the middle of the Red Waste is avoided by the nomads, for all know that deadly, dragon-like creatures (wyverns) live atop the mesa and hunt the parched lands for miles around. As such, this area would be of little interest to the player characters, were it not for the fact that the hermit Zadhi lives in a cave beneath the plateau of the wyverns. Although she is a relatively recent arrival here, this lone barbaric druidess stumbled upon a relic of another age; during her desert wanderings, she found the twelfth tablet of the Book of Aeons (see Chapter Two), also known as the Tablet of Unbinding. The tablet was stolen during the final days of Ibnath and carried into the desert by a caravanmaster who did not realize its true nature, nor its value. But the caravan was beset by monsters or raiders (no one knows for sure), and the tablet languished for centuries beneath the desert sands until Zadhi found it. The druidess instictively recognized its importance and great evil, so she hid the tablet in her cave and has guarded it since. The Tablet of Unbinding is essential to several factions in this adventure. If it falls into the hands of Arukurshu, he can use it to undo the magic that exiles him from Ibnath, break the enchantment on his palace and restore his loyal servants, and finally remove the seals of the great ziggurat and destroy the sleeping Hierophants. In other hands (such as those of the PCs), it can be put to other uses, such as awakening the Hierophants. And the 67
Gora McGahey (order #19251)
wizards of Kalab would seek to prevent anyone else from gaining and using the tablet. Dragonclaw Rock is a flat hill with steep edges, visible for miles around. An approaching party is sure to draw the attention of the wyverns lairing atop the mesa.
2. ANTHILL (EL 7)
At the base of the eastern side of the mesa is a giant anthill, almost 30 feet tall. This anthill contains a giant ant queen, 30 giant ant soldiers, and 70 giant ant workers. Some of the soldier ants always protect their queen (see Area 4), while 6 giant ant soldiers guard the anthill from intruders. Giant Ant Soldiers (6): CR 2; AC 17, hp 11 each; see the MM for details.
6. WATER-HOLE
The floor of this cavern is moist. A natural wellspring fills a small pool in the middle of the cave. The well can produce up to 30 gallons of fresh water each day.
4. GIANT ANT QUEEN LAIR (EL 8) 7. EMPTY CAVE This large cavern has been dug out by the giant
ant workers to serve as the lair of the giant ant queen. The queen is always protected by 8 giant ant soldiers. Giant Ant Queen: CR 2; AC 17, hp 22; see the MM for details. Giant Ant Soldiers (8): CR 2; hp 11; see the MM for details. Treasure: Laying loose around the lair are 7 sp and 62 cp in assorted coins. 68
Gora McGahey (order #19251)
This natural cavern is unlit and appears empty. The cavern floor, 30 feet in diameter, is a pit filled with sand. Buried 15 feet deep in the pit is a leadcoated, fire-trapped small box (1d4+10 points of damage). The box contains a stone tablet; this is the twelfth tablet of the Book of Aeons, also known as the Tablet of Unbinding. See Chapter Two and the description of the great ziggurat of Ibnath for more information regarding this item. The druidess Zahdi (see Area 8) has hidden the tablet here.
9. SECRET TUNNEL
A steep, cramped tunnel leads from the ledge in Zadhis cave, through the rock, and ends in a small, well-concealed (Search DC 30) hole 70 feet above the ground on the southern side of the mesa. The tunnel is navigable only for creatures of Small or lesser size. Zadhi sometimes uses this tunnel to enter and exit her cave, using her wild shape ability to take the form of a small bird when doing so.
70
Gora McGahey (order #19251)
MYTHIC MESOPOTAMIA
INTRODUCTION
At the apex of Ibnaths greatness, this nowsinister oasis was an important waypoint frequented by the caravans that brought precious metals from the mines beneath the Horns of Sinmesh to the gem-cutters and artificers of the city. The camel-road between the city and the mountains was known as the Glittering Road, for it seemed that there was no end to the amount of precious gems and metals held in the depths of the mountains, and as the caravans plied the road, the saddlebags and crates spilled some of their contents on the ground until the very road itself sparkled with the fire of tiny gems and golddust. Formerly referred to simply as the Northern Oasis, the oasis fell into disuse when it seemed that the mines were finally exhausted. The nomads who drifted into the area many years later quickly learned to avoid it, for they found the waters of the lake to produce disturbing dreams and evil visions when men and animals drank of it. Hence they named it the Oasis of Purple Dreams.
The cacti are vampire cacti, a deep desert plant that drains the liquids of living animals. These cacti have 12 fleshy, needle-tipped leaves of a dusty green color with narrow yellow bands at the edge. The plant is immobile like most cacti, but its leaves are capable of rapid movement. A successful DC 15 Spot check allows a creature to detect the sun-bleached bones of desert-dwelling creatures that surround the plants, and possibly be alerted to its dangerous nature. Vampire Cactus (1d3): CR 3; SZ M Plant; HD 3d8+6; hp 19; Init +3; Spd 0 ft. (immobile); AC 17 (+3 Dex, +4 natural), touch 13, flat-footed 14; BAB/Grap +2/+3; Atk +4 ranged (1d2+1 plus blood drain, needle); Full Atk +4 ranged (1d2+1 plus blood drain [x12], needles); SA blood drain (1 Con damage per needle); SQ plant, immunity to electricity, fire vulnerability (+50% damage from fire); AL N; SV Fort +5, Ref +4, Will +1; Str 12, Dex 16, Con 14, Int , Wis 11, Cha 9. Skills: Hide +11. *Vampire cacti have a +8 racial bonus on Hide checks in their natural environment. Tactics: The vampire cactus attacks all warmblooded creatures that approach within 5 feet. It attacks by firing its needles, which attach the plant to the victim via the thick thread that unreels itself from within the leaf. This thread allows the cactus to drain the blood and bodily fluids of living creatures. The plant can fire all 12 of its needles in one round, but no more than 4 at a single target. Needles that miss, any pulled out of a victim, or any needles in a dead victim are reeled in and can
PURPLE DREAMS
The player characters might need to rest, drink and fill their water-skins at the oasis. But as the desert nomads know all too well, drinking the lake water can have unguessed effects upon the mind of the drinker. Drinking the lake water: Drinking the water requires a DC 18 Fortitude save (the DM is at liberty to apply a situational modifier to the DC of +1 to +5 depending on the amount of water a character drinks). Make this saving throw in secret for the player. If the saving throw is failed, the character experiences a strange dream, nightmare or vision the next time he falls asleep, determined randomly on the table below. Dream-combat: If the table indicates a dream-encounter with a creature that is likely to attack the player character (or if the character attacks the creature in the dream), run the combat as if the player character has not yet gained the effects of resting (ie., hit points, spells memorized, etc. are as they were before the character went to sleep). The character is always alone and without his companions in his dreams. The dream ends immediately if break enchantment (treat effect as cast by an 18th-level caster) or dispel evil is cast upon the dreamer. Other spells cast by those outside the dream, including healing spells, have no effect upon the dreamer. If the player character is reduced to 10 hit points during dream-combat, the dream ends and the character awakens suffering 1d3 points of permanent Wisdom drain. If the player character wins the dream-combat, there is a 50% chance that he awakens knowing a random piece of information gained from the dream (roll randomly on the Rumor Table). 72
Gora McGahey (order #19251)
DREAM TABLE
Roll 1d20 on the following table to determine the nature of the dream. The DM is at liberty to invent similar dream-encounters, or adjust the descriptions below. 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. The character is traveling through desert dunes when he is surrounded by an icy mist that rises from the ground. An ethereal marauder lurks in the mist. The character drifts endlessly in the black gulfs of space. The following days, the character will always be freezing, even under the rays of the desert sun. Treat the character as permanently fatigued for 3d6 days. The character encounters a black woman of sinister beauty who attempts to rape the character. Treat the black woman as a night hag hag. The character falls into a watery abyss and drifts near a black portal. The character finds himself able to breathe in water. A set of immense tentacles extend from within the black portal. The tentacles belong to a kraken kraken. A blue slaad rests on a throne of black basalt. It wants to know the characters truename, or else it attacks. The character is captured by a race of lizard-men and carried in heavy chains to an underground lake. Here, they attempt to sacrifice the character to an aboleth which dwells in the lake. The character walks through an endless maze whose white walls are carved with black images of toads. A hezrou demon appears behind the character and chases him to a circular room with a bottomless pit. The dream ends if the character jumps into the pit. A chaos beast appears out of a thick purple mist. The character descends a crumbled stair which has 101 steps. At the bottom of the stairs is a large cavern with seven pillars of gold. An elder xorn bursts from the cavern floor if any of the pillars are touched. A winged goddess appears and grants the character the gift of flight in return for the sacrifice of a point of Constitution (both the ability to fly and the ability drain last for the duration of the dream only). If the character agrees, he sprouts wings and soars among the clouds. Describe one location on the campaign map which was previously unknown to the player character. The character is a bystander during a ceremony in which a procession of white-robed priests ascend the steps of a great ziggurat. The priests escort a black-haired woman, who is naked except for the rich golden jewelry she wears. When the priests reappear from the temple shrine atop the ziggurat, the woman is no longer with them, and small crimson stains can be spotted on the priests robes. The character is present at the ceremony where a handsome, bearded young man is crowned the kingpriest of a great city-state. Black eunuchs with scarlet loincloths and gold-hilted falchions flank the throne of the kingpriest. The character is part of a caravan of refugees coming out of the west. The caravan stops by a river, and woolen-robed priests sacrifice a white bull to read its entrails. The priests are horrified when they discover that the bulls heart has turned to stone. The character is a priest taking part in a ritual to a tentacled abomination in an underground temple. The attendant priests all wear silken yellow robes and veils. The character faces twelve black archways. Regardless of which archway the character passes through, he appears in a court which is empty except for a purple throne. Coiled around the purple throne is a spirit naga naga. The character faces an adult black dragon A bronze +3 greatsword appears in the hands of dragon. the character. The sword renders the character immune to the dragons breath weapon. The character is alone in the desert, at the foot of a great mountain, when a winged demon (a vrock appears and attacks. vrock) The character is a foot soldier in a great battle, facing a charge of enemy chariots. The character enters a temple where the priests chant to drive away demons during an eclipse. The character approaches an oasis and encounters a group of silver-veiled men. The veiled ones do not speak, but draw curved daggers and attack the character. If the character tears away the veil of one of the assailants (with a successful grapple check), he sees the face of one of his trusted companions, then awakens.
11.
73
Gora McGahey (order #19251)
INTRODUCTION
Twenty centuries ago, a burning stone fell from the sky to the earth. The stone crashed into the ground, creating a huge crater in the inhospitable desert lands many days north of Eridu. The blue-bearded stargazers of that city observed the path of the fiery meteorite and chronicled its passing upon the cuneiform tablets known as the Book of the Star-Seed. The woolen-robed astrologers sent several caravans into the desert to locate the fallen star-stone, but never were any of those expeditions heard from again. The Book of the Star-Seed was forgotten until a lowly student of the arcane, Nim-Urtatu, came from Kish seeking hidden secrets. He discovered the book in one of the libraries of Eridu, but was denied its study by the grey-robed custodians of that library. Discontented, Nim-Urtatu attempted to steal the clay tablets, but was caught and cast into the dismal dungeons beneath the red towers of Eridu. In those dim vaults he was tortured until he lost his sanity, for such was the punishment for those who sought to steal wisdom from the stargazers. Reduced to a ranting madman, Nim-Artatu was then banished from the city and forced to endure the hardships of the wilderness. In his madness, Nim-Artatu was now driven by a single thought: To locate the fallen star-stone, whose description he had glimpsed on the forbidden clay tablets. After years of searching in the harsh desert lands, during which he became the leader of a small group of outcasts and criminals, he finally found the site of the meteorites impact. Clearing away the sand in the center of the crater, Nim-Artatu and his 74
Gora McGahey (order #19251)
men uncovered a strange purple egg of unnatural size. The madman promptly sacrificed one of his less sane underlings on the spot and was astounded to see the egg, stained by the sacrifical blood, begin to hatch. Inside the egg was a tiny purple worm that, fed by the sacrifice, quickly began to grow and increase in size. The worm swiftly devoured all of Nim-Artatu's followers, but for some unknown reason, the sorcerer's life was spared. Nim-Artatu interpreted this as an omen, and from that day regarded the giant purple worm as a deity and himself as its high priest. Over the following years, he attracted a new following of other madmen, criminals and escaped slaves. This wicked cult now scours the desert lands, taking prisoners that are thrown into the worm-god's pit.
ADVENTURE HOOKS
Below are possible ways to use this chapter in a campaign setting. Note that some suggestions can be combined to create more complex and/or interwoven situations. The Cult of the Pit-Worm captures one or more of the player characters, attempting to throw them into the Pit of Yhath. The cult has captured an important member of the Saramite nomad clan and intends to sacrifice him or her. The player characters are hired or coerced to save the prisoner by Yahdu-Lim, the chieftain of the Saramites. The Brotherhood of Kalab has captured an important member of their rivals, the Saramites, and left evidence that seems to suggest that the Cult of the Pit-Worm is behind the kidnapping.
The player characters learn that the Pit-Worm threatens to destroy the oasis of Ussar. They learn of the cult that controls the worm and set out to destroy it, only to discover that the Pit-Worm can only be stopped by proper sacrifice. Will the player characters allow innocents to be sacrificed to save the oasis?
1. CRATER FLOOR
The floor of the crater is fairly even but is filled with red sand, small rocks and debris blown in from the surrounding desert. Tiny insects and lizards scurry about on the ground. Any character spending more than a few minutes in the crater can make a Listen check (DC 18) to detect an occasional faint trembling beneath the sand. The vibrations are caused by the worm moving about in its lair many hundred feet below.
75
Gora McGahey (order #19251)
Possessions: Potion of cure light wounds, dagger, masterwork greatsword, studded leather armor, 70 gp, 30 sp. Rogue-Cultist of the Pit-Worm, Male and Female Human Rog2 (3): CR 2; SZ M; HD 2d6+5; hp 13; Init +6; Spd 30 ft.; AC 16 (+2 Dex, +3 studded leather, +1 shield), touch 12, flat-footed 14; BAB/ Grap +1/+1; Atk +1 melee (1d6, scimitar, 18-20/ x2); SA sneak attack (+1d6); SQ evasion; AL NE; SV Fort +1, Ref +5, Will +0; Str 11, Dex 14, Con 13, Int 10, Wis 10, Cha 8. Skills: Bluff +4, Hide +7, Listen +5, Move Silently +7, Spot +5, Sense Motive +5, Tumble +7. Feats: Improved Initiative, Toughness. Possessions: Potion of hiding, studded leather armor, buckler, scimitar, shortbow (20 arrows), tanglefoot bag, 90 sp. Tactics: The cultists employ simple tactics. The barbarians enter a rage and charge, while the rogues attempt to flank and sneak attack opponents. Treasure: These cultists have no treasure except for their worn and carried equipment.
Detections: Strong evil and magic of an unidentifiable sort emanates from the Purple Egg (see Area 8). Continuous Effects: None. Standard Features: The twisting tunnels and pits in this area are the results of the worms burrowings. As such, they are unworked and rough. Remember that moving across uneven surfaces requires Balance checks (DC 10; DC 15 in sloping tunnels). Note that this does not apply to the worm, since it slithers across the ground. The caverns and tunnels are unlit except where noted.
sloping tunnel. The altar-stone is covered with crude patterns and figures carved in bas-relief. A set of manacles is fastened to the massive stone, on the side facing the sloping tunnel. The floor around the altar is strewn with cracked bones. A few bloodstains here and there are also visible. Victims who are to be sacrificed to the Worm-God are chained to the altar using the manacles. Curiously, the littered bones are predominantly hand- and armbones (this is due to the fact that the worm usually snatches a chained victim and swallows it whole, leaving only hands and lower arms chained to the manacles). Characters who examine the altar-stone get many important clues; the carved figures depict Nim-Artatus story (see introduction to this chapter). Among the scenes detailed are a comet or meteorite falling to the earth; a robed man excavating an egg-formed object; and chained humans and animals being eaten by a snake-like creature.
The sorcerer has placed Numdiat, a half-wild tribesman of the Zagros mountains, in charge of guarding the prisoners. He is assisted by 2 rogue-cultists and 2 warrior-cultists (see Area 2 for statistics). Numdiat has unkempt brown hair and a short beard. He wears leather armor and sandals. Numdiat, Male Human Bbn6: CR 6; SZ M; HD 6d12+18; hp 61; Init +1; Spd 40 ft.; AC 15 (+1 Dex, +4 +1 studded leather), touch 11, flat-footed 14; BAB/ Grap +6/+10; Atk +12 melee (1d12+7, +1 greataxe, crit x3); Full Atk +12/+7 melee (1d12+7, +1 greataxe, crit x3); SA rage (2/day, 8 rounds); SQ fast movement, illiteracy, trap sense (+2), improved uncanny dodge; AL CN; SV Fort +11, Ref +4, Will +6; Str 18, Dex 13, Con 16, Int 11, Wis 12, Cha 9. Skills: Jump +13, Listen +10. Feats: Blind-Fight, Great Fortitude, Iron Will, Weapon Focus (greataxe). Possessions: +1 cloak of resistance, +1 studded leather, +1 greataxe, potion of blur, potion of cure moderate wounds, potion of invisibility, potion of shield, longbow (20 arrows), short sword, 65 gp, 40 sp. Tactics: If he has time, Numdiat drinks his potion of blur before entering combat. He enjoys bull rushes and attacks savagely with his greataxe, entering a rage. Faced by a serious threat, he attempts to alert Nim-Artatu and the other cult members, using his potion of invisibility to escape a tight spot.
1. Pilgrim (Com1):
A traveler on a religious pilgrimage to a great temple or ziggurat. Roll 1d6: Nippur (1 2), Ur (34) or Babylon (56). 2. Merchant (Com2): Roll 1d6: A camel-driver (1 (Com2): 2), slaver (34) or caravan-master (56). 3. Nomad (War4): A member one of the desert tribes. Roll 1d6 to determine clan: Saramite (13), Kalabite (45) or outcast (6). 4. Soldier (Ftr2): Roll 1d6: A deserter from the army of a city-state (12), an archer (34), a charioteer (5) or an officer (6). 5. Priest (Clr3): A male or female cleric. Roll 1d6 to determine deity: Tammuz (12), Ishtar (34) or Marduk (56). 6. Traveller (Com1): A peasant or city-dweller on a journey to another city-state.
This is a good opportunity to introduce new NPCs or even new player characters.
5. TWISTING TUNNELS
These unlit tunnels twist and turn as they descend deep into the earth. Make a roll on the Wandering Monsters table when the player characters descend these tunnels.
79
Gora McGahey (order #19251)
INTRODUCTION
Nikhartha was once a priestess of Ishtar in the city of Ibnath. One fateful year, as part of the annual New Years celebration, this beautiful young woman was selected from among the priestesses to be ritually married to Arukurshu, who was at the time Grand Hierophant and King-Priest of the city-state. During this religious feast Nikhartha, as an earthly representation of the love goddess Ishtar, was to sleep with the king in the temple atop the citys ziggurat. The king was seen as the mortal incarnation of the resurrected fertility god Tammuz, and the earthly union of the god and the goddess was to ensure the continued prosperity of the city and the people of Ibnath. Unknown to all, the kingpriest Arukurshu was in reality a vampire, who desired the flesh and blood of the voluptuous priestess. That night in the ziggurat, he mated with Nikhartha, then turned her into an undead creature craving for blood. But the priests of the city discovered them, and in the ensuing confrontation, Arukurshu was forced to flee. The priests soon discovered that Nikhartha had been turned into an undead, and decided to entomb her in a crypt beneath a lesser ziggurat devoted to Marduk and Anu, sealing her forever in her tomb using a sacred relic known as the Eye of Ishtar. Thus the unliving priestess was denied death, yet powerful magical wards held her forever imprisoned in her crypt. Ravenous for the taste of blood, she called out across the desert lands, and the ghouls of the land came creeping through dark and secret underground tunnels to serve her. They hunt the desert for living beings to take back to their Queen, who craves fresh human blood most of all. Nikhartha now feasts on the flesh of unfortunate souls in her nighted vaults beneath the ziggurat. 80
Gora McGahey (order #19251)
ADVENTURE HOOKS
Below are possible ways to use this chapter in a campaign setting. The player characters discover the ziggurat during exploration of the desert. As they draw near it, they are attacked by the harpies who lair atop the temple. The player characters are attacked by desert ghouls. If the ghouls are defeated, survivors flee into the subterranean tunnels near the Ghoul Queens ziggurat. From the nomads of the Red Waste, the player characters learn that a powerful magical item, the Eye of Ishtar, rests in the onyx ziggurat of Nikhartha. The player characters might be tempted to seek out and retrieve this amulet. However, the Eye is a focus for the wards that imprison the Ghoul Queen; removing the amulet breaks the wards and frees the vampire. The ancient vampire Arukurshu desires to free his former mate and servant Nikhartha, and then recapture the throne of Ibnath. To accomplish this, he might spread rumors about the Eye of Ishtar, luring adventurers to the ziggurat.
THE ZIGGURAT
The onyx ziggurat of Nikhartha is located northwest of the ruins of Ibnath. It is an old structure, built by worshippers of Anu and Marduk in the years before the Temple of a Thousand Gods was raised in Ibnath. The desert nomads fear and avoid it.
81
Gora McGahey (order #19251)
3. MUD-BRICK HOUSES
Along the western wall of the great stepped ziggurat are four small, single-room mud-brick houses. These were the dwelling-houses of the lesser priests of Anu and Marduk, but have long since been abandoned. Some of the priests fell prey to ghouls; inside each of these houses are 1d3 human skeletons clad in the tattered remains of woolen robes. Yellowed bones are strewn about; a closer examination (Spot DC 13) reveals that the marrow has been sucked out of these bones. Treasure: A thorough search (Search DC 20) through the third house uncovers a clay tablet inscribed with cuneiform letters. It is a divine scroll containing the spells speak with animals, dispel magic and neutralize poison (caster level 7). Among the debris on the floor of the fourth house are the shattered remains of another clay tablet (Search DC 20). If the player characters assemble the broken pieces, they are able to read (Decipher Script DC 20) an account of Arukurshu and Nikhartha written by a long-dead priest; it is the tale of how the kingpriest was discovered to be a vampire and how he turned a beautiful priestess into an undead, who was then imprisoned within the black ziggurat. The DM should extrapolate this written account from the background history as he sees fit.
OUTER AREAS
The ziggurat rises out of the red sand dunes, its black cyclopean stones forming a stepped pyramid almost 150 feet tall. It is surrounded by an outer brick wall which is eroded and broken in several places.
2. COURTYARD
Once, this courtyard was a place of beauty, filled with rows of date-palm trees and small ponds of water. Over the ages, sand, rocks and debris from the desert has filled the courtyard, to a point
82
Gora McGahey (order #19251)
11. 1220:
Standard Features: The interior corridor walls of the ziggurat are carved with basreliefs of people and animals. Doors are of bronze (2 in. thick; Hardness 10; hp 60; Break (DC 28); Open Lock (DC 20)). Light: Unless otherwise noted, the chambers and corridors of the ziggurat are unlit.
Ghouls (1d6+6): CR 1; AC 14, hp 13; see the MM for details. Tactics: These ghouls attempt to use their paralysis to disable enemies. Victims who are thus paralyzed are dragged through the tunnels and into the ziggurat.
Locked Bronze Doors: 2 in. thick; Hardness 10; hp 60; Break (DC 28); Open Lock (DC 25). Inside the shrine is a chamber guarded by a halfcelestial minotaur which is summoned to the chamber in a puff of smoke when the doors are breached. The eaglewinged guardian wields a mighty bronze greatsword and wears a magical black crown (see below). Invoking the names of Marduk, Ishtar and Anu, the minotaur warns intruders not to proceed, unless they wish to unleash a great evil. The guardian was bound to guard the ziggurat by the Hierophants of Ibnath and cannot leave its chamber. Winged Guardian of the Shrine, Half-Celestial Minotaur: CR 6; SZ L Monstrous Humanoid; HD 6d8+24; hp 51; Init +1; Spd 30 ft., fly 60 ft. (good); AC 16 (-1 size, +1 Dex, +6 natural), touch 9, flat-footed ; BAB/Grap +6/+16; Atk +11 melee (3d6+9, greataxe, crit x3) or +11 melee (1d8+4, gore); Full Atk +11/+6 melee (3d6+9, greataxe, crit x3) and gore +4 melee (1d8+3); SA powerful charge (4d6+9), smite evil (+6 damage), spell-like abilities (3/dayprotection from evil, 1/daybless, aid, detect evil, cure serious wounds, neutralize poison); SQ darkvision (60 ft.), daylight (at will), immunity to disease, resistances (acid, cold, electricity 10), damage reduction (5/magic), SR 16, natural cunning, scent; AL CG; SV Fort +8 (+12 against poison), Ref +6, Will +7; Str 23, Dex 12, Con 19, Int 9, Wis 14, Cha 12.
7. ANTECHAMBER
The walls of this circular chamber are carved with images of gods; male and female beings dressed in splendid robes and jewelry. Some wield swords and spears while others grasp silver-tipped rods. The room smells of exotic drugs and incense. The room is otherwise empty.
84
Gora McGahey (order #19251)
87
Gora McGahey (order #19251)
INTRODUCTION
The city of Ibnath was founded upon the discovery of gold and precious stones beneath the hills of the southwestern edge of the mighty Zagros mountains. A mine was established near a pair of tall mountain peaks called the Horns of Sinmesh. Here, thousands of slaves toiled and died in the narrow, sulphur-stinking tunnels and smoky shafts deep in the sunless halls beneath the Horns, while camel trains brought gold and gems along the Glittering Road to Ibnaths markets and bazaars. Then, after centuries of mining, the rich ores were supposedly exhausted, or so the merchants and goldsmiths of Ibnath were led to believe. In fact, a strange wasting disease of unknown origin began to affect the slaves. Fearing the spread of this disease, against which spells and prayers proved useless, the Hierophants of Ibnath reluctantly ordered their overseers to seal the diseased slaves within the mines shafts and abandon the mines. Most of the slaves died from the disease, but a small clan resisted the plague; however, they were hopelessly imprisoned deep in the bowels of the earth. Over the years, these survivors adapted to the gloomy environment, subsisting on underground fungi and insects, but became degenerate, stunted creatures fearful of bright light. When the vampire-kingpriest Arukurshu was banished from Ibnath, he retreated to the mines beneath the Horns of Sinmesh. He discovered the degenerate slaves and thought to enslave them to his own purposes. But Arukurshus plans were foiled when he realized that the degenerates had begun to worship a loathsome toad-being whose slimy idol they had unearthed in the lightless caverns deep beneath the mines. 88
Gora McGahey (order #19251)
ADVENTURE HOOKS
The following adventure hooks can be employed by the DM when the player characters adventure beneath the Horns of Sinmesh. The degenerates of Sinmesh are caught in a power struggle between the priests of the toad-god Tsathogga and the ancient vampire Arukurshu. Most of the former slaves have turned to the worship of Tsathogga under the leadership of Namra-Sagu. However, there are those who are more or less sane and wish to escape to the surface, and these might appeal to the player characters for rescue. However, how long can they survive under the burning desert sun? There is also the risk that these escapees are
Standard Features: Most of the mines consist of narrow tunnels with rough walls. Faint patches of glittering ore veins can be seen in some walls. Along the tunnel floors are crude wooden cart tracks used to transport metals and precious stones. Scattered here and there are worn-out wicker baskets and mining tools such as picks, hammers and chisels.
infected with the Plague of Sinmesh and could bring the disease with them out of the mines and into the desert. Arukurshus soul object is hidden somewhere within the mines. His enemies, including the Hierophants and Namra-Sagu, would like to see it destroyed. The mines inhabitants know of a sealed vault (see Area 20) which contains gold and gems left by the mines overseers. It is trapped with powerful spells, preventing them from relocating the treasure to the toad-gods cavern. The survivors in the mines are hiding from Inamuat, the ghost of an overseer who was killed during a slave revolt (see Area 5). They are grateful towards anyone who permanently banishes the ghost (perhaps even revealing the location of the treasure vault mentioned above). A band of nomads entered the mine and became infected with the Plague of Sinmesh, and unwittingly brought the disease out into the desert. The nomads might hire or force the player characters to find a cure (see the Plague of Sinmesh section above). 89
90
Gora McGahey (order #19251)
2. MINE ENTRANCE
The mine entrance is located directly beneath the two mountain peaks known as the Horns of Sinmesh. A set of colossal brass doors, each 30 feet tall and 20 feet wide, are set into the hillside. Massive Brass Doors: 6 in. thick; Hardness 10; hp 180; Break (DC 30); Open Lock (DC 35). The doors are carved with images of winged, bearded, human-headed bulls, as well as three robed humanoids who wear conical crowns and carry lightning-tipped rods, against a background of stars, moons, and planets. A Knowledge (religion) check (DC 12) is required to recognize the figures as mythological images of the gods Anu, Sin and Marduk. Across the doors, from right to left, is row upon row of archaic cuneiform script. A successful Decipher Script check (DC 25) allows a character to read the text, which appears to be an invocation to the moon-god Sin: Monthly, without cease, form designs with a crown. At the month's very start, rising over the land, You shall have luminous horns to signify six days, On the seventh day reaching a halfcrown. At full moon stand in opposition in mid-month. When the sun overtakes you at the base of heaven, Diminish your crown and retrogress in light. At the time of disappearance approach the course of the sun, And on the thirtieth you shall again stand in opposition to the sun. I have appointed a mark, follow the path of justice, . . . approach and give judgement. 91
Gora McGahey (order #19251)
4. SLAVE PENS
Hundreds of small cells honeycomb this area of the mines, where the slaves and laborers were kept between their gruelling work shifts in the mines tunnels. Most of the cells are now empty, the remainder filled with a scattering of bones, skulls and bloodstains among bits of rusted chains and rotted ropes. Contagious Area: The entire slave pen area is contagious; refer to the Plague of Sinmesh section above for details. All creatures who venture into this area risk infection; worse, all saving throws against the disease are at an additional 2 penalty here. 92
Gora McGahey (order #19251)
7. STORAGE AREAS
These unlit chambers were once used as storage areas for equipment and foodstuffs. A successful Search check (DC 12) allows a character to find clay tablets with cuneiform script that form inventories of the equipment once stored here. Player characters might use this area to resupply. There is a 50% chance that a character finds a minor piece of usable equipment by making a Search check (DC 15, or DC 20 if looking for a specific piece of equipment). Unless the player character announces that he is looking for something specific, the equipment found should be rolled randomly on the equipment table in the PHB. In any case, its value should not exceed 20 gp.
93
Gora McGahey (order #19251)
11. CAVE-IN
Several large boulders block this passage. There is obviously something behind the cave-in, for half-rotten, blackened wooden beams can be seen protruding from the boulders, and shattered bones of skeletons are strewn on the ground. There are 2d6 large boulders that each require a successful Strength check (DC 25) to remove. Up to three Medium-sized creatures can assist the character trying to lift the boulders; by making a successful Strength check (DC 10, and not allowed to take 10) they each add +2 to the main characters check. The massive boulders can also be broken to pieces (hardness 8; 540 hit points; Break DC 50) or disintegrated. Beyond the cave-in is a medium-sized cavern. It is filled with the skeletons of those unfortunate enough to have been trapped within the cavern. However, lethal microscopic fungi has been trapped within this pocket of air sealed off from the rest of the mines. Treat this as an inhaled poison. Characters who have covered their mouths with a damp cloth gain +4 to their saving throws. Microscopic Fungi: Inhaled (DC 18), initial damage 1 permanent point of Con drain, secondary damage 3d6 Con. Treasure: One of the skeletons inside the cavern (Search DC 20) wears a silver ring of water walking. A bronze necklace in the shape of a manticore, set with a black opal (worth 1,000 gp), dangles around the neck of another skeleton (Search DC 15).
(23), turning immunity, resistances (cold, electricity, fire 10), demateralization (gains incorporeal subtype, indefinitely, has fly speed of 20 ft [perfect]), alternate form (bat, dire bat, spider, wolf, or dire wolf), regeneration (10 hit points per round, fire and acid deal normal damage), unnatural aura (frightens animals within 30 feet); AL CE; SV Fort +12, Ref +10, Will +13; Str 24, Dex 19, Con , Int 20, Wis 22, Cha 25. Skills: Climb +16, Concentration +10, Craft (weaponsmithing) +15, Diplomacy +16, Handle Animal +16, Jump +16, Knowledge (religion) +15, Listen +11, Ride +13, Spellcraft +15, Swim +16. Feats: Alertness, Cleave, Combat Casting, Combat Reflexes, Dodge, Great Cleave, Great Fortitude, Heighten Spell, Improved Bull Rush, Improved Critical (light mace), Improved Initiative, Lightning Reflexes, Power Attack, Weapon Focus (light mace), Weapon Specialization (light mace). Cleric Spells Prepared (6/6/5/3/2; base DC 16 + spell level): 0detect magic (x3), light, read magic, resistance; 1st command, comprehend languages, divine favor, doom, obscuring mist, sanctuary; 2ndaid, bulls strength, darkness, hold person, silence; 3rddispel magic, meld into stone, protection from energy; 4thinflict critical wounds, poison. Domain Spells (Earth, Plant): 1stentangle; 2ndsoften earth and stone; 3rdstone shape; 4thcontrol plants. Possessions: +2 light mace, lions shield, rod of rulership, amulet of proof against detection and location, divine scroll of freedom of movement, spell immunity and protection from energy (caster level 7th), divine scroll of dispel magic, giant vermin and lesser planar ally (caster level 7), potion of haste, potion of heroism. Special Notes: Even though Arukurshus alignment is now Chaotic Evil, the god Tammuz still grants spells and other cleric class abilities to the former kingpriest. Instead of wolves, Arukurshu can summon jackals using his Children of the Night ability. As an ancient vampire, Arukurshu is not bound to a specific coffin. If reduced to 0 hit points or lower, he assumes gaseous form, but can rest in any coffin to regain lost hit points.
99
Gora McGahey (order #19251)
INTRODUCTION
This major part of the module details the ruins of the city of Ibnath. Refer to the introductory chapter for the background history of the city. Players Map: A players map of the city has been provided as a free download, but this should not be presented to the players before they have explored the city by walking around its various districts and discovering its major features such as the great ziggurat, the royal palace and the great temple. The players should also be granted use of the map if they survey the city from the air (but note that flying creatures attract attention from the monsters in Area C).
FIRST APPROACH
Like a mirage rising from the blazing sand dunes, the massive walls of a sprawling, ruined city slowly take shape on the horizon. Rust-red sand coils about the massive battlements and broken columns, slowly moving like great serpents in the howling desert wind. Great, carved brass gates are flanked by colossal statues of dragons and shedu, the holy winged bulls of mythology. A majestic stepped ziggurat looms above the city walls; it seems it would take a thousand years or more for this temple to fall to the ravages of wind, sand and time. Packs of jackals or desert wolves can be spotted scavenging in the lesser ruins and among broken marble columns. Except for the howling wind, a brooding silence hangs over the ruined city.
CITY FEATURES
Since the player characters are free to wander around the city, you should familiarize yourself thoroughly with all locations within the city be-
fore running the encounters. The following list provides an overview of the locations within the city. Once you are familiar with the entire place, make the whole your own by adding whatever touches that create more challenge for your players and bring the module to life as an epic swords and sorcery adventure. Area and Room Numbering: Each area has been assigned a letter prefix, and each location or dungeon room within the area is numbered. Encounter Levels (ELs): Average Encounter Levels (ELs) are listed to allow you to gauge difficulty at a glance. The Great Ziggurat (Area G, EL 10+) dominates the city. It was the seat of the Hierophants, the circle of archpriests who ruled the city before its fall. Potent sorcery and spellbound sentinels still guard the shrines and chambers within, where the Hierophants lie in their stasis tombs, awaiting their day of awakening. North of the ziggurat is the Palace of the Kingpriest (Area F, EL 8). For centuries, the secular ruler of Ibnath was the vampire-priest Arukurshu. When the Hierophants banished Arukurshu from the city, they sealed his servants, guards and courtiers inside the palace and cast a powerful spell of stasis upon the building, causing all within to fall into enchanted slumber. Near the palace are the Lion Guard Barracks (Area F-9, EL Variable) that belonged to the royal guard and the temple guardians; these buildings are now deserted.
100
Gora McGahey (order #19251)
South of the ziggurat, an Avenue of Broken Columns (Area H, EL 7) leads to a walled district containing the Tombs of the Sacred Wives (Area I, EL 8). Gargantuan sand spiders lurk near the crumbled pillars, while the tombs themselves are haunted by the shades of the temple virgins who were sacrificed to the kingpriest in ages past. In the northwestern quadrant of the city stands the Temple of a Thousand Gods (Area E, EL 7-12), where a multitude of strange and abhorrent gods was once worshipped, such as bestial Baal-Zag, the vulture-god Yaazotsh, and Kthan the Faceless God. Near the temple is a Sacred Lake (Area D, EL 10) whose murky waters surround a central island-shrine devoted to the primordial slime-god Ub-Xathla. The temple and the lake are ringed by the Temple Gardens (Area D, EL 6), once welltended by priests but now a chaotic tangle of dangerous and corrupted plants and fungi. East of the ziggurat is the Great Bazaar, a spacious square once frequented by the merchants and traders of Ibnath. Three massive, ominous obelisks stand in the center of the marketplace. These are the Purple Obelisks of Yhakkoth (Area J, EL variable). 101
The Priests District lies due south of the temple gardens. Legions of skeletal priests (huecuva) dressed in tattered clerical robes roam the halls and courts of this district, enacting a mockery of their former sacred duties. Other sections of the city, such as the Artisans District and the Foreign District lack the monumental architecture found elsewhere in the city, being characterized by two- or three-story, flatroofed buildings. Predators and carrion eaters sometimes scavenge in these areas. South of the city walls are the remains of a great Caravanserai (Area A, EL 4). It is now the haunt of lizards and jackals, including a large pack of jackalweres who serve the god Baal-Zag. Outside the citys eastern gate are the Slum Areas (Area B, EL 5). Desert ghouls lair in this sprawling maze of mud-brick ruins during the day, seeking refuge from the sweltering sun. Some distance to the northwest stands an ancient Altar of the Vulture-God (Area C, EL 13), now the lair of a vrock demon who pretends to be an avatar of the charnel god Yaazotsh.
WANDERING MONSTERS
Roll on the following table to determine the nature of wandering monsters. Check once each day and each night. An encounter occurs on a roll of 1-3 on 1d20. Roll 1d20 to find the type of encounter. 3d6 normal rats 1 large monstrous spider (day) or 3d10 bats (night) 56. 1d4+1 ghasts 78. 1d6 ghouls and 25% chance of 1 gholle (see Area B for statistics) 910. 1 large monstrous scorpion 1112. 1 giant lizard 1314. 1 desert cobra (use large viper stats) 1516. 1d6+1 ghoul-stirges (see Area C for statistics) and 50% chance of 1d3 harpies 1718. 1d3+1 jackalwere rogues (see Area A for statistics) 19. A sandstorm (day) or 1 spectre (night) 20. 1 Kalabite wizard (level 1d4+4) with 2 d 6 Yhakkor (see the monster appendix for statistics) Sandstorm: See the Desert Survival chapter for details regarding the effects of a sandstorm. Adjust the encounter table as appropriate. For example, if the party has defeated the Children of Baal-Zag in Area A, another appropriate encounter should be substituted for the jackalweres. 12. 34.
102
Gora McGahey (order #19251)
103
Gora McGahey (order #19251)
104
Gora McGahey (order #19251)
attempts to catch prey that moves upon the lake waters or near the weed-choked shore. Froghemoth: CR 13; SZ H Aberration; HD 16d8+83; hp 155; Init +1; Spd 20 ft., swim 30 ft.; AC 16 (-2 size, +1 Dex, +7 natural), touch 9, flat-footed 15; BAB/Grap +12/+24; Atk +14 melee (1d6+4, tentacle); Full Atk tentacles +14 melee (1d6+4 [x4], tentacles) and +12 melee (1d6+2, tongue) and +12 melee (4d6+2, bite); Space/Reach 10 ft./10 ft.; SA improved grab, swallow whole; SQ darkvision (60 ft.), electricity vulnerability, resistance to fire 10; AL N; SV Fort +10, Ref +6, Will +11; Str 19, Dex 13, Con 20, Int 2, Wis 12, Cha 11. Skills: Hide +2*, Listen +9, Spot +9, Swim +17. Feats: Alertness, Cleave, Multiattack, Power Attack, Skill Focus (Hide), Toughness.
105
Gora McGahey (order #19251)
leads to the outer court and the barracks of the palace guards. These large outer doors are of stone and measure 10 by 15 feet. Stone Doors: 4 in. thick; Hardness 8; hp 60; Break (DC 28); Open Lock (DC 30). Upon each of the doors is an intricately carved stone seal bearing archaic cuneiform writing. The seals radiate moderate abjuration magic. A successful Decipher Script check (DC 25) allows a character to interpret this as a message saying The swords of vengeance and a thousand curses are upon he who passeth through the gates which are forbidden. The seals are special warding glyphs, placed by the Hierophants, designed to keep trespassers from breaking the stasis spell affecting the entire palace. Each glyph resets itself after one day. Greater Glyph of Warding Seals: CR 5; triggers a slay living spell (Fortitude DC 20 or die, 3d6+16 points of damage on successful save); Search (DC 31); Disable Device (DC 31); Dispel (DC 27). Special: If discharged, the glyph resets itself after one day. The walls of the narrow corridors beyond the sealed doors are hung with rich silken tapestries depicting men and women of different races, apparent by the differences in skin color, cultural
costumes, weapons and hairstyles. There are pictures of black warriors wearing loincloths of leopard-skin and wooden spears, turbaned elephant-riders wearing tiger-skin cloaks, hawk-faced priests with serpent-crowns and white kilts, yellow-skinned, robed mystics with slanted eyes, and so on. At regular intervals, in between the tapestries, are rows of stuffed heads and the grinning skulls of beasts from far-away lands. These include yellowskinned tigers, tusked elephants, white-furred bears, great black apes, hairy yaks, and so on.
2. SERVANTS QUARTERS
The palace servants are crammed together in miserable, filthy rooms in the east wing of the palace. There are two large halls here; one for men and the other for women. The servants dress in simple linen clothing, and sleep on braided reed mattresses on the floor here when they are not called to duty elsewhere in the palace. Many of these servants are descendants of prisoners of war from Yhakkoth, who despise their new masters. As such, the servants may be willing to provide the PCs with information on the layout and inhabitants of the palace if they are treated well.
107
Gora McGahey (order #19251)
These servants never fight and PCs should be penalized for behaving offensively towards them. Palace Servants, Male and Female Human Com1 (50 total): CR 1/4; SZ M; HD 1d4+1; hp 3; Init +1; Spd 30 ft; AC 11 (+1 Dex), touch 11, flatfooted 10; BAB/Grap +0/+1; Atk +1 melee (1d3+1, unarmed strike); AL N; SV Fort +1, Ref +1, Will +0; Str 13, Dex 12, Con 12, Int 10, Wis 11, Cha 13.
108
Gora McGahey (order #19251)
109
Gora McGahey (order #19251)
6. ADMINISTRATIVE OFFICES
These soberly-decorated rooms are used by palace administrators and courtiers. The chambers contain hundreds of cuneiform tablets, as well as sets of weights, writing implements and simple abacuses. Side chambers include workshops, storage areas, and bathrooms.
7. STOREROOMS
This large palace wing contains a number of chambers used to store various palace supplies and equipment. The chambers are filled with wooden boxes, chests, barrels and clay jars containing everything from blankets and clothing, candles, chalk, lamp oil, and lengths of rope, to sacks of grain, torches and wine-skins. The northernmost rooms, closest to the palace kitchen (Area 8) contain large quantities of grain, dried
110
Gora McGahey (order #19251)
8. PALACE KITCHEN
Banquets and great feasts are prepared in this large kitchen. It is filled with kitchen equipment, dishes and clay vessels, and bustles with 4d4 palace servants (see Area 2 for statistics). Treasure: On tables and shelves are amphorae with wines from far-off lands (200 wine jars worth, on average, 25 gp each), exotic fruits and berries (worth 500 gp total, but subject to decay once taken out of the palace), and meals cooked in exotic spices from Ubar (10 large bags of spices worth 250 gp each). Hidden in a cupboard (Search DC 20) are potions of bulls strength, cure light wounds and endurance.
armor, magic missile; 2ndflaming sphere, resist elements, summon swarm; 3rdlightning bolt. Possessions: Rod of the viper, sandals of speed, divine scroll of invisibility purge and dispel magic (caster level 6), arcane scroll of lightning bolt and summon monster III (caster level 5), golden serpent-crown (worth 400 gp), gold bracers (worth 150 gp), pouch with two small rubies (worth 500 gp each), set of papyrus scrolls (spellbook), linen kilt with crocodile-skin belt (worth 50 gp). Personality/Description: Khothar-U-Khassis is a mage-priest of Set from the serpent-haunted lands of Khemit to the west. He is tan, hawk-faced, and wears a golden serpent-crown. His clothing consists of a plain white kilt and a pair of golden bracers. Khothar-U-Khassis has travelled to the kingpriests court to find sponsors for a slavetrading expedition into Nubia (the real goal of the expedition is to find a jungle-lost city of Set). The mage-priest has always precast mage armor. If he expects combat, he casts magic vestment upon his clothes to gain a +2 enhancement bonus to AC. In combat, he uses his sandals of speed, to gain a +4 haste bonus to AC, and the Dodge feat to gain an additional+1 AC bonus against a selected opponent. He targets his most powerful wizard spells upon hostile spellcasters, and then wades into melee with his serpent-rod. Yagrush, male human Bbn11: CR 11; SZ M; HD 11d12+44; hp 115; Init +3; Spd 30 ft.; AC 20 (+2 breastplate, +3 Dex); BAB/Grap +11/+16; Atk +18 melee (1d12+9, +2 greataxe, 1920/x3); Full Atk +18/+13/+8 melee (1d12+9, +2 greataxe, 19 20/x3) or +16/+11/+6 melee (2d4+5, falchion, 1820/x2); SA greater rage (4/day, duration 9 rounds); SQ fast movement, illiteracy, improved uncanny dodge, trap sense (+3), damage reduction (3/); AL NE; SV Fort +11, Ref +6, Will +6; Str 20, Dex 16, Con 18, Int 14, Wis 13, Cha 16. Skills: Climb +21, Handle Animal +17, Intimidate +17, Jump +19, Listen +15, Ride +17, Survival +15. Feats: Cleave, Combat Reflexes, Iron Will, Improved Critical (greataxe), Power Attack. Possessions: +2 greataxe, +2 breastplate, gem-studded falchion (worth 600 gp), potion of haste, potion of aid, gold signet ring bearing the royal seal of Hamgatana (worth 1,000 gp), golden circlet inset with several yellow topazes (worth 1,000 gp), fur-trimmed cloak embroidered with a crouching chimera (worth 250 gp). Personality/Description: Powerful and cruel, Yagrush was formerly a prince of the eastern city-state Hamgatana. He was deposed in a bloody revolt, and has travelled west seeking refuge in various city-states, seeking to gain support to reclaim his princedom. He claims to have the secret allegiance of 1,000 charioteers back in his homeland, and promises great rewards to those who would
114
Gora McGahey (order #19251)
116
Gora McGahey (order #19251)
THE TOMBS
The contents of each of the six tombs that have not yet crumbled are as follows.
1. EMPTY TOMB
The door to this tomb is broken. The tomb has been looted in ages past and is completely
117
Gora McGahey (order #19251)
6. BULL-GUARDED TOMB
The sixth tomb has an antechamber dominated by a large statue of a bull. If the tomb door is breached, this statue, actually a gorgon placed in suspended animation, comes to life and attacks intruders, while the tombs inhabitant, the groaning spirit Kuraya, another sacrificed priestess of Ishtar, appears from behind to seal their doom. Note that the gorgon is not immune to the groaning spirits wail. In the tomb itself is a raised slab with Kurayas skeleton. It wears two silver rings (worth 75 gp each), two breast ornaments of bronze (worth 100 gp each), a gemstudded loincloth with a golden waistband (worth 500 gp), an electrum tiara set with a black opal (worth 1,000 gp), and a jeweled brooch which is actually a brooch of shielding with 45 charges left. The skeleton clutches an ivory staff tipped with a silver disc (a wand of cure light wounds with 20 charges remaining). Gorgon: CR 8; AC 20, hp 85; see the MM for details. Kuraya, Groaning Spirit: CR 7; hp 45; see Area 2.
Description Ritual is performed in the vicinity of the Purple Obelisks of Yhakkoth Ritual performed during the longest night of the year The Sickle Sword of Naalfesh is used as a focus during the ritual The Book of Aeons is used during the ritual Blood sacrifice Ritual is performed in the presence of summoned and bound evil outsider of at least 9HD
119
Gora McGahey (order #19251)
Roll fails by 13 46 7+
Result of failed ritual Ritual can be re-attempted when the stars are re-aligned (2d20 months later) The corpse is only partly resurrected and rises as a regular mummy (with no spellcasting ability) The corpse crumbles to dust and is forever lost
Skills : Concentration +23, Craft (alchemy) +26, Knowledge (arcana) +26, Knowledge (history) +26, Knowledge (the planes) +26, Knowledge (religion) +26, Knowledge (necromancy) +26, Spellcraft +26. Feats: Combat Casting, Spell Penetration, Spell Focus (Necromancy), Extend Spell, Maximize Spell, Quicken Spell, Craft Wondrous Item, Lightning Reflexes, Brew Potion, Craft Magic Arms And Armor, Scribe Scroll, Leadership. Wizard Spells Prepared (4/6/5/5/5/5/4/3/3/2; base DC 15 + spell level, base DC 16 + spell level for necromancy spells): None (after being resurrected must rest to memorize spells).
Possessions: Dagger, quarterstaff, tattered white robes, ring of spell storing, greater, with dimension door and circle of death currently stored (caster level 18), ring of wizardry III. Personality/Description: As the former archwizard of Yhakkoth, a city of necromancers, Yaod is supremely arrogant and power-mad. If resurrected, he immediately begins to plot his re-ascension to power. To this end, he seeks to restore his old lieutenant, the lord Naalfesh, whose soul is imprisoned within the enchanted sickle sword that bears his name. If Yaod comes in the possession of the Book of Aeons, he might even attempt to raise up the city of Yhakkoth from oblivion.
120
Gora McGahey (order #19251)
MYTHIC MESOPOTAMIA
INTRODUCTION
Not only was the worship of foreign gods tolerated in the city of Ibnath, but a grand temple was built there to worship all known gods within its incense-shrouded walls. Thus, the swollen brass idols of the great gods Tiamat, Anu, Marduk and Ishtar were worshipped side by side with such weird and unfathomable deities as UbXathla, Nhakhramat of the Emerald Flame, Yaazotsh the charnel god, the mother-goddess Shupnikkurat, and Kthan the Faceless God. Temple servants and priests who were less than human served some of these strange and alien gods, and their rites were sinister and abominable. Yet Ibnath was a city ruled by priests, and the Hierophants turned a blind eye to such activities as long as they were confined to dark and subterranean shrines, far from the eyes of the common people. The city of Ibnath is not entirely deserted, for some of these shrines are still operated by inhuman servants and deathless beings. Difficulty Level: 710. Entrances: The temple itself is aboveground. The entrance to the subterranean levels is through Area 13. Exits: N/A. Wandering Monsters: Check once every hour on 1d20: 12. 1d4+1 ghasts 34. 1d6 ghouls and 25% chance of 1 gholle 5. 3d6 normal rats 6. 1 desert cobra 7. 1d4+1 large monstrous scorpions 820. No encounter Standard Features: Dungeon corridors are 5 feet wide and 10 feet tall unless indicated otherwise. Empty bronze sconces line the walls at regular intervals. Standard doors are made of bronze-reinforced wood (2 in. thick; Hardness 5; hp 20; Break DC 18), if described as locked, add Open Lock (DC 20).
GROUND LEVEL
The Temple is an immense, rectangular building of cyclopean stonework, its outer areas near overgrown by a tangled mass of plants and creeping vines (see the description of Area D, the Temple Gardens). altar to the south, close to the arched passageway. Two rows of tall statues flank the walls to the east and west. The altar: The great altar stands upon a dais of white marble. The altar-stone itself is a massive block of dark green malachite, stained in places with many-hued spots and blotches. It is covered with religious texts such as prayers and hymns to the gods, inscribed using archaic cuneiform writing. A successful Decipher Script (DC 20) check allows a character to recognize prayers to the gods Marduk, Anu, Ishtar and Tammuz, among others.
122
Gora McGahey (order #19251)
13.
14.
15.
16.
17.
18.
19.
20.
21.
22.
23.
24.
2. LESSER COURT
Used by the priests of lesser gods for their ceremonies, this courtyard is much smaller than the Court of the High Gods (Area 11). It features a lesser altar, mottled with verdigris, decorated with various religious paraphernalia, such as small lamps, broken bowls and rusted vessels. All are essentially worthless.
3. GREAT STAIRS
This spiral stairway winds its way down to the first subterranean level of the temple (see Area 21).
123
Gora McGahey (order #19251)
Special: Due to the beneficient nature of the god Anu, healing spells cast by good-aligned creatures in this room are always at maximum efficiency (so, for example, a cure light wounds spell always cures 8 points of damage + 1 point per caster level).
3. VESTRY (EL 7)
A small room formerly used by clerics of Anu; various trappings of priestcraft such as woolen robes, blocks of incense, and ceremonial daggers are strewn on the floor and among several broken wooden chests. Lurking here are 4 ghasts who attack immediately. Ghasts (4): CR 3; AC 17, hp 29 each; see the MM for details.
4. SACRIFICE CHAMBER
This room smells of burnt offerings. A large bronze bowl stands on a clawed tripod in the center of the chamber. It radiates moderate necromantic magic. Special: If the bowl is filled with the blood of a dying or recently dead creature, and a weapon is quenched in the blood, the weapon causes damage that does not heal normally and is only curable with magic (such as cure spells). The enchantment on the weapon lasts for six hours, and only one weapon can be so enchanted by the blood of a single creature.
124
Gora McGahey (order #19251)
7. IVORY STEPS
A stairway carved from a strange green stone descends to dungeon level two, Area 1.
125
Gora McGahey (order #19251)
12. PENTAGRAM
ROT GRUB HAZARD (CR 4)
These diminutive vermin crawl off carrion and infest living hosts. They cause a fatal illness unless cured or killed. When first encountered, a DC 15 Spot check can be made to avoid them entirely. If this check is failed, the grubs have contacted the victim and penetrated the skin. Once this occurs, the victim may make a DC 15 Wisdom check. If successful, he notices strange burrowing below the surface of his skin. Each round thereafter, a DC 17 Fortitude save must be made. If failed, the victim sustains 2d6 points of Constitution damage. At Constitution 0, the victim dies. The grubs then look for a new host. During the first two rounds, the grubs can be killed by applying flame to or by cutting open the affected skin. The flame or cutting does 2d6 points of damage to the victim. If a DC 15 Heal check is successful, cutting damage can be reduced to 1d6. After the second round, only a remove disease spell can save the victim. A large magic circle is carved into the floor of this square chamber. The pentagram plane shifts anyone stepping into the circle and remaining there for a full round to a random outer plane. Note that this is a one-way trip. A successful Spellcraft check (DC 25) allows a character to understand the pentagrams purpose, although the eventual destination remains a mystery, of course.
version of a hezrou from the murky pool in front of the throne and demand one service or the answer to one question from it. The demon knows much about the temple and the city of Ibnath and its history. If someone sits on the throne for more than 2 rounds without speaking the correct command word, the demon still appears, but instantly attacks the creature seated on the throne. Aquatic Hezrou: CR 11; AC 23, hp 138, swim 60 ft.; otherwise as per the hezrou in the MM. Treasure: The purple throne can be moved (this requires a successful Strength check, DC 25). Hidden underneath the throne is a secret treasure cache; a 50 feet deep pit filled with water, at the bottom of which are the following items: A fire opal (worth 1300 gp), a ceremonial electrum dagger with a blue sapphire in the hilt (worth 1,000 gp), and a wand of cure light wounds with 40 charges remaining.
126
Gora McGahey (order #19251)
128
Gora McGahey (order #19251)
The black walls of the shrine are carved with images of robed, vulture-headed men. A low, bloodstained stone table is covered with various dust-covered trinkets, bowls and what appear to be priestly rods of office (all these are worthless). A large stone idol in the shape of a vulture with a 10foot wingspan hangs suspended from the ceiling. Due to decay, movement near the idol is sufficient to cause it to drop down upon unwary creatures below (treat this as a trap). Falling Idol: CR 5; +15 melee (6d6); Search DC 20; Disable Device DC 25. Note: Can strike all characters in two adjacent squares.
3. WEIRD LABORATORY
This small vault appears to be a laboratory. A stone table stands along the eastern wall. Several jars, flasks, bottles and potions are scattered on the table. Some are broken, others are intact. Treasure: Among the items of interest here are 4 sunrods, a vial of alchemists fire, a jar of bug repellent oil, a masterwork statuette of an onyx griffon (worth 250 gp), and a flask of red dragon blood (bearing the mystic label Saggal-Utuanga). In a secret compartment (Search DC 25) is an iron flask with a command word that has been lost to time. Roll randomly on the iron flask table in the DMG to determine the contents of the flask.
129
Gora McGahey (order #19251)
coins can be seen to glitter faintly at the bottom of the font. This is actually a mimic posing as a fountain. A victim reaching into the water is held fast by the mimics adhesive, and allows the mimic to automatically grapple with its slam attack. Mimic: CR 4; AC 15, hp 52; see the MM for details.
+9/+27; Atk +17 melee (1d8+15, buffet); Full Atk +17 melee (1d8+15, buffet); SA smother; SQ amorphous, damage reduction 10/slashing or piercing, darkvision 60 ft., resistance to cold 10, resistance to fire 10; AL ; SV Fort +8, Ref +5, Will +10; Str 30, Dex 12, Con 19, Int 14, Wis 15, Cha 14. Skills: Hide +11*, Listen +19, Move Silently +16, Spot +19. Feats: Alertness, Blind-Fight, Improved Initiative, Skill Focus (Hide), Toughness.
5. ANTECHAMBER (EL 7)
This room is the antechamber to the Temple of Fear (see Area 6 below). The chamber floor appears to be an intricate mosaic depicting various monsters, such as ghouls, serpents, spiders and a manticore; however, all creatures depicted are faceless. In the center of the room is a small treasure chest. The floor is in reality a trapper (see the Tome of Horrors by Necromancer Games). It waits until a creature approaches the chest (actually the center of its body) and attacks by wrapping itself around its prey, squeezing and smothering it until either its victim or the trapper is dead. Trapper: CR 7; SZ H Aberration; HD 12d8+51; hp 105; Init +5; Spd 10 ft.; AC 19 (2 size, +1 size, +10 natural), touch 9, flat-footed 19; BAB/Grap
130
Gora McGahey (order #19251)
132
Gora McGahey (order #19251)
ft., Will DC 22 negates, caster level 6th), spell-like abilities; SQ regeneration (3), darkvision (60 ft.), telepathy; AL NE; SV Fort +11, Ref +9, Will +18; Str 12, Dex 16, Con 16, Int 15, Wis 20, Cha 15. Skills: Concentration +11, Disguise +7, Heal +20, Intimidate +7, Knowledge (arcana) +17, Knowledge (history) +17, Knowledge (religion) +7, Move Silently +5, Sense Motive +10, Spellcraft +7. Feats: Combat Casting, Combat Reflexes, Improved Initiative, Iron Will, Lightning Reflexes, Spell Focus (Enchantment), Weapon Finesse. Cleric Spells Prepared (6/7/5/5/4/4/2; base DC 15 + spell level): 0cure minor wounds (x3), detect magic, guidance, light; 1stcause fear, divine favor, doom, entropic shield, obscuring mist, protection from good, sanctuary; 2ndaid, hold person (x2), silence, undetectable alignment; 3rddispel magic, inflict serious wounds, invisibility purge, magic vestment, prayer; 4th death ward, freedom of movement, poison, spell immunity; 5thgreater command, slay living, spell resistance, summon monster V; 6thblade barrier, harm. Domain Spells (Earth, Plant): 1stentangle; 2nd barkskin; 3rdplant growth; 4thcommand plants; 5thwall of thorns; 6thstoneskin. Possessions: +2 keen unholy sickle, +3 ring of protection, gold-trimmed yellow robes (worth 150 gp), divine scroll of commune, scrying and word of recall (caster level 12). Tactics: Ylang-Ylang prefers to send his acolytes into combat, assisting them with spells and summoned servitors. He keeps his golem bodyguard close at all times. If possible, he precasts spell immunity (magic missile, lightning bolt, fireball), spell resistance, invisibility purge and sanctuary (in that order). If forced to flee, the archpriest uses his word of recall spell to transport him to the remote, mist-shrouded plateau of Ong, far away from the city of Ibnath.
134
Gora McGahey (order #19251)
135
Gora McGahey (order #19251)
INTRODUCTION
The Great Ziggurat was the seat of the Hierophants of Ibnath. While the Temple of a Thousand Gods was filled with the golden shrines and mad priests of many gods, the high priests of the most influential cults in the city were elevated to the status of Hierophants, who in turn bowed before the Kingpriest. There were thirteen such high priests, and when a position became vacant, the Kingpriest appointed another from the ranks of the priesthoods in the city. The Hierophants were polytheists who did not worship a single god, but rather sought to placate the entire pantheon. In their view, the gods who ruled the different aspects of life must be appeased to ensure the prosperity of the city. In many ways, the philosophy of the Hierophants was akin to that of druids, adapted to civilization. Like druids, they accepted that which is cruel or horrific in nature, and their rituals frequently included sacrifice of sentient beings. Yet they were opposed to unnatural things, such as aberrations and undead. Ironically, the Hierophants turned to black magic when they were faced with the might of the undying Arukurshu. Corrupted by its promise of power, the archpriests used eldritch rituals found in the Book of Aeons in an attempt to slay the vampirekingpriest. However, the Hierophants brought about their own doom when they summoned an elder demon too powerful for them to control. Atop the great ziggurat, on a moonless night, they called down an entity that the stone tablets named Yuthla-Nogg and described as a black wind
with a thousand eyes. The Hierophant Ulakhar led the ritual, grasping a sacred black jewel, an earthly representation of the hidden star Xoth. Failing to control the demon when it materialized in the air above the ziggurat, Ulakhar shrivelled and died at the demons touch. Several other Hierophants died in vain attempts to banish the abomination. Retreating into the ziggurat, the surviving Hierophants Kalduk, Anukhar and Ishummar managed to place seals on the gatehouses that prevented the entry of the extraplanar entity. Thus the demon Yuthla-Nogg ravaged the city of Ibnath, while the remaining Hierophants escaped destruction. However, for the warding seals of the ziggurat to remain potent against the onslaught of the demon, the archpriests placed their own bodies into stasis, while the seals slowly leeched off their life-forces. To this day, the Hierophants remain trapped in their stasis tombs in the great ziggurat.
136
Gora McGahey (order #19251)
137
Gora McGahey (order #19251)
2. GREAT STAIRW AY
Difficulty Level: 10+. Entrances: The entrance to the interior of the great ziggurat itself is through the gatehouse in Area 5. Exits: None. Wandering Monsters: There are no wandering monsters inside the great ziggurat. Shielding: The Court of the Hierophants (Area 14) and the Stasis Tombs (Area 18) are guarded by forbiddance spells that prevent entry by planar travel. The primeval seal placed on the doors of Area 5 prevent undead, outsiders and aberrations from entering the ziggurat. Continous Effects: A permanent hallow spell is in effect in the Great Ziggurat that triggers a dispel magic spell upon those who are not worshippers of the great gods of Ibnath when they enter the ziggurat. For the purposes of this effect, the great gods of Ibnath are Apsu, Tiamat, Anu, Marduk, Ishtar, Tammuz, Sin, Utu, Ea, Nergal, Erishkigal, Kingu, and Namtar. Standard Features: Interior corridor areas are 10 feet wide and 10 feet tall unless indicated otherwise. Torches enchanted with continual flame are placed at regular intervals. Typical doors are made of heavy iron (2 in. thick; Hardness 10; hp 60; Break DC 28), if described as locked, add Open Lock (DC 30). A massive flight of age-worn and cracked stairs leads up from the plaza surrounding the ziggurat. The steps are smooth, from centuries of use and still more centuries of being polished by harsh desert winds. If the PCs attempt to climb the sides of the ziggurat instead of using the stairway, treat the ziggurat walls as a rough brick surface (Climb DC 25). The green guardian gargoyles from Area 3 attack anyone who approach either the shrine (Area 4) or the western gatehouse (Area 5), whether they are climbing, flying, or walking up the stairs.
ziggurat. Known as the Stele of Victory, this large marble slab, 5 feet wide by 10 feet tall, is inscribed with archaic cuneiform writing and images of war and slaughter. Reading the text on the stele requires a successful Decipher Script check (DC 20). The translation reads: We triumphed in battle We pursued the heathens and impaled the savages We tore down the walls and broke the gates We sundered the towers and shattered the spires We trampled the gardens and plundered the treasures We banished the black-winged demons and fed the necromancers to the lions We burned the blasphemous scrolls and shattered the eldritch tablets We crushed the skulls of sorcerers under the chariots of blessed Ibnath We enslaved the unbelievers and toppled the purple obelisks We left the city of wickedness in a heap of ruin And erased the name of the black city from the annals of history
RANDOM PLANETS
Roll 1d20 to randomly determine the nature of the planet the PC is transported to: 13. Water-covered planet inhabited by gargantuan water serpents and tojanida. 45. Dark, airless world where air-breathing creatures soon expire. 610. Jungle planet inhabited by troglodytes and dinosaurs. 1115. Ice planet inhabited by ice worms, remorhazes and yetis. 1620. Blue, dust-covered waste devoid of life and nourishment.
the tables below. Note that transport through this method is one-way (unless the DM is kind and allows a transported PC to find a way to return to earth).
139
Gora McGahey (order #19251)
8. TORTURE CHAMBER
This chamber contains various torture instruments, such as branding irons, thumbscrews, and a long, tableshaped rack. The wooden implements have long since rotted away, but the bronze and iron devices remain usable. A masterwork headsmans axe (greataxe) can be found with a successful Search check (DC 15).
140
Gora McGahey (order #19251)
Inner band Tree Skull Wheel Tree Skull Wheel Tree Skull Wheel Tree Skull Wheel Tree Skull Wheel Tree Skull Wheel Tree Skull Wheel
Outer band Scorpion Camel Serpent Vulture Lion Bull Fish Scorpion Camel Serpent Vulture Lion Bull Fish Scorpion Camel Serpent Vulture Lion Bull Fish
Result Change alignment instantly. Defeat the next monster you meet to gain one level. You are imprisoned (see the DMG). 1 penalty to all saving throws henceforth. Avoid any situation you choose . . . once. Enmity between you and an outsider. Lose 10,000 experience points and you must spin the zodiac again. Gain your choice of twenty-five pieces of jewelry or fifty gems. Lose Intelligence (permanent drain). You may spin the zodiac again. Gain 10,000 XP or two more spins of the zodiac. Gain a major magic weapon. Gain the service of a 4thlevel fighter. You are granted 1d4 wishes. One of your friends turns against you. Immediately lose all wealth and real property. Defeat Death or be forever destroyed. Immediately gain a +2 inherent bonus to one ability. Gain beneficial medium wondrous item and 50,000 XP. All magic items you possess disappear permanently. Know the answer to your next dilemma. Body functions, but soul is trapped elsewhere.
142
Gora McGahey (order #19251)
16. LIBRARY
This large room contains thousands of clay tablets and brick cylinders inscribed with cuneiform writing, collected by the Hierophants through the centuries. The tablets contain the chronicles of the history of Ibnath, descriptions of religious rites (such as the annual akitu-festival), inventories of the city granaries and temple treasuries (including detailed lists of the gold and gems extracted from the mines below the Horns of Sinmesh), rosters of priests and priestesses, lists of sacrifices made to the gods (among these is a tablet that states that the kingpriest Arukurshu sacrificed 999 white bulls to the god Tammuz during a lunar eclipse), ancient prophecies, legends and myths, litanies, prayers, obscure maps, tales of monsters and pre-human races, and so on. Several wizard spellbooks in tablet form can be found here also, along with a tome of clear thought +4. As a collection, the contents of this library is essentially priceless. It would require several years to study all tablets completely. Individual tablets can contain any subject the DM wishes, including future adventure hooks.
143
Gora McGahey (order #19251)
144
Gora McGahey (order #19251)
145
Gora McGahey (order #19251)
146
Gora McGahey (order #19251)
MYTHIC MESOPOTAMIA
DENIZEN OF ONG
Medium Aberration Hit Dice: Initiative: Speed: Armor Class: Base Attack/Grapple: Attack: Full Attack: Space/Reach: Special Attacks: Special Qualities: Saves: Abilities: Skills: 2d8+2 (11 hp) +3 30 ft. (6 squares) 13 (+3 Dex), touch 13, flat-footed 10 +1/+2 By weapon +4 melee (weapon type) or +4 ranged (weapon type) or tentacle +4 melee (1d4+1 plus paralysis) By weapon +4 melee (weapon type) or +4 ranged (weapon type) or 3 tentacles +4 melee (1d4+1 plus paralysis) 5 ft./5 ft. (10 ft. with tentacle) Tentacles, paralysis, charming gaze, spell-like abilities Regeneration 3, darkvision 60 ft., telepathy 100 ft. Fort +1, Ref +3, Will +8 Str 12, Dex 16, Con 13, Int 15, Wis 16, Cha 15 Concentration +4, Disguise +4, Intimidate +5, Knowledge (any one) +5, Move Silently +6, Sense Motive +6, Spellcraft +5 Iron Will (b), Weapon Finesse Underground Solitary, pair, or cult (520) 2 Standard Usually neutral evil By character class the face is skinless, almost skeletal. Most denizens of Ong wear veils (often perfumed to mask a certain evil stench) or hooded robes in the company of men. These strange humanoid creatures hail from the remote, mist-shrouded mountain areas of Ong, but often form secret enclaves in more civilized lands. Whether they are a race separate from humanity, or simply degenerate humans terribly warped from the worship of dark deities, is not known. The practice of religion appears to be a central part of their lives.
Feats: Environment: Organization: Challenge Rating: Treasure: Alignment: Advancement: Level Adjustment:
A denizen of Ong appears as a tall and gaunt humanoid, usually dressed in voluminous robes to conceal its inhuman features, the most prominent of which are three long and slender tentacles, 10 feet long, that extend from its abdomen. The upper half of the face of a denizen of Ong appears human, except for a pair of bulging, lidless eyes, while the lower half of 147
Gora McGahey (order #19251)
COMBAT
Denizens of Ong prefer to avoid melee, using their charm gaze and spell-like abilities, but if cornered they reveal their tentacles and attempt to paralyze foes. Paralysis (Ex): Those hit by a denizen of Ongs tentacle attack must succeed on a DC 12 Fortitude save or be paralyzed for 1d6 minutes. The save DC is Constitution-based. Charming Gaze (Su): Anyone within 30 feet that looks into a denizen of Ongs eyes is affected by charm person (caster level 6th). A DC 13 Will save negates the effects. The save DC is Charisma-based.
Spell-like Abilities: At willmage hand; 1/dayhypnotism (DC 13), ray of enfeeblement (DC 14). Caster level 2nd. Regeneration (Ex): Denizens of Ong take normal damage from fire and acid. A denizen of Ong that loses a limb or body part (including its tentacles) can reattach it by holding the severed member to the stump. Reattachment takes 1 minute. If the head or other vital organ is severed, it must be reattached within 10 minutes or the creature dies. Telepathy (Su): Denizens of Ong can communicate telepathically with any creature within 100 feet that has a language.
DEATH WEAVER
Small Aberration Hit Dice: Initiative: Speed: Armor Class: Base Attack/Grapple: Attack: Full Attack: Space/Reach: Special Attacks: Special Qualities: Saves: Abilities: Skills: Feats: Environment: Organization: Challenge Rating: Treasure: Alignment: Advancement: Level Adjustment: 4d8+3 (21 hp) +3 Fly 20 ft. (4 squares) (perfect) 18 (+1 size, +3 Dex, +4 natural), touch 14, flat-footed 15 +3/3 Tentacle +7 melee (1d22) Tentacle +7 melee (1d22) 5 ft./5 ft. Paralyzing song, devour Radiance, web, SR 20, darkvision 60 ft. Fort +1, Ref +4, Will +6 Str 7, Dex 17, Con 10, Int 14, Wis 14, Cha 16 Hide +14, Listen +11, Move Silently +10, Spot +11 Alertness, Toughness (b), Weapon Finesse Underground Solitary 4 Standard Usually neutral evil 58 HD (Large); 912 HD (Huge) the creature. This is seldom of any help, however, as the death weavers paralyzing song accompanies the illumination. Paralyzing Song (Ex): The weird humming and oscillations of the death weaver can paralyze victims. Any creature within a 30 foot radius of a death weaver must succeed on a DC 15 Will save or be paralyzed. This is a sonic, mind-affecting charm that lasts as long as the death weaver continues to sing. If the creature successfully saves, it is immune to the death weavers song for one day. Paralyzed victims are subject to the death weavers devouring attack. The save DC is Charisma-based. Devour (Ex): With a successful touch attack against a paralyzed foe, the death weaver can devour its victim. The attack deals 1d6 points of Constitution damage each round. At Constitution 0, the creature has been completely devoured and dies. A creature slain by this attack can only be raised by the casting of a miracle, true resurrection, or wish. After a death weaver has devoured a victim, it swells to Medium (1 penalty to attack rolls and Armor Class, +4 bonus to Str and Con). The increased size lasts for 1 hour, as the death weaver digests the victim. Radiance (Su): The death weaver is always surrounded by a cold halo of weirdly hued light. This is similar to the illumination provided by a continual flame spell. Web (Sp): After the death weaver devours a victim and increases in size, it can form a number of thick strands and attempt to ensnare other victims. This ability is otherwise identical to a web spell cast by a 10th-level sorcerer (save DC 15), usable up to 3 times within an hour.
The death weaver is an orblike, levitating creature that lives underground and feeds by devouring creatures that fall prey to its paralyzing song. It appears as a small, fleshy, eyeless orb surrounded by a weirdly hued halo of light.
COMBAT
Opponents are usually warned of the death weavers approach by the halo of light that constantly surrounds
148
Gora McGahey (order #19251)
LIVING MONOLITH
Gargantuan Ooze Hit Dice: Initiative: Speed: Armor Class: Base Attack/Grapple: Attack: Full Attack: Space/Reach: Special Attacks: Special Qualities: Saves: Abilities: Skills: Feats: Environment: Organization: Challenge Rating: Treasure: Alignment: Advancement: Level Adjustment: 28d10+168 (322 hp) 2 0 ft. 4 (4 size, 2 Dex), touch 4, flatfooted 4 +21/+44 Slams +28 melee (2d8+11) 8 slams +28 melee (2d8+11) 20 ft./15 ft. Acid, create spawn Blindsight 60 ft., regeneration 10, ooze traits Fort +15, Ref +7, Will +4 Str 32, Dex 6, Con 23, Int , Wis 1, Cha 1 Underground Solitary 13 None Always neutral 2931 HD (Gargantuan); 3256 HD (Colossal) clothing dissolve and become useless immediately unless they succeed at DC 30 Reflex saves. The save DC is Constitution-based. The living monoliths acidic touch deals 30 points of damage per round to wooden or metal objects, but the ooze must remain in contact with the object for 1 full round to deal the damage. Create Spawn (Ex): Each round of combat, the living monolith spawns 1d6 crawling offspring, but 1d6 of these are instantly destroyed by the monoliths acid, mouths or pseudopods. Regeneration (Ex): Living monoliths take normal damage from fire. Blindsight (Ex): A living monoliths entire body is a primitive sensory organ that can ascertain prey by scent and vibration within 60 feet. Ooze Traits (Ex): Immune to all mind affecting effects (charms, compulsions, phantasms, patterns, and morale effects). Blind, but has the blindsight ability with immunity to gaze attacks, visual effects, illusions, and other attack forms that rely on sight. Immune to poison, sleep effects, paralysis, polymorph, and stunning. Not subject to critical hits or flanking.
The living monolith, sometimes called a monolith of fecundity, is an immobile pillar of amorphous flesh dripping with slime. Along its gigantic bulk are several gaping mouths and writhing pseudopods. At irregular intervals its flesh breaks open and instantly regenerates as the living monolith spawns twisted offspring that crawl and slither away from its progenitor. Some of these spawn are instantly disintegrated by the acidic slime dripping from the monolith, or torn to pieces by pseudopods and ravenous mouths, but a few scuttle away and survive (see the Crawling Offspring monster entry). This loathsome being is usually brought forth by the summoning spells of clerics who worship perverse fertility deities.
COMBAT
A living monolith trashes mindlessly at opponents with its pseudopods. When disturbed, it constantly seeps its acidic slime which is as likely to destroy its crawling offspring as inflicting damage on opponents. Acid (Ex): The living monolith secrets a digestive acid that dissolves organic material and metal quickly but does not affect stone. Any melee hit deals acid damage. The living monoliths acidic touch deals 30 points of damage per round to wood or metal objects. The opponents armor and 149
Gora McGahey (order #19251)
CRAWLING OFFSPRING
Small Aberration Hit Dice: Initiative: Speed: Armor Class: Base Attack/Grapple: Attack: Full Attack: Space/Reach: Special Attacks: Special Qualities: Saves: Abilities: Skills: Feats: Environment: Organization: Challenge Rating: Treasure: Alignment: Advancement: Level Adjustment: 3d8+9 (22 hp) +0 20 ft. 16 (+1 size, +5 natural), touch 11, flatfooted 16 +2/+1 Slam +6 melee (1d2+4) Slam +6 melee (1d2+4) 5 ft. /5 ft. Varies (see text) Blindsight, fast healing 2 Fort +3, Ref +1, Will +3 Str 16, Dex 11, Con 14, Int 3, Wis 10, Cha 11 Listen +5, Spot +5 Alertness, Toughness Any land and underground Solitary, pair, or swarm (520) 1 None Always neutral 45 HD (Medium); 68 HD (Large)
Crawling offspring are mindless creatures spawned from a living monolith. There is great variety in the form and appearance of the crawling offspring; such as bulging eyes, flapping wings, writhing tentacles, slimecovered pseudopods, and so on. Most crawling offspring are destroyed and re-absorbed by the living monolith they were spawned from, but those few that escape wander or crawl mindlessly about seeking prey.
COMBAT
Being mindless, a crawling offspring simply attempts to devour the nearest living creature. Each crawling offspring is unique; roll on the Crawling Offspring Features table to determine the special abilities of each crawling offspring. Blindsight (Ex): A crawling offsprings entire body is a primitive sensory organ that can ascertain prey by scent and vibration within 60 feet. Fast Healing (Ex): A crawling offspring heals 2 hit points per round.
150
Gora McGahey (order #19251)
GALLU-DEMON
Large Outsider (Chaotic, Evil, Extraplanar, Shapechanger) 7d8+28 (59 hp) Hit Dice: +4 Initiative: 30 ft. (6 squares) Speed: 20 (1 size, +11 natural), touch 9, flatArmor Class: footed 20 Base Attack/Grapple: +7/+17 Attack: Claw +12 melee (1d6+6) 2 claws +12 melee (1d6+6) and bite Full Attack: +7 melee (1d8+3) 10 ft./10 ft. Space/Reach: Improved grab Special Attacks: Alter shape, demon qualities, dimenSpecial Qualities: sion door, plane shift, outsider traits, darkvision 60 ft. Fort +9, Ref +7, Will +7 Saves: Str 22, Dex 11, Con 18, Int 12, Wis 14, Abilities: Cha 16 Bluff +13, Concentration +14, DiploSkills: macy +7, Disguise +13, Hide +6, Intimidate +15, Listen +12, Move Silently +10, Sense Motive +14, Sleight of Hand +2, Spot +12 Improved Initiative, Lightning ReFeats: flexes, Power Attack Any land and underground Environment: Solitary, pair, or squad (412) Organization: Challenge Rating: 6 Standard Treasure: Always neutral evil Alignment: 816 HD (Huge); 1721 HD (GarAdvancement: gantuan) Level Adjustment: Gallu-demons are Akkadian shape-shifting demons of the underworld. They are responsible for the abduction of mortals to the realm of death. The true form of a gallu-demon is a large, faceless black humanoid with long, wicked talons. Their otherwise featureless faces have mouths filled with rows of razorsharp teeth. Except when in disguise, they do not wear clothing or armor. to approach unsuspecting victims, or to perform special missions such as escorting mortals out of the underworld to claim another in their stead. It must reveal its true form to employ its improved grab ability. Improved Grab (Ex): To use this ability, a galludemon must hit an opponent up to one size smaller with its claw attack. It can then start a grapple check as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can use its plane shift or dimension door ability. Alter Shape (Su): A gallu-demon can assume any humanoid form, or revert to its own form, as a standard action. This ability is similar to the alter self spell cast by an 18thlevel sorcerer, but the gallu-demon can remain in the new form indefinitely. Demon Qualities (Ex): Immune to poison and electricity; cold, fire and acid resistance 20; darkvision 60 ft. Dimension Door (Su): At the gallu-demons option, it can use dimension door to transport a held victim (who gets no saving throw) within the same plane, instead of its plane shift ability. It is otherwise similar to the spell of the same name. Plane Shift (Su): This ability transports the galludemon and its victim (who gets no saving throw if he is held). It is otherwise similar to the spell of the same name.
COMBAT
Gallu-demons attempt to snatch opponents and transport them to the nether spheres of the underworld, where other demons and undead lie waiting in ambush, eager to consume such hapless victims. The gallu-demon often uses its shape-altering power 151
Gora McGahey (order #19251)
EKIMMU
Medium Undead (Incorporeal) 5d12 (32 hp) Hit Dice: +7 Initiative: 30 ft. (6 squares), fly 60 ft. (good) Speed: 15 (+3 Dex, +2 deflection), touch 15, Armor Class: flat-footd 12 Base Attack/Grapple: +2/ Attack: Incorporeal touch +5 melee (1d4) Incorporeal touch +5 melee (1d4) Full Attack: 5 ft./5 ft. Space/Reach: Paralyzing howl, malevolence Special Attacks: Incorporeal traits, turn resistance +2, Special Qualities: undead traits, unnatural aura Fort +1, Ref +4, Will +6 Saves: Str , Dex 16, Con , Int 14, Wis Abilities: 14, Cha 15 Hide +11, Intimidate +10, Listen +10, Skills: Search +10, Sense Motive +10, Spot +10 Blind-Fight, Combat Reflexes, ImFeats: proved Initiative (b) Any and underground Environment: Solitary Organization: Challenge Rating: 5 None Treasure: Usually chaotic evil Alignment: 610 HD (Medium) Advancement: Level Adjustment: An ekimmu is the evil ghost of one who has been denied entrance to the underworld and is doomed to wander the earth. It is greatly feared, for it attaches itself quite easily to virtually any living person regardless of whether that person has been acquainted with the dead one. Once it has possessed a living host, it is very difficult to exorcise. The Ekimmu roams the earth, seeking victims to possess and using its hosts to bring misfortune and death to the living. Its howling in the night is often the only warning of its approach. If the attack succeeds, the ekimmus body vanishes into the opponents body. The target can resist the attack with a successful DC 17 Will save. A creature that successfully saves is immune to that ekimmus malevolence for one day. A dispel evil or miracle spell is required to exorcise the ekimmu. The save DC is Charisma-based. Paralyzing Howl (Su): At will, the ekimmu can let out a fearsome howl that paralyzes all within a 30 feet radius for 1d4+1 rounds unless they succeed on a DC 14 Will save. A creature that successfully saves is immune to that ekimmus howl for one day. The save DC is Charisma-based. Unnatural Aura (Su): Both wild and domesticated animals can sense the unnatural presence of an ekimmu at a distance of 30 feet. They will not willingly approach nearer than that and panic if forced to do so; they remain panicked as long as they are within that range. Incorporeal Traits (Ex): Can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, or spells, with a 50% chance to ignore any damage from a corporeal source (except positive energy, negative energy, and force effects such as magic missile); can pass through solid objects at will, and own attacks pass through armor; cannot make trip or grapple attacks and cannot be tripped or grappled; do not set off traps triggered by weight; always moves silently and cannot be heard with Listen checks unless it wants to be; can move at full speed even when it cannot see. Undead Traits (Ex): Immune to mind-influencing effects, poison, sleep, paralysis, stunning, disease, and death effects. Not subject to critical hits, subdual damage, ability damage, ability drain, energy drain, death from massive damage, or any effect that requires a Fortitude save (unless the effect works on objects); cannot be raised, resurrection works if the creature is willing; darkvision with a range of 60 feet.
COMBAT
Malevolence (Su): Once per round, an ekimmu can merge its body with a creature on the Material Plane. This ability is similar to magic jar as cast by a 10th-level sorcerer, except that it does not require a receptacle, and the duration is permanent unless the ekimmu willingly leaves the target or is exorcised.
152
Gora McGahey (order #19251)
GOLEM, SHEDU
Huge Construct Hit Dice: Initiative: Speed: Armor Class: Base Attack/Grapple: Attack: Full Attack: Space/Reach: Special Attacks: Special Qualities: Saves: Abilities: Skills: Feats: Environment: Organization: Challenge Rating: Treasure: Alignment: Advancement: Level Adjustment: 16d10+40 (128 hp) 1 30 ft. (6 squares), fly 60 ft. (average) 27 (2 size, 1 Dex, +20 natural), touch 7, flat-footed 27 +12/+29 Gore +19 melee (2d6+9) Gore +19 melee (2d6+9), and 2 hooves +14 melee (2d6+4) 15 ft./15 ft. Fear aura, holy smite, trample 2d8+9 Construct traits, damage reduction 20/adamantine, immunity to magic, true seeing Fort +5, Ref +4, Will +5 Str 28, Dex 9, Con , Int , Wis 11, Cha 1 Any Solitary or pair 12 None Always neutral 1731 HD (Gargantuan); 3248 HD (Colossal) opponents at least one size category smaller than itself. The creature merely has to move over opponents in its path; any creature whose space is completely covered by the trampling shedu-golem is subject to the trample attack. Trampled opponents can attempt attacks of opportunity, but these take a 4 penalty. If they do not make attacks of opportunity, trampled opponents can attempt a DC 27 Reflex save to take half damage. A trampling shedu-golem can only deal trampling damage to each target once per round, no matter how many times its movement takes it over a target creature. The save DC is Strength-based. Construct Traits (Ex): Immune to mind-influencing effects (charms, compulsions, phantasms, patterns, and morale effects), poison, sleep, paralysis, stunning, death effects, necromancy effects, and polymorph. Immune to any effect that requires a Fortitude save (unless it works on objects, or is harmless). Not subject to critical hits, nonlethal damage, ability damage, energy drain, fatigue, exhaustion, or death from massive damage; cannot be healed, raised or resurrected, though it can be repaired. Immunity to Magic (Ex): A shdeu-golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.
Shedu-golems are huge, regal statues of winged bulls, typically placed at the entrances to temples and palaces to protect against evil demons and spirits. They are believed to contain bound elemental spirits. Lammasu are similar to shedu, but have the bodies of lions instead of bulls.
COMBAT
Fear Aura (Su): As a free action, a shedu-golem can create an aura of fear in a 10-foot radius. It is otherwise identical with fear cast by a 16th-level sorcerer (save DC 14). If the save is successful, that creature cannot be affected again by that shedu-golems fear aura for one day. The save DC is Charismabased. Holy Smite (Sp): Once every 1d4 rounds, as a free action, the shedu-golem can release a holy smite burst against its enemies. This ability is otherwise similar to the spell as cast by a 16th-level cleric (save DC 14). Trample (Ex): As a full-round action, a shedu-golem can move up to twice its speed and literally run over any 153
Gora McGahey (order #19251)
CONSTRUCTION
A shedu-golems body is chiseled from a single block of hard stone, such as granite, weighing at least 3,000 pounds. The stone must be of exceptional quality, and costs 5,000 gp. Assembling the body requires a DC 18 Craft (sculpting) check or a DC 18 Craft (stonemasonry) check. CL 14th; Craft Construct, bless, fear, geas/quest, greater planar ally, caster must be at least 16th level; Price 90,000 gp; Cost 50,000 gp + 3,400 XP.
YHAKKOR
Medium Monstrous Humanoid 3d8+12 (25 hp) Hit Dice: +1 Initiative: 30 ft. (6 squares) Speed: 14 (+1 Dex, +3 natural), touch 11, flatArmor Class: footed 13 Base Attack/Grapple: +3/+7 Claw +8 melee (1d4+4) Attack: 2 claws +8 melee (1d4+4) Full Attack: 5 ft./5 ft. Space/Reach: Special Attacks: Disease, stench Darkvision 60 ft. , immunities, scent Special Qualities: Fort +7, Ref +4, Will +1 Saves: Str 19, Dex 13, Con 18, Int 6, Wis 10, Abilities: Cha 9 Skills: Hide +5, Listen +6*, Move Silently +5, Spot +2 Stealthy, Weapon Focus (claw) Feats: Any land and underground Environment: Gang (25) or pack (520) Organization: 2 Challenge Rating: Standard Treasure: Usually chaotic evil Alignment: 4 HD (Large); 59 HD (Huge) Advancement: +3 Level Adjustment: Yhakkor are half-bestial, stunted creatures; the result of foul necromantic rites merging the essences of ghouls with human slaves. They are named after their masters, the black wizards of Yhakkoth, who developed the techniques necessary to create these brutish servitors. Yhakkor are slavering humanoid things, with feral eyes and elongated nail-claws. The rituals used in their creation have drained them of much intelligence, but greatly increased their strength. Yhakkor might easily be mistaken for ghouls, but they are not undead and have none of their weaknesses. They remember little of their former human lives.
COMBAT
Due to their low intelligence, Yhakkor are usually assigned to simple guard duty or other menial tasks. A strong-minded individual, such as a wizard, is required to control their chaotic nature. In melee, Yhakkor gang up on a single opponent at a time and attempt to tear him to pieces. Disease (Ex): Filth fever; injury (claw); DC 15 Fort save; incubation period 1d3 days; 1d3 Dexterity damage and 1d3 Constitution damage. Stench (Ex): Yhakkor are surrounded by an aura of terrible stench. Those within 10 feet must succeed on a DC 15 Fortitude save or be wracked with nausea, suffering a 2 circumstance penalty to all attacks, saves, and skill checks for 1d6+3 minutes. The save DC is Constitution based. Immunities (Ex): Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage. Skills: Yhakkor have acute hearing and gain a +6 racial bonus to Listen checks.
154
Gora McGahey (order #19251)
The following monsters that appear in this book originally appeared in the Tome of Horrors. They have been updated and revised for use with the Revised Third Edition Rules. The versions below supersede those found in the Tome of Horrors.
155
Gora McGahey (order #19251)
COMBAT
Gharros are very aggressive in battle and seek to kill the strongest opponent first. They wield their battleaxes in combat and sting with their deadly tails, all the while sprinkling the fight with their spell-like abilities. Unless ordered to do so, a gharros never takes prisoners in battle. They fight to the death (either their death or their opponents). Spell-Like Abilities: At willdarkness, desecrate, detect good, detect magic, mirror image, telekinesis, and greater teleport (self plus 50 lbs. of object only). These abilities are as the spells cast by a 12th-level sorcerer (save DC 12 + spell level).
FROG, MONSTROUS
GIANT
Hit Dice: Initiative: Speed: Armor Class: Base Attack/Grapple: Attack: Full Attack: Medium Animal 2d8+6 (15 hp) +0 20 ft. (4 squares), swim 30 ft. 13 (+3 natural), touch 10, flat-footed 13 +1/+4 Tongue +1 ranged (grapple) or bite +4 melee (1d8+3) Tongue +1 ranged (grapple) and and bite 4 melee (1d8+3); or bite +4 melee (1d8+3) 5 ft./5 ft. (10 ft. with tongue) Improved grab, leap, rake 1d6+1, swallow whole Low-light vision, scent Fort +6, Ref +3, Will 1 Str 16, Dex 11, Con 16, Int 2, Wis 9, Cha 6 Hide +7, Jump +7, Spot +1 Temperate or warm land and aquatic Solitary or pair 2 None Always neutral 34 HD (Medium), 56 HD (Large)
GIANT DIRE
Large Animal 4d8+16 (34 hp) +1 30 ft. (6 squares) swim 40 ft. 17 (1 size, +1 Dex, +7 natural) touch 10, flat-footed 16 +3/+12 Tongue +0 ranged (grapple) or bite +7 melee (2d6+5) Tongue +0 ranged (grapple) and bite +2 melee (2d6+5); or bite +7 melee (2d6+5) 10 ft./10 ft. (15 ft. with tongue) Improved grab, leap, rake 1d8+2 swallow whole Low-light vision, scent Fort +8, Ref +5, Will +0 Str 20, Dex 13, Con 18, Int 2, Wis 9, Cha 6 Hide +5, Jump +9, Spot +2 Temperate or warm land and aquatic Solitary or pair 4 None Always neutral 57 HD (Large), 812 HD (Huge)
KILLER
Small Animal 1d8+2 (6 hp) +1 10 ft. (2 squares) swim 30 ft. 14 (+1 size, +1 Dex, +2 natural) touch 11, flat-footed 13 +0/3 Tongue +2 ranged (grapple) or bite +2 melee (1d6+1) Tongue +2 ranged (grapple) bite +2 melee (1d6+1) and 2 claws 2 melee (1d3) 5 ft./5ft. Improved grab, rake 1d3 Low-light vision, scent Fort +4, Ref +3, Will 1 Str 12, Dex 13, Con 14, Int 2, Wis 9, Cha 6 Hide +11, Jump +5, Spot +1 Temperate or warm land, aquatic, and underground Pack (25), cluster (47), or swarm (318) 1 None Always neutral 2 HD (Small) 3 HD (Medium)
Space/Reach: Special Attacks: Special Qualities: Saves: Abilities: Skills: Feats: Environment: Organization: Challenge Rating: Treasure: Alignment: Advancement: Level Adjustment:
156
Gora McGahey (order #19251)
ABYSSAL DIRE
Hit Dice: Initiative: Speed: Armor Class: Base Attack/Grapple: Attack: Full Attack: Space/Reach: Special Attacks: Special Qualities: Saves: Abilities: Skills: Feats: Environment: Organization: Challenge Rating: Treasure: Alignment: Advancement: Large Outsider (Extraplanar, Evil) 6d8+24 (54 hp) +1 30 ft. (6 squares), swim 40 ft. 18 (1 size, +1 Dex, +7 natural) touch 10, flat-footed 17 +6/+15 Tongue +7 ranged (grapple); or Bite +10 melee (2d6+5) Tongue +7 ranged (grapple) and bite +1 melee (2d6+5); or bite +10 melee (2d6+5) 10 ft./10 ft. (10 ft. with tongue) Improved grab, leap, rake 1d8+2, smite good, swallow whole Damage reduction 5/magic, darkvision 60 ft., resistance to cold 10, resistance to fire 10, SR 12 Fort +9, Ref +6, Will +3 Str 20, Dex 13, Con 18, Int 5, Wis 12, Cha 10 Hide +10, Jump +9, Listen +12, Move Silently +10, Search +6, Spot +12 Alertness, Power Attack, Weapon Focus (tongue) The Plane of Slime Solitary or pair 5 None Always evil (usually chaotic) 712 HD (Large); 1318 HD (Huge)
POISONOUS
Diminutive Animal 1d8 (4 hp) +1 5 ft. (1 square) 15 (+4 size, +1 Dex), touch 15, flat-footed 14 +0/15 Bite +2 melee (1d23 plus poison) Bite +2 melee (1d23 plus poison)
Fort +2, Ref +3, Will +1 Str 4, Dex 12, Con 11, Int 2, Wis 12, Cha 4 Hide +20, Jump +5, Listen +3, Spot +4 Alertness Temperate or warm land, aquatic, or underground Pack (25), cluster (47), or swarm (318) 1 None Always neutral 2 HD (Tiny); 3 HD (Small) tongue attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and reels its opponent in and bites in the same round (gaining a +4 bonus to its attack roll to bite). A monstrous frogs tongue can be attacked. (Damage dealt to the tongue is not dealt to the frog itself.) If successful, the frog does not attempt a grapple against that opponent for the remainder of the combat. A monstrous frogs tongue has an AC as follows: Poison (Ex): Poisonous frogs secrete poison from their mouth and skin. A creature hit by or touching a poisonous frog must succeed on a DC 10 Fortitude save or take 1d6 points of Strength damage. One minute later another Fortitude save (same DC) must be made to avoid another 1d6 points of temporary Strength damage. Rake (Ex): Monstrous frogs that leap on an opponent can make two rake attacks (at full attack bonus). Damage is listed in the statistics block.
Monstrous frogs are larger versions of normal frogs. All have razor-sharp teeth lining their mouths. The dire frog appears as a 10-foot long, feral amphibian with dark mottled skin and black splotches on its body. The Abyssal dire frog is about 12 feet long, blackish-green, and oozes slime from its body.
GIANT FROG
COMBAT
Giant frogs leap into combat using their charge attack. Those with the Improved Trip ability make a trip attack and use their rake attack if possible. Though giant frogs (the smallest variety) may flee or not attack opponents larger than themselves, the larger variety (dire, killer, and Abyssal) are ferocious and nearly mindless killing machines, attacking everything in sight that is not a frog or a tsathar. Improved Grab (Ex): To use this ability, the monstrous frog must hit an opponent of up to one size smaller with its
157
Gora McGahey (order #19251)
KILLER FROGS
Smite Good (Su): Once per day, an abyssal dire frog can make a normal attack against a good foe to deal additional damage equal to its total HD. If the attack misses or the frog hits a non-good opponent, the smite is still used up for the day. Swallow Whole (Ex): A monstrous frog can try to swallow a grabbed opponent of a smaller size than itself by making a successful grapple check. Once inside, the opponent takes 1d4 points of crushing damage plus 2 points of acid damage per round from the frogs stomach. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 10 points of damage to the stomach (AC 11, giant frog; AC 13, dire or abyssal frog). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A giant frogs interior can hold 2 Tiny, 8 Diminutive or 32 Fine opponents. A dire or abyssal frogs interior can hold 2 Small, 8 Tiny, or 32 Diminutive or smaller opponents. Leap (Ex): All types of giant frogs (except killer and poisonous frogs) can leap and make a single attack in the same round (treat this as a charge attack). Killer frogs are similar to their dire cousins, except that they stand partially erect and use their front claws as well as their bite. Killer frogs are created by an evil mutation of dire frogs through a practice thought to be known only to the worshipers of Tsathogga. Killer frogs, being more humanoid in appearance, do not have adhesive tongues.
POISONOUS FROGS
A poisonous frog appears as a normal frog with black stripes on its hind legs. This frog is very poisonous and anyone contacting them risks being poisoned.
158
Gora McGahey (order #19251)
FROGHEMOTH
Huge Aberration Hit Dice: Initiative: Speed: Armor Class: Base Attack/Grapple: Attack: Full Attack: Space/Reach: Special Attacks: Special Qualities: Saves: Abilities: Skills: Feats: Environment: Organization: Challenge Rating: Treasure: Alignment: Advancement: Level Adjustment: 16d8+83 (155 hp) +1 20 ft. (4 squares), swim 30 ft. 16 (2 size, +1 Dex, +7 natural), touch 9, flat-footed 15 +12/+24 Tentacle +14 melee (1d6+4) 4 tentacles +14 melee (1d6+4) and tongue +12 melee (1d6+2) and bite +12 melee (4d6+2) 10 ft./10 ft. Improved grab, swallow whole Darkvision 60 ft., electricity vulnerability, resistance to fire 10 Fort +10, Ref +6, Will +11 Str 19, Dex 13, Con 20, Int 2, Wis 12, Cha 11 Hide +2*, Listen +9, Spot +9, Swim +17 Alertness, Cleave, Multiattack, Power Attack, Skill Focus (Hide), Toughness Temperate marsh Solitary 13 Standard Always neutral 1730 HD (Huge); 3148 HD (Gargantuan) a hold and can attempt to swallow the foe the following round. Swallow Whole (Ex): A froghemoth can try to swallow a grabbed opponent of a smaller size than itself by making a successful grapple check. Once inside, the opponent takes 2d8+4 points of crushing damage plus 8 points of acid damage per round from the froghemoths digestive juices. A swallowed creature can climb out of the froghemoths stomach with a successful grapple check. This returns it to the froghemoths mouth, where another successful grapple check is needed to get free. A swallowed creature can also cut its way out using a light piercing or slashing weapon to deal 20 points of damage to the froghemoths stomach (AC 13). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A Huge froghemoths stomach can hold 2 Small, 8 Tiny, 16 Diminutive, or 32 Fine or smaller opponents. Electricity Vulnerability (Ex): The froghemoth takes no damage from electricity effects, but is instead slowed for one round. Skills: A froghemoth has a +4 racial bonus on Listen and Spot checks. *Due to its coloration, a froghemoth has a +4 bonus on Hide checks in its natural environment. A froghemoth has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
The froghemoth is a weird aberration that swells in marshes and swamps. It appears as a huge frog-like creature with 4 large tentacles in place of its front legs, a 10-foot long tongue, and a single, retractable eyestalk on top of its head. Its underbelly is yellow, its body is green, and its tentacles and upper legs are mottled green.
COMBAT
The froghemoth attacks using its tentacles and tongue to grab opponents. Grabbed opponents are shoved into the froghemoths mouth. Improved Grab (Ex): To use this ability, a froghemoth must hit with its tongue attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes 159
Gora McGahey (order #19251)
GARGOYLE
FOUR-ARMED GARGOYLE
Hit Dice: Initiative: Speed: Armor Class: Base Attack/Grapple: Attack: Full Attack: Space/Reach: Special Attacks: Special Qualities: Saves: Abilities: Skills: Feats: Environment: Organization: Challenge Rating: Treasure: Alignment: Advancement: Level Adjustment: Medium Magical Beast (Earth) 4d10+19 (41 hp) +2 40 ft. (8 squares), fly 60 ft. (average) 16 (+2 Dex, +4 natural), touch 12, flat-footed 14 +4/+6 Claw +6 melee (1d4+2) 4 claws +6 melee (1d4+2) and bite +4 melee (1d6+1) and gore +4 melee (1d6+1) 5 ft./5 ft. Damage reduction 10/magic, Darkvision 60 ft., freeze, low-light vision, reanimation Fort +8, Ref +6, Will +1 Str 15, Dex 14, Con 18, Int 6, Wis 11, Cha 7 Hide +7*, Listen +4, Spot +4 Multiattack, Toughness Any Solitary, pair, or wing (516) 4 Standard Always chaotic evil 56 HD (Medium); 712 HD (Large)
GREEN GUARDIAN
Medium Magical Beast (Earth) 4d10+19 (41 hp) +2 40 ft. (8 squares), fly 60 ft. (average) 16 (+2 Dex, +4 natural), touch 12, flat-footed 14 +4/+7 Claw +7 melee (1d4+3) 2 claws +7 melee (1d4+3) and bite +5 melee (1d6+1) and gore +5 melee (1d6+1) 5 ft./5 ft. Hold Damage reduction 10/magic, darkvision 60 ft., freeze, low-light vision Fort +8, Ref +6, Will +1 Str 17, Dex 14, Con 18, Int 6, Wis 11, Cha 7 Hide +7*, Listen +4, Spot +4 Multiattack, Toughness Any Solitary, pair, or wing (516) 4 Standard Always chaotic evil 56 HD (Medium); 712 HD (Large)
MARGOYLE
Medium Magical Beast (Earth) 6d10+27 (54 hp) +2 40 ft. (8 squares), fly 60 ft. (average) 18 (+2 Dex, +6 natural), touch 12, flat-footed 16 +6/+9 Claw +9 melee (1d6+3) 2 claws +9 melee (1d6+3) and bite +7 melee (1d6+1) and gore +7 melee (1d6+1) 5 ft./5 ft. Damage reduction 10/magic darkvision 60 ft., freeze, low-light vision Fort +9, Ref +7, Will +3 Str 17, Dex 15, Con 19, Int 8, Wis 12, Cha 8 Hide +9*, Listen +5, Spot +5 Multiattack, Power Attack Toughness Any Solitary, pair, or wing (12, plus 46 gargoyles) 5 Standard Always chaotic evil 79 HD (Medium); 1018 HD (Large)
With the exceptions noted below, each of the gargoyle varieties above resembles the standard gargoyle (see the MM).
FOUR-ARMED GARGOYLE
The four-armed gargoyle has four long arms, each ending in a sharp talon. It otherwise resembles a normal gargoyle.
GREEN GUARDIAN
The gargoyle is carved of a strange green stone and has two eyes of jet (500 gp each). The eyes radiate magic and evil if detected. Green guardians speak Common and Terran.
160
Gora McGahey (order #19251)
COMBAT
Gargoyles either remain still and then suddenly attack, or they dive into their prey. Green guardians attempt to hold their victims and then fly off with them. A group of margoyles and/or gargoyles works in unison to bring down its opponents. Freeze (Ex): A gargoyle can hold itself so still it appears to be a statue. An observer must succeed on a DC 20 Spot check to notice the gargoyle is really alive. Skills: Gargoyles have a +2 racial bonus on Hide, Listen, and Spot checks. *Against a background of stone, the Hide bonus increases to +8.
MARGOYLE
A margoyle is a slightly larger version of the standard gargoyle. It is meaner, more evil, and deadlier than the normal gargoyle. Margoyles are most often encountered in subterranean regions and often have a pack of gar-
GHOLLE
Large Undead Hit Dice: Initiative: Speed: Armor Class: Base Attack/Grapple: Attack: Full Attack: Space/Reach: Special Attacks: Special Qualities: Saves: Abilities: Skills: Feats: Environment: Organization: Challenge Rating: Treasure: Alignment: Advancement: Level Adjustment: 10d12 (65 hp) +2 30 ft. (6 squares) 19 (1 size, +2 Dex, +8 natural), touch 11, flat-footed 17 +5/+10 Claw +11 melee (1d6+5) 2 claws +11 melee (1d6+5) and bite +9 melee (1d8+2) 10 ft./10 ft. Create spawn, improved grab, paralyzing gaze, rake 1d6+2, stench Damage reduction 10/cold iron, darkvision 60 ft., regeneration 5, SR 16, +4 turn resistance, undead traits Fort +3, Ref +5, Will +9 Str 21, Dex 15, Con , Int 13, Wis 15, Cha 17 Climb +13, Escape Artist +10, Hide +12, Jump +13, Listen +10, Move Silently +9, Search +9, Spot +10 Cleave, Multiattack, Power Attack, Weapon Focus (claw) Any Solitary, gang (24), or troupe (7 12) 8 Standard Always chaotic evil 1115 HD (Large); 1620 HD (Huge) human-like fingers and toes. Their skull is also humanoid in shape, albeit more akin to that of a gorilla. It is elongated, with massive hyena-like jaws, glaring bestial eyes, and hyena-like ears.
These vile things often dwell in packs, often including ghulaz (q.v.) and/or once-human ghouls. Naturally, their favorite food is carrion and human corpses, but a fresh one will do if they cant wait for aging. These creatures stand about 12 feet tall and have clawed hands and feet of animal nature despite their 161
Gora McGahey (order #19251)
COMBAT
Gholles attack any living creature on sight, usually attempting to catch would-be prey by surprise. Create Spawn (Su): In most cases, a gholle devours the flesh of one it kills. A creature not devoured rises in 1d4 days as a gholle. Spawn are not under command of the one that killed it. Gholles do not retain any of the abilities they had in life. Improved Grab (Ex): To use this ability, a gholle must hit a creature up to its size with both claw attacks It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it can rake. Paralyzing Gaze (Su): Paralysis for 1d6 minutes, 30 feet; DC 18 Will save negates. Elves are not immune to the paralyzing gaze of a gholle. The save DC is Charisma-based. Rake (Ex): If it gets a hold, a gholle can make two rake attacks with its feet (+11 melee) for 1d6+2 points of damage each. Stench (Ex): The stench of death and corruption surrounds the rotting form of a gholle. Living creatures within 10 feet must succeed on a DC 18 Fortitude save
or be sickened for 1d6+7 minutes. A creature that successfully saves cannot be affected again by the same gholles stench for one day. A delay poison or neutralize poison spell removes the effects from a sickened creature. Creatures within immunity to poison are unaffected and creatures resistant to poison receive their normal bonus on their saving throw. The save DC is Charismabased. Regeneration (Ex): Fire and acid deal normal damage to a gholle. If a gholle loses a limb or body part, the lost portion regrows in 3d6 minutes. A gholle can reattach the severed member immediately by holding it to the stump. Undead Traits (Ex): Immune to mind-influencing effects (charms, compulsions, phantasms, patterns, and morale effects), poison, sleep, paralysis, stunning, disease, and death effects. Not subject to critical hits, nonlethal damage, ability damage, ability drain, energy drain, death from massive damage, exhaustion, fatigue, or any effect that requires a Fortitude save (unless the effect works on objects). Cannot heal damage on its own if it has no Intelligence score; can be healed by negative energy. Cannot be raised or reincarnated, resurrection works if the creature is willing.
GHOUL-STIRGE
Medium Undead Hit Dice: Initiative: Speed: Armor Class: Base Attack/Grapple: Attack: Full Attack: Space/Reach: Special Attacks: Special Qualities: Saves: Abilities: Skills: Feat: Environment: Organization: Challenge Rating: Treasure: Alignment: Advancement: Level Adjustment: 4d12 (26 hp) +3 20 ft. (4 squares), fly 50 ft. (average) 15 (+3 Dex, +2 natural), touch 13, flat-footed 12 +2/+2 Bite +5 melee (1d6 plus paralysis) Bite +5 melee (1d6 plus paralysis) 5 ft./5 ft. Blood drain, paralysis Undead traits Fort +1, Ref +4, Will +6 Str 10, Dex 17, Con , Int 6, Wis 14, Cha 12 Hide +7, Listen +9, Spot +9 Alertness, Weapon Finesse Temperate and warm forest Solitary or swarm (58) 3 None Always chaotic evil 59 HD (Medium); 1012 HD (Large)
162
Gora McGahey (order #19251)
COMBAT
A ghoul-stirge attacks by swooping down on its opponent and attempting to paralyze its prey. Paralyzed creatures are then drained of blood. Blood Drain (Ex): A ghoul-stirge can drain blood from a living creature by making a successful grapple check. If it pins its foe, it drains blood, dealing 1d4 points of Constitution damage each round the pin is maintained. Once the ghoul-stirge has dealt 4 points, it flies
GROANING SPIRIT
Medium Undead (Incorporeal) 7d12 (45 hp) Hit Dice: +7 Initiative: 30 ft. (6 squares) Speed: 17 (+3 Dex, +4 deflection), touch 17, Armor Class: flat-footed 14 Base Attack/Grapple: +3/ Incorporeal touch +6 melee (1d8 plus Attack: Str drain) Incorporeal touch +6 melee (1d8 plus Full Attack: Str drain) 5 ft./5 ft. Space/Reach: Chill touch, fear aura, keenSpecial Attacks: ing Darkvision 60 ft., immunity to Special Qualities: cold, immunity to electricity, incorporeal traits, +4 turn resistance, sense living, SR 20, undead traits, unnatural aura, vulnerability Fort +2, Ref +5, Will +8 Saves: Abilities: Str , Dex 17, Con , Int 16, Wis 16, Cha 18 Bluff +14, Hide +13, Intimidate +14, Skills: Listen +15, Search +13, Sense Motive +13, Spot +15 Ability Focus (keening), Alertness (b), Feats: Blind-Fight, Improved Initiative Any Environment: Solitary Organization: 7 Challenge Rating: Standard Treasure: Always chaotic evil Alignment: 821 HD (Medium) Advancement: Level Adjustment: The groaning spirit is the malevolent spirit of a female elf that is found haunting swamps, fens, moors, and other desolate places. Groaning spirits hate the living and seek to 163
Gora McGahey (order #19251)
destroy whomever they meet. A groaning spirit appears as a translucent image of her former self. Her eyes burn with a crimson flame.
COMBAT
A groaning spirits primary attack is her keening. If a creature survives the keening attack, the groaning spirit attacks with her incorporeal touch. Chill Touch (Su): Damage caused buy the groaning spirits touch attack is considered negative energy and afflicts the target with a chilling cold. Any creature touched must make a successful DC 17 Fortitude save or suffer 1 point of Strength drain. Groaning spirits are the bane of other undead, and any undead (except other groaning spirits) they touch must make a successful DC 17 Will save or flee in fear for 2d6 rounds.
OBSIDIAN MINOTAUR
Large Construct Hit Dice: Initiative: Speed: Armor Class: Base Attack/Grapple: Attack: Full Attack: Space/Reach: Special Attacks: Special Qualities: 12d10+30 (96 hp) +0 20 ft. (4 squares) 25 (1 size, +16 natural), touch 9, flat-footed 25 +9/+19 Claw +8 melee (2d8+6 plus 1d6 fire) 2 claws +8 melee (2d8+6 plus 1d6 fire) 10 ft./10 ft. Breath weapon, burn Construct traits, damage reduction 10/adamantine, darkvision 60 ft., immunity to magic, low-light vision Fort +4, Ref +4, Will +4 Str 22, Dex 10, Con , Int , Wis 11, Cha 1 Any Solitary 9 None Always neutral 1318 HD (Large); 19 36 HD (Huge) or consequence. The obsidian minotaur is a 12-foot minotaur of black obsidian. Its hands end in large, slightly oversized claws, and its feet are splayed hooves. Small pinpoints of bluish light can be seen in its eyes.
Saves: Abilities: Skills: Feats: Environment: Organization: Challenge Rating: Treasure: Alignment: Advancement: Level Adjustment:
The obsidian minotaur is often employed by spellcasters as a guardian or killer and can be found performing such tasks. When employed as an assassin, the obsidian minotaur is quite effective, first striking fear into the heart of its opponent and then slaying it with no thought 164
Gora McGahey (order #19251)
COMBAT
As a guardian, the obsidian minotaur activates when trespassers enter an area it is programmed to protect. As an assassin, it actively hunts down the targeted victim. The creature attacks with its powerful claws, slashing and ripping its opponents flesh. Against powerful foes, it employs its breath weapon. Breath Weapon (Su): As a free action, once every 1d4+1 rounds, an obsidian minotaur can expel a cloud of gas directly in front of it. The cloud fills a 10-foot cube and lasts for 1 round before dispersing. Any creature caught in or entering the cloud must succeed on a DC 16 Fortitude save or take 1d4 points of Dexterity damage. The save DC is Constitution-based. Burn (Ex): The claws of an obsidian minotaur deal 1d6 points of fire damage each time they hit. A creature hit must succeed on a DC 16 Reflex save or take 1d6 points of fire damage for 1d4+1 rounds as clothes ignite and armor becomes searing hot. The save DC is Constitution-based. Construct Traits (Ex): Immune to mind-influencing effects (charms, compulsions, phantasms, patterns, and morale effects), poison, sleep, paralysis, stunning, death effects, necromancy effects, and polymorph. Immune to any effect that requires a Fortitude save (unless
it works on objects, or is harmless). Not subject to critical hits, nonlethal damage, ability damage, energy drain, fatigue, exhaustion, or death from massive damage; cannot be healed, raised or resurrected, though it can be repaired. Immunity to Magic (Ex): An obsidian minotaur is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature as noted below. A transmute rock to mud spell slows it (as the slow spell) for 2d6 rounds, with no saving throw, while transmute mud to rock heals all of its hit points. A stone to flesh spell does not actually change the obsidian minotaurs structure but negates its damage reduction and immunity to magic for 1 full round.
CONSTRUCTION
The obsidian minotaur is constructed from a large block of black obsidian worth at least 3,000 gp. Assembling the body requires a successful Craft (sculpting or masonry) check (DC 18). CL 16th; Craft Construct (see the Appendix in the MM), burning hands, cats grace, geas/quest, limited wish, caster must be at least 16th level; Price 53,000 gp; Cost 29,000 gp + 2,000 XP.
165
Gora McGahey (order #19251)
SKELETON, LEAD
Medium Construct Hit Dice: Initiative: Speed: Armor Class: Base Attack/Grapple: Attack: Full Attack: Space/Reach: Special Attacks: Special Qualities: 10d10+20 (75 hp) +4 30 ft. (6 squares) 28 (+4 Dex, +14 natural), touch 14, flat-footed 24 +7/+13 Slam +13 melee (2d6+6) 2 slams +13 melee (2d6+6) 5 ft./5 ft. Construct traits, blindsight (60 ft.), damage reduction 10/ adamantine and bludgeoning, immunity to fire, immunity to cold, immunity to electricity, immunity to acid, immunity to magic, low-light vision Fort +3, Ref +7, Will +3 Str 22, Dex 18, Con , Int , Wis 10, Cha 1 Any Solitary or group (26) 8 No coins; double goods (gems only); no items Always neutral 1115 HD (Medium); 16 30 HD (Large) Lead skeletons appear simply to be skeletons coated with metal. Despite their outward appearance, they are actually golem-like constructs and not undead. Therefore, they cannot be turned. Lead skeletons appear as 6-foot tall skeletons constructed of metal. Some have gemstones encrusted in the body and eye sockets. A lead skeleton is expensive to create. Those who choose to create such creatures prefer the added fear and awe the skeletons tend to receive, and have a great deal of additional wealth and time.
Saves: Abilities: Skills: Feats: Environment: Organization: Challenge Rating: Treasure: Alignment: Advancement: Level Adjustment:
COMBAT
Lead skeletons can be programmed to attack only certain creatures or be programmed to accept certain passwords or types of clothing. More complex pro-
166
Gora McGahey (order #19251)
CONSTRUCTION
Bones from a full humanoid skeleton are carefully sheathed in an alloy of lead and iron and rejoined with iron or steel hinges. The total cost of the body must be at least 3,000 gp. An elemental spirit is summoned during the creation and bound to the body. Assembling the body requires a successful Craft (armorsmithing or weaponsmithing) check (DC 20). CL 16th; Craft Construct (see the MM Appendix), geas/quest, limited wish, polymorph any object, resist energy (fire, cold, electricity, acid). To bind the elemental spirit, the creator must summon and confine an elemental using any of the planar binding spells; Price 48,000 gp; Cost 27,000 gp + 1,800 XP.
SKULLETON
Tiny Undead Hit Dice: Initiative: Speed: Armor Class: Base Attack/Grapple: Attack: Full Attack: Space/Reach: Special Attacks: Special Qualities: Saves: Abilities: Skills: Feats: Environment: Organization: Challenge Rating: Treasure: Alignment: Advancement: Level Adjustment: 4d12 (26 hp) +0 Fly 10 ft. (perfect) (2 squares) 14 (+2 size, +2 natural), touch 12, flatfooted 14 +2/8 Bite +4 melee (1d32 plus disease) Bite +4 melee (1d32 plus disease) 21/2 ft./0 ft. Disease, dust Darkvision 60 ft., undead traits Fort +1, Ref +1, Will +5 Str 6, Dex 10, Con , Int 10, Wis 12, Cha 10 Hide +6, Listen +8, Move Silently +6, Search +6, Spot +8 Alertness, Weapon Finesse Underground Solitary 3 Standard Any evil 512 HD (Tiny) Several small gems (false all are painted glass and worthless) are inset in its eye sockets and mouth. The skulleton is thought to have been created to detour would-be tomb plunders in to thinking they had desecrated the lair of a demilich.
COMBAT
The skulleton lies in wait for its prey. When a living creature touches a skulleton, it rises 6 feet in the air and uses its dust attack (doing its best imitation of a demilich, even pivoting to face its foes). Once it uses its dust attack to incapacitate its opponents, the skulleton moves to bite with its gem-encrusted teeth.
Believed to have been created by a lich or demilich, the skulleton resembles the latter creature in that it appears as a skull, pile of dust, and collection of bones. 167
Gora McGahey (order #19251)
CREATION OF A SKULLETON
The ingredients required to create this creature are the skull of a humanoid, a few humanoid bones (they need not be from the same humanoid the skull came from), and a large quantity of dust. Once the bones, dust, and skull are acquired, the creator must be at least 9th level and able to cast arcane spells. Completing the formula requires the successful casting of animate dead, contagion, fly, and stinking cloud.
STONE ROPER
Medium Magical Beast Hit Dice: Initiative: Speed: Armor Class: Base Attack/Grapple: Attack: Full Attack: Space/Reach: Special Attacks: Special Qualities: Saves: Abilities: Skills: Feats: Environment: Organization: Challenge Rating: Treasure: Alignment: Advancement: Level Adjustment: 6d10+12 (45 hp) +6 10 ft. (2 squares) 22 (+2 Dex, +10 natural), touch 12, flat-footed 20 +6/+8 Strand +9 ranged touch (drag) or bite +8 melee (1d8+3) 6 strands +9 ranged touch (drag) and bite +8 melee (1d8+3) 5 ft./5 ft. (50 ft. with strand) Drag, strands, venom, weakness Freeze, darkvision 60 ft., low-light vision, protection from arrows , tremorsense 200 ft. Fort +7, Ref +7, Will +5 Str 14, Dex 15, Con 14, Int 12, Wis 16, Cha 12 Climb +8, Hide +17*, Listen +12, Spot +12 Alertness, Improved Initiative, Weapon Focus (strand) Underground Solitary 6 10% coins; 50% goods (stone only); no items Usually chaotic evil 79 HD (Medium); 1018 HD (Large) and brown like stone and has a rocklike body. If a stone roper is killed and cut open, its treasure will be found inside the gizzard.
COMBAT
Most encounters with a stone roper begin when it fires its strong, sticky strands. A stone roper attacks anything that comes within 50 feet by suddenly shooting out its tentacle strands. It prefers to attack two victims at once, each with three strands. The first two victims successfully attacked are injected with the stone roper's venom. If the venom fails, the stone roper continues to hold the creatures and the weakness will take effect next round. Drag (Ex): If a stone roper hits with a strand attack, the strand latches onto the opponents body. This deals no damage but drags the stuck opponent 10 feet closer each subsequent round (provoking no attack of opportunity) unless that creature breaks free, which requires a DC 19 Escape Artist check or a DC 15 Strength check. The check DCs are Strength-based, and the Escape Artist DC includes a +4 racial bonus. A stone roper can draw in a creature within 10 feet of itself and bite with a +4 attack bonus in the same round. A strand has 10 hit points and can be attacked by making a successful sunder attempt. However, attacking a stone ropers strand does not provoke an attack of opportunity. If the strand is currently attached to a target, the stone roper takes a 4 penalty on its opposed attack roll to resist the sunder attempt. Severing a strand deals no damage to a stone roper. Strands (Ex): Most encounters with a stone roper begin when it fires strong, sticky strands. The creature can have up to six strands at once, and they can strike
The stone roper is a distant relative of the roper and is often mistaken for a small stone statue about 5 feet high and 2 feet in diameter. The stone roper is a vaguely cone-shaped creature with six tentacles and a large, gaping mouth filled with serrated teeth. The stone roper is usually mottled gray
168
Gora McGahey (order #19251)
up to 50 feet away (no range increment). If a strand is severed, the stone roper can extrude a new one on its next turn as a free action. Venom (Ex): Twice per day, the stone roper can secrete venom from each of its strands. A creature hit by a strand must succeed on a DC 15 Fortitude save or be paralyzed. A paralyzed creature appears to have been turned to stone (DC 20 Spot check or close inspection reveals that this is in fact not the case). One round after being paralyzed, the victim recovers and must succeed
THERIANTHROPE
Therianthropes (or anthromorphs) are animals that can assume a human or hybrid form (the latter combining traits of both their human and animal forms). They are akin to lycanthropes (in that they are shapechangers), but therianthropes are not lycanthropes and do not carry or induce lycanthropy. All therianthropes in human form have slightly feral characteristics. Examples of therianthropes are jackalweres, wolfweres, foxweres, and so on. A therianthrope uses all the base creatures statistics and special abilities except as noted here. Size and Type: The creatures type changes to magical beast and it gains the shapechanger subtype. Same as the base creature. Do not recalculate base attack bonus, saves or skill points. Size is unchanged. Speed: Same as the base creature in animal form. In human or hybrid form the creature has a land speed of 30 feet if it is Medium or larger size or 20 feet per round if it is Small or smaller size. Armor Class: The base creatures natural armor increases by +3. It retains this bonus regardless of its form. Attack: Same as the base creature in animal and hybrid form. Natural attacks are lost when the creature
CREATING A THERIANTHROPE
Therianthrope is an inherited template that can be added to any normal non-dire animal of Small or larger size that has at least 1 Hit Die (referred to hereafter as the base creature).
169
Gora McGahey (order #19251)
170
Gora McGahey (order #19251)
171
Gora McGahey (order #19251)
TRAPPER
Huge Aberration Hit Dice: Initiative: Speed: Armor Class: Base Attack/Grapple: Attack: Full Attack: Space/Reach: Special Attacks: Special Qualities: 12d8+51 (105 hp) +5 10 ft. (2 squares) 19 (2 size, +1 size, +10 natural), touch 9, flatfooted 19 +9/+27 Buffet +17 melee (1d8+15) Buffet +17 melee (1d8+15) 15 ft./15 ft. Smother Amorphous, damage reduction 10/ slashing or piercing, darkvision 60 ft., resistance to cold 10, resistance to fire 10 Fort +8, Ref +5, Will +10 Str 30, Dex 12, Con 19, Int 14, Wis 15, Cha 14 Hide +11*, Listen +19, Move Silently +16, Spot +19 Alertness, Blind-Fight, Improved Initiative, Skill Focus (Hide), Toughness Underground Solitary 7 Standard Always neutral 1322 HD (Huge); 2336 HD (Gargantuan)
COMBAT
Trappers wait until their prey is almost centered on their body (usually near the trunk or chest they form to lure prey in) before they strike. A trapper attacks by folding and wrapping its body around its prey and smothering and squeezing until either it or its opponent is dead. Smother (Ex): A trapper can try to wrap a creature up to one size smaller than itself in its body as a standard action. The trapper attempts a grapple that does not provoke an attack of opportunity. If it wins the grapple check, it establishes a hold and deals buffet damage each round the hold is maintained. Additionally, the opponent must hold its breath or begin to suffocate. A grabbed opponent can hold her breath for 2 rounds per point of Constitution. After this period of time, the character must make a DC 10 Constitution check in order to continue holding her breath. The save must be repeated each round, with the DC increasing by +1 for each previous success. When the character fails one of these Constitution checks, she begins to suffocate. In the first round, she falls unconscious (0 hit points). In the following round, she drops to 1 hit points and is dying. In the third round, she suffocates. Attacks that hit an engulfing trapper deal half their damage to the monster and half to the trapped victim. Amorphous (Ex): Trappers have no clear front or back and therefore cannot be flanked. They are likewise immune to critical hits. Skills: *Trappers have a +12 racial bonus on Hide checks when in areas of natural or worked stone.
Saves: Abilities: Skills: Feats: Environment: Organization: Challenge Rating: Treasure: Alignment: Advancement: Level Adjustment:
The trapper is thought to be a distant relative of the lurker above (see that entry). Unlike its cousin, however, the trapper mimics the floor of a building, dungeon, or other structure. By manipulating its body structure while covering the floor, it can form a box that resembles a small trunk or chest.
172
Gora McGahey (order #19251)
WIZARDS SHACKLE
Diminutive Magical Beast 1/2d10 (2 hp) Hit Dice: +0 Initiative: 5 ft. (1 square) Speed: 14 (+4 size), touch 14, flat-footed 14 Armor Class: Base Attack/Grapple: +1/16 (+4 when attached) Bite +5 melee (1d25 plus spell drain) Attack: Bite +5 melee (1d25 plus spell drain) Full Attack: 1 ft./0 ft. Space/Reach: Attach, spell drain Special Attacks: Arcanesense 30 ft., blindsight 10 ft., Special Qualities: sealed mind Fort +2, Ref +2, Will +0 Saves: Str 1, Dex 10, Con 11, Int 1, Wis 11, Cha Abilities: 2 Hide +15, Listen +1 Skills: Weapon Finesse Feats: Any Environment: Colony (25) or swarm (611) Organization: 1/8 Challenge Rating: None Treasure: Alignment: Always neutral Advancement: Level Adjustment: The wizards shackle is a 6-inch long, leech-like creature. Though it is small in size, it is greatly feared by spellcasters, for its bite drains arcane magic from a casters mind. In some rare instances, evil spellcasters have harvested these monsters and set them loose in an enemy spellcasters tower or laboratory. The wizards shackle is gray-green in color, 6 inches long, and resembles a leech. Spell Drain (Su): A wizards shackle drains spells when attached to an arcane spellcaster. Each round the wizards shackle remains attached, it drains 1d6 levels of prepared spells or unused slots, beginning with the highest level spell or slot available. For example, on a roll of 4 against a 5th-level wizard, a wizards shackle drains four levels of prepared spells. The wizard currently has one 3rd-level spell, two 2nd-level spells, and three 1st-level spells prepared. The wizards shackle drains the 3rd-level spell and one of the 1st-level spells (determined randomly). A creature drained of spells or slots can attempt a DC 12 Intelligence check with a +2 bonus to notice that something is wrong (though unless he searches his body, he might still overlook the wizards shackle). Once a wizards shackle has drained at least 4 spell levels, it detaches and crawls away to digest its meal. Lost spells can be relearned normally. Arcanesense (Su): A wizards shackle can automatically detect the location of any arcane spellcaster within 30 feet. This functions as a detect evil spell but there is no chance the wizards shackle is stunned and it is not blocked by stone, lead, or other material. Blindsight (Ex): Wizards shackles have no visual organs but can ascertain all foes within 10 feet using scent and vibration. Sealed Mind: Immune to mindinfluencing spells and effects.
COMBAT
A wizards shackle attacks from ambush. It favors hiding on ledges, bookshelves, doors, and other such places where it can drop on spellcasters that pass underneath it. A wizards shackle injects an anesthetic when it bites, so it is possible that its bite goes unnoticed (DC 12 Intelligence check to notice). Attach (Ex): If a wizards shackle hits with a bite attack, it latches onto the opponents body. An attached wizards shackle is effectively grappling its prey. The wizards shackle loses its Dexterity bonus to AC and has an AC of 14, but holds on with great tenacity. Wizards shackles have a +20 racial bonus on grapple checks (already figured into the Base Attack/Grapple entry above). An attached wizards shackle can be struck with a weapon or grappled itself. To remove an attached wizards shackle through grappling, the opponent must achieve a pin against the wizards shackle.
173
Gora McGahey (order #19251)
Legal Appendix
This printing of Ancient Kingdoms: Mesopotamia is done under version 1.0a of the of the Open Game License, below, and version 5.0 of the d20 System Trademark License and version 4.0 of the d20 System Trademark Logo Guide. Notice of Open Game Content: This product contains Open Game Content, as defined in the Open Game License, below. Open Game Content may only be Used under and in terms of the Open Game License. Designation of Open Game Content: All text containing gamerelated content within this moduleexcluding any text on the inside or outside of the front or back cover or on the Credits page is hereby designated as Open Game Content, subject to the Product Identity designation below. Any questions regarding the Open Game Content within this module should be directed to Clark Peterson at [email protected]. Use of Content from Necropolis, Tome of Horrors and Tome of Horrors II is by permission and is not Open Game Content unless such content is also contained in the System Reference Document. Designation of Product Identity: The following items are hereby designated as Product Identity as provided in section 1(e) of the Open Game License: 1. The name "Necromancer Games" as well as all logos and identifying marks of Necromancer Games, Inc., including but not limited to the Orcus logo and the phrase "Third Edition Rules, First Edition Feel" as well as the trade dress of Necromancer Games products; 2. Any and all Necromancer Games product names referenced in the work; 3. All artwork, illustration, graphic design, maps, and cartography, including any text contained within such artwork, illustration, maps or cartography; 4. The proper names, personality descriptions and/or motivations of all characters, groups, named monsters, deities and/or places unique to this book, but not their stat blocks or other game mechanic descriptions (if any); 5. Any other content previously designated as Product Identity is hereby designated as Product Identity and is used with permission and/or pursuant to license.
7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity. 8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content. 9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License. 10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute. 11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so. 12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected. 13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License. 14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 15. COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson. Original Spell Name Compendium Copyright 2002 Clark Peterson; based on NPC-named spells from the Players Handbook that were renamed in the System Reference Document. The Compendium can be found on the legal page of www.necromancergames.com. Ancient Kingdoms: Mesopotamia Copyright 2004, Necromancer Games, Inc.; Author Morten Braten. Creature Catalog website (http://www.enworld.org/cc), Copyright 2002, Scott Greene, based on original material by Tom Moldvay. The Witchs Handbook, Copyright 2002, Green Ronin Publishing; Author Steve Kenson. Nyambe: African Adventures, Copyright 2002, Trident Inc. d/b/a Atlas Games; Author Christopher W. Dolunt.
OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc. ("Wizards"). All Rights Reserved. 1. Definitions: (a) "Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b) "Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d) "Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity; (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor; (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content; (h) "You" or "Your" means the licensee in terms of this agreement. 2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License. 3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License. 4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, nonexclusive license with the exact terms of this License to Use, the Open Game Content. 5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License. 6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.
174
Gora McGahey (order #19251)
175
Gora McGahey (order #19251)
176
Gora McGahey (order #19251)