lhe city ofLankhmar will be the setting-for^ most ofyourgroup' advcnhnes. Occasion-
ally, hmvcver, the heroes may hovel out into the wilds ofNeInVon in search ofh-easurc' and
adverrhrre. There they willfind nrarerous mysterious and dangerous locales to mplore.
Here is a briefdescription ofsome ofthe most infamous locations and sonre characters
inhabit them. This chapter also describes some conrnron ship typesfound in i11e1nvon, in a
section following "The Seas" and "Rime Isle. "
he Continent Road, which links Lankhmar's down to those few who approach .
Marsh Gate with the road across Her voice is thick and gravelly,
of Lankhmar the Sinking Land . Unfortunately, and unlike Ningauble, Sheelba is
desperate brigands and hungry generally short and to the point.
The continent of Lankhmar is creatures often use this sole
actually no more than a large avenue to stage an ambush. Sheelba learned a frightening
island . Named for its most secret when the Gray Mouser left
prominent city, the continent is The only intelligent creature for Rime Isle. It seems her magic
also home to the steaming jun- known to inhabit the Great Marsh is tied to the Mouser, and failed
gles of Klesh, the Lakes of Pleaa, is Sheelba of the Eyeless Face. and misfired with his departure.
and several other interesting Sheelba has tried to lure the
locales ripe for adventure. Sheelba's Hut: Sheelba is the Mouser back to Lankhmar with a
Lankhmar: Lankhmar, the Den Gray Mouser's sorcerous men- powerful spell called the Curse of
of Thieves, is the largest a city in tor. Though the Mouser usually Small and Stars, but has so far
the Known World. refers to Sheelba as a "she," been unsuccessful .
Earth's End: The only feature Sheelba has never truly revealed
of this narrow promontory is the a gender. It is likely that Sheelba Sheelba of the Eyeless Face:
end of Lankhmar's Great Dike . is actually some sort of reptilian Wizard* ; Alignment LN; AC 2
This barrier protects the grain being from another dimension to (due to magic) ; MV 12;
fields surrounding the city from whom gender may have little or hit points 150; THACO 7; #AT
the occasional storms that no meaning. Even the Mouser 1 ; Dmg by spell.
cause the northern end of the isn't sure, for Sheelba claims
continent to flood. that to look upon her would *Sheelba may use spells from
Great Marsh: The Great Marsh drive mortals insane . both the Black and White Wizard
is home to many dangerous crea- lists.
tures. Behemoths, white salt spi- Sheelba lives in a strange but
ders, and marsh leopards are all that rests on 24-foot high stilt-like The Sinking Land : Between
common here . If the swamp's legs. The abode can move on the continent of Lankhmar and
denizens are not deadly enough, these stilts at a rate of 24, even the mainland is an odd stretch of
the waters of the marsh keep the through the swamps of the Great land that officially divides the
few spots of land muddy and Marsh. The cabin seems rela- Inner Sea from the Sea of the
treacherous. Quicksand and tively small from the outside, but East . This geological wonder
`-'-, sinkholes have been known the magical interior is the size of usually rests about 12 feet under-
a small mansion. Some rooms of water, but occasionally rises
to devour entire caravans . Sheelba's home, like the caves of high enough to form a sturdy
The only reliable path Ningauble (see below), contain land bridge some 30 miles long.
interdimensional portals to lands Sages of Nehwon believe that gas
through the outside Nehwon. from the sea floor below gathers
below the Sinking Land, and at a
marsh is Sheelba rarely allows visitors
within her home . She prefers to 68 9 Nehwon
Causey sit in the doorway and speak
certain point causes it to rise . noes that formed the range underground complex of inter-
Then the gas begins to slide off became dormant long ago, but a connected tunnels.
into the surrounding sea and the few have been known to shudder
land sinks once again. to life and erupt from time to time. A civil war erupted between
those who lived in the upper
When characters come to the Klesh: The people of Klesh are and lower levels some time ago.
Sinking Land, roll a die . An odd dark-skinned and mysterious . Both sides use slaves and magic
number indicates the land is Most worship Nehwon's Earth in their ongoing struggle .
submerged, an even number God, so others look upon the
that it is currently above water. most fervent followers with sus- Quarmal: Black wizard;
If the land bridge is submerged, picion . Still, Kleshite spices, level 18 ; Social level 14;
roll ld12 as well . This is how far ivory, and even tobacco are Alignment LE; AC 5; MV 12;
the land is below water and how valuable enough to allay most HP 40 ; THACO 15 ; Dmg ld4
many hours remain before it Lankhmart's fears of mischie- (dagger) . Ability Scores :
emerges. If the land is raised, vous Earth Cultists-at least Str 11 ; Dex 12 ; Con 5; Int 18;
roll 2d8 to determine how many long enough to line their pockets Wis 17 ; Cha 16 .
hours the bridge will remain. with agols and rilks .
Subtract ld6 hours from this Quarmal is the lord of Quar-
total if the PCs arrived when the Klesh is allegedly home to mall. His eyes are a hideous,
bridge was already exposed- many fabulous cities secreted in aqueous red with pupils like " . .
just to make them unsure of its thick jungles. Few venture .specks of black crystal." He is
their chances to cross it. there however, for its residents bald and thin with loose, pitted
guard their hidden homes vio- skin hanging from his jowls. He
The Sinking Land begins to fall lently, and the jungles crawl with is as evil as his deceased sons,
from the middle. When it finally Kleshite ghouls . Many villages Gwaay and Hasjarl, but does sin-
falls beneath sea level, great are visible along the coast, but cerely care for the realm of
waves rush inward at about 20 their purposefully simple con- Quarmall . Lord Quarmal dis-
miles per hour. Characters struction reveals nothing about posed of his corrupt sons with
caught in this wave are knocked Klesh's true nature . an elaborate plan that sent his
from the bridge and may drown fanatically loyal half-brother,
if they do not have the Swim- Kokgnab: Kokgnab's citizens Flindach, to a funeral pyre in his
ming proficiency. are eccentric by Nehwon's stan- stead. Afterwards, Gwaay and
dards, but generally peaceful . Hasjarl fought for the throne and
Lakes of Pleea: The Lakes of They practice polygamy, imbibe killed one another, paving the
Pleea are home to several small exotic spices, and participate in way for Quarmal's at that time
fishing villages. Collectively, the long religious festivals. Outside unborn heir, Igwarl .
deep, cold Lakes form the head- the city, most Kokgnabans are
waters of the River Hlal . fishers and farmers, and only Igwarl : Black wizard ; Level 2 ;
partake in the vices of the upper Social level 13 ; Alignment LE;
River HIM: Because the Sinking class when they can afford it. AC 10 ; MV 12 ; HP 8; THACO
Land makes Lankhmar's harbors 20 ; Dmg ld4 (dagger) .
occasionally inaccessible, the Hlal Quarmall
is the city's primary lane of com- Though he was not
merce. It is busiest from Quarmall was once a huge born at the time of
Lankhmar's grain fields south, sea-going empire. Now its own his brothers
where huge barges carry the grain decadence and a sorcerous civil Gwaay and
to the city's tremendous silos. war has brought about its down-
fall. Where Quarmall was once a G
Mountains of Hunger: These great sea-side city, it is now an
low mountains contain little plant
or animal life . Most of the volca-
Nehwon " 69
70 " Nehwon
Key to Nehwon Map of treasure, adventure, or both .
The East The rough Outer Sea is racked
Seas
29 . The Eastern Lands by storms and inhabited by
l . Outer Sea creatures sailors speak of in
30 . Horboxin quiet whispers . Only the most
2. Simorgya experienced crews can help to
31 . River Tilth weather its turbulent waters.
3. Inner Sea Still, even veteran captains fear
4. Sea King's Domain 32 . Mountains of the Elder becoming becalmed, for the
Great Equatorial Current sweeps
5. Sea of the East Ones' along the southern edge of the
Outer Sea and drags all those
6. Sea of Monsters 33 . Ilthmar adrift within it to the east .
7. Frozen Sea 34 . Caves of Nintiauble If the Outer Sea is a sailor's
nightmare, the Inner Sea is his
8. Rime Isle 35 . Ool Krut dream. This huge body of water
accommodates trade for
The North 36 . Tisilinilit Lankhmar, Ilthmar, and the Land
of the Eight Cities . Nefarious
9. The Ice Cap 37 . Empire of Eevanmarensee denizens of the deep are rare,
38 . The Parched Mountains though those that persist are
10. The Steppes often more clever and devious
39 . City of Ghouls than most .
11 . The Cold Wastes
The Continent of Lankhmar Few travel the Sea of the East,
12. Cold Corner though its waters are relatively
40. Lankhmar City calm and its monsters are few.
13. Trollstep Mountains 41 Grain Fields The difficulty of access caused by
the Great Equatorial Current and
14. Bones of the Old Ones 42 . Great Marsh the Sinking Land keeps it from
being an important trade route.
Land of the Eight Cities 43 . Sinking Lands
Even fewer vessels ply the
18. Great Forest 44. Earth's End infested Sea of Monsters. Its
green waters teem with all man-
19. Barrier Mountains 45 . Lakes of Pleea ners of sinister beast. Whenever
characters travel the Sea, they
20. No-Ombrulsk 46. River Hlal are quite likely to encounter a
monster. (See "Monsters of
21 . Oop Hrusp 47. Mountains of Hunker Nehwon" later in this book.)
22 . Kvarch Nar 48. Quarmall The ice sheath that covers
the Frozen Sea thaws during
23 . Illik-Ving 49. Klesh the Spring and Summer,
but the number of jagged
24. Kleg Nar 50. Quarmall Barrens icebergs left behind
keeps most
25 . Gnamp Nar 51 . Koknab ships at
bay.
26. Mlurg Nar 52. Shadowland
27. Sarheenmar 53. Godsland
28. River Mangrishik
Hasjarl's death, Igwarl bene- eas
fited the most from their failed
conspiracy to slay their father, The seas of Nehwon are harsh
Quarmal. Since that day, the mistresses . Their briny bottoms
prince has grown tall and slen- are lined with the bones of hap-
der, learning the secrets of less sailors and tragic wrecks .
intrigue, treachery, and dark sor- Creatures benevolent and malign
cery. swim, crawl, or slither through
their sparkling shallows and their
Quarmall Barrens: Though no midnight depths. But trade relies
longer inhabited by Quarmal- on the seas, so there are always a
lans, this barren stretch of brave few who will risk the
desert was named for their once treacherous waters. Heroes may
great presence . It is a lifeless also ply the deadly seas in search
waste of towering red rock and
rolling dunes.
Nehwon 9 7 1
01
Great schools of fish swim here, Mordroog and Ississi, Prince and Princess of sunken Simorgya,
as well as the great sea crea- and Princess of Simorgya: Mordroog and Ississi, despise the
tures that feed on them. Alignment NE; AC 5; MV 12 Rime Islers for their success and
(24 swimming); HD 6; THACO have sworn vengeance.
Sea King's Domain: A few 15 ; #AT 3; Dmg 1d4 x2/1d10.
intrepid souls have navigated As if the rumbling volcanoes,
the fantastic, ever-changing The rumor that the Simor- Simorgyans, and mysterious tun-
underwater tunnels of the Sea gyans live on beneath the waves nels weren't enough, a titanic
King. The chambers and pas- is true . These two diabolical whirlpool of magical origin
sageways of this labyrinthine twins rule the sunken city. Both forms daily off the east coast of
place are simply airy tubes Mordroog and Ississi have the island . Unwary vessels have
twisting and turning throughout vowed vengeance on the inhabi- been dragged into its sudden
the calm depths. Careless adven- tants of Rime Isle, whom they fury to an unknown fate on more
turers have walked through the blame for Simorgya's downfall . than one occasion .
dark, invisible walls only to be Ississi is particularly ruthless,
crushed by the tremendous and has attempted to slay Fafhrd Typical Rime Isler: Rogue
pressure of the sea "outside." and the Gray Mouser for inter- (Buccaneer) ; Level 3; Align-
fering in her sinister plans . ment N; AC 7 (leather armor
Nothing is known of the Sea and Dexterity bonus); MV 12;
King himself. Whether this being For the statistics of a typical THACO 19 ; Dmgld6 (saber).
is some sort of deity or simply a Simorgyan, see "Monsters of
being of supernatural might is Nehwon" at the end of this book . The buccaneers of Rime Isle are
unknown. a varied lot. Some can be hired as
ime Isle dependable crewmen while
Simorgya others are murdering pirates. One
Most denizens of Nehwon's buccaneer might be a crusty old
The legendary continent of fairer regions consider Rime sea-dog, whereas his shipmate is
Simorgya sank beneath the Isle little more than a legend . The a rapier-wielding dandy.
waves of the Outer Sea long hardy fishermen and traders that
ago. Rumors abound that the sor- dwell there tell a different story. When buccaneers are hired as
cerous inhabitants of this place Their world is ruled by the twin crew, the DM should create a few
were the master of wind and sea volcanoes of Hellfire and Dark- notes about each one's personal-
and all the creatures that dwelled fire. These smoking mountains, ity. This adds variety and depth
therein. Some say that portions like Rime Isle itself, are shot to these NPCs and captures the
of ancient Simorgya rise from the through with subterranean pas- flavor of Fafhrd and the Gray
depths on occasion, though for sages and steamy caverns. The Mouser's own seafaring tales .
what sinister purpose is unclear. volcanoes loom over Cold Har-
Others claim that the Simorgyans bor-a small fishing village, and Mother Grum : Rogue; Level 1 ;
live on in their watery tomb, tak- Salthaven-a larger port that is Social level 3 ; Alignment LN;
ing onthe form of fish or fowl . home to a variety of people from AC 10 ; MV 12 ; HP 2 ; THACO 20;
all over Nehwon. Dmg 1 d6-1 (walking stick) .
They long for their former days The inhabitants of Rime Isle Ability Scores : Str 9; Dex 9;
-'; of glory. The folk of Rime Isle, repulsed a Simorgyan invasion Con 6 ; Int 17 ; Wis 18; Cha 13.
some years ago, and wound up
who possess many of their with many of the ancient Mother Grum is a wise old
ti : great artifacts, are fre- sea-dwellers treasures. The Prince priestess of Rime Isle . She knows
much about herbalism, the
quent targets of their island, and Nehwon in general .
jealous rage .
7 2 e Nehwon
Afreyt : Warrior ; Level 5; prior. Fingers spent the first band of fighter-thieves on board
Social level 10; Alignment CG; years of her young life as a the Flotsam . The two heroes and
AC 10; MV 12 ; HP 21 ; THACO slave. She eventually escaped to their motley crews managed to
16; Dmg ld4 (dagger). Ability Rime Isle and became an initiate defeat the combined hordes,
Scores : Str 12; Dex 14; Con 17 ; into the Skama priesthood . even though two gods foreign to
Int 16; Wis 18 ; Cha 17. Nehwon, namely Zeus and Loki,
When Fafhrd eventually met interfered and made matters even
Afreyt is a tall, blue-eyed, his daughter, the two discovered worse. Below are a few of the
golden-haired elder and priestess that Fingers had been "trapped" most notable characters from the
of Skama on Rime Isle. She is by a Quarmallan death spell Seahawk and the Flotsam.
Fafhrd's current love, and seems to intended to do in the legendary
have persuaded the barbarian to barbarian . Fortunately, the Gray The Seahawk
settle down-for a time, at least . Mouser countered the spell and Mannimark: Rogue; Level 7 ;
spare his companion's life.
Cif: Fighter; Level 3; Social Social level 3; Alignment LN;
level 10; Alignment CG ; AC 10; Groniger : Rogue ; Level AC 8; MV 12 ; HP 55;
MV 12; HP 14; THACO 17; 1 ;Social level 7; Alignment LN; THACO 14; #AT 3/2 ; Dmg ld8
Dmg ld4 (dagger). Ability AC 10; MV 12; HP 5; (longsword, +4 for Str).
Scores : Str 12; Dex 11 ; Con 16; THACO 20; Dmg ld8 (cutlass) . Ability Scores : Str 18/76;
Int 17; Wis 17 ; Cha 16. Ability Scores: Str 13; Dex 13; Dex 15; Con 17; Int 12 ; Wis 14;
Con 12; Int 16; Wis 15; Cha 13. Cha 11 .
Cif is a priestess of the moon
goddess Skama on Rime Isle. Her Groniger is the stern harbor- Mannimark is extremely tall
brown hair is shot with golden master of Salthaven . He toler- and fiercely loyal to Fafhrd .
streaks and accentuates her ates little frivolity, a trait which
green eyes . Cif is wise and brought him into conflict with Pelly: Rogue; Level 6; Social
courageous and fulfills her role Fafhrd and the Gray Mouser level 3; Alignment LN ; AC 9 ;
as an elder well. She is also stern when they first came to Rime MV 12 ; HP 50; THACO 15;
and incredibly loyal to her latest Isle. The Twain eventually won Dmg ld8 (longsword) .
lover-the Gray Mouser. She Groniger over, however, and the Ability Scores : Str 17;
seems to have had some luck in harbormaster helped rescue the Dex 14; Con 17; Int 14; Wis 12 ;
convincing the Mouser to settle Mouser when he was trapped Cha 14.
down. At least for a while . beneath the earth .
Pelly continued to serve his
Fingers : Rogue; Level 4; Sailors of Rime Isle friends on Rime Isle even
Social level 2; Alignment CN; after the Mingol invasion.
AC 7; MV 12 ; HP 18; In Swords and Ice Magic, the
THACO 19; Dmg ld4 (dagger). undead ice-sorcerer Khahkht Skor: Rogue; Level 7; Social
Ability Scores : Str 10; Dex 17; allied with Prince Faroomfar of level 4; Alignment LN; AC 7 ;
Con 14; Int 14; Wis 12 ; Cha 14. Stardock and two fleets of Sea MV 12; HP 54; HACO 14;
Mingols to conquer Rime Isle. #AT 3/2 ; Dmg ld8 (great axe)
Though neither knew it for Fafhrd and the Gray Mouser were or ld6 (longbow) .
some time, Fingers is actually persuaded to thwart them by the Ability Scores : Str 18/51 ;
Fafhrd's daughter. Her mother is moon priestesses Afreyt and Cif. Dex 14; Con 16; Int 10;
Friska, a Quarmallan slave freed Fafhrd gathered a dozen northern Wis 15; Cha 13.
by the barbarian some years barbarians onto the Seahawk,
and the Mouser assembled a
Nehwon " 73
Skor continues to serve Trenchi: Rogue/warrior; Level oar speed cannot. Both are
aboard the Twain's ships in 6/3; Social level 3; Alignment CN; affected by currents .
Salthaven . AC 7 ; MV 12 ; HP 30 ; THACO 18;
Dmg l d8 (rapier) . Ability Scores: Sailing with current/wind
The Flotsam Str 15; Dex 17 ; Con 14 ; Int 15 ; equals base speed and speed of
Skullick: Rogue; Level 7; Wis 12 ; Cha 15 . wind current. Sailing across
current/wind adds only half
Social level 4; Alignment LN; This former thief of Lankhmar their speed . Sailing against the
AC 8 ; MV 12; HP 50; THACO was another of the scoundrels the current/wind reduces speed to
14; #AT 3/2 ; Dmg ld8 (great Mouser hired to crew the Flotsam. half base speed.
axe) or ld6 (longbow). Ability
Scores: Str 18/91 ; Dex 11 ; hips of Nehwon Ships make better time when
Con 12 ; Int 9; Wis 14 ; Cha 13 . piloted by someone with knowl-
The ships of Nehwon range edge of the winds, or of crew on
Skullick was one of Pshawri's from three-masted schooners oared vessels. A seamanship
best friends . to tiny sailboats . The ships and proficiency check is normally
boats listed below are those made only when the vessel first
Gib: Rogue; Level 10 ; Social most common to Lankhmar and gets under weigh . In combat or
level 3; Alignment LE; AC 6; the Inner Sea. Use the values other stressful situations, make
MV 12; HP 42 ; THACO 16 ; listed with each craft as a guide the check once per round.
Dmg ld6 (short sword) or when designing other sea-going
ld4+poison (throwing dag- vessels . Armor Class (AC) : The ship's
gers-save vs. poison or die Crew : This range marks the general seaworthiness or diffi-
in ld12 rounds). Ability minimum and maximum num- culty to damage due to size,
Scores : Str 15; Dex 16 ; Con 12 ; ber of characters that can man speed, durability, and general
Int 13; Wis 11 ; Cha 13 . the vessel . A ship with fewer design. The DM may grant
than the minimum crew cannot attack bonuses in certain cir-
Gib was one of the Mouser's move. A ship can usually hold a cumstances, such as if a char-
crewmen on board the Flotsam. few more crew and/or passen- acter standing inside a
gers than maximum for short reasonably stationary vessel
Pshawri: Rogue/warrior; hauls, but cannot truly accom- wants to stab a hole in its hull
Level 7/5 ; Social level 3; Align- modate more. or some similarly simple task.
ment LN; AC 7; MV 12 ; HP 40; Speed: This is the vessel's
THACO 16; Dmg ld8 (cutlass). speed under average condi- Hit points (hp) : The amount
Ability Scores : Str 16 ; Dex 17; tions . As with characters, this of damage the craft can take
Con 13; Int 15; Wis 12 ; Cha 14 . is the number of tens of feet the before sinking. Larger vessels
craft will move in a minute-long obviously tend to have more hit
J Pshawri served as the Mouser's round. Thus a ship with a move points than smaller ones .
of 3 would move 30 feet, or 10
~a first mate on the Flotsam. When yards, in one minute. Cost: The cost of a vessel in
the Mouser was later the center Those craft with two num- gold rilks.
bers represent speed under sail
of a plot by a foreign god and speed under oar, respec- Rowboat: Crew 1-8 ; Speed
(Loki), it was revealed that tively. Notice that sailing speed Special; AC 5 ; hp 15 ; Cost 100.
Pshawri was actually the can be affected by wind, but
Rowboats are made from
Mouser's son by the strong wood . Base speed is
equal to the average Strength of
maid of Ivlis, the crew divided by 5 . If one of
the characters makes a seaman-
Freg. ship proficiency check, the
speed is increased by +1 .
74 " Nehwon
ILIIAN . l~11-011NA
Rowboats are typically 8-12 Galley: Crew 10-30; Speed as many masts . Most have 50-60
feet long and three feet wide. 2+/4+ ; AC 7 ; hp 60; Cost indentured oarsmen as well in
25-40,000 . case the sea should become
Sailing skiff: Crew 1-8; Speed becalmed . The enormous holds
2; AC 5; hp 30; Cost 500. Galleys are the most common aboard galleons can carry
merchant vessels. Most have about 500 tons of cargo and 130
Skiffs are small boats with a two decks, with the lower hold crewmen .
single sail. Most have a small housing cargo and quarters for
hold for provisions or a squat the few crewmen. The upper These ships are mostly used
cabin for two men. A skiff's deck usually houses the mess for long voyages into pirate--
speed is dependent on the wind and captain's cabin. Up to four infested waters, or as warships .
and the helmsman's seaman- ballistae or cannons may line All are armed with ballistae or
ship . While skiffs are not as fast the sides of a galley. Galleys are cannons-up to 10 per side.
as larger vessels, they are more typically about 55 feet long and Two "castles," each with two
maneuverable and difficult to 15 feet wide. A ship this size levels, sit astride bow and
target, giving them an AC of 5 . A requires at least 40 rowers . stern to provide firing posi-
successful seamanship profi- tions for any archers on
ciency check raises the base Galleon: Crew 20-130 ; Speed board. The galleons of
speed of a skiff by +1 . 3+/6+; AC 5 ; hp 90; Cost Nehwon are 100-150
50-100,000 . feet long and 30
Most skiffs are 15-25 feet long feet wide .
and 4-6 feet wide. Galleons are massive vessels
with three or more decks and
Nehwon e 75
Ship's Weapons attacks 23-36 yards away suffer the north . If the roll is made, the
-5. The weapon cannot reach tar- character has managed to stave
Cannons and ballistae are gets farther than 36 yards away. off the effects of the cold. If the
common to Nehwon's galleys roll is failed, the character tem-
and galleons. A character using Light ballista: ROF 1/8 ; porarily loses 1 point of Constitu-
one of these weapons attacks in Ding 2d6/3d6 ; Speed modifier +5 ; tion. If Constitution ever drops to
the usual way, though no bonus Ranges : -/11/22/33 half the character's original total,
for Dexterity is added to the "to Medium ballista: ROF 1/12; he perishes from exposure .
hit" roll . The key to the statis- Ding 3d6/3d8 ; Speed modifier +7 ; Lost Constitution can be
tics follow : Ranges : 1/11/22/36 recovered at the rate of 1 point
ROF: Rate of fire, expressed as Heavy ballista : ROF 1/16; every four hours whenever the
a fraction ; "1/8" means the Ding 3d 10/3d 12; Speed modifier character receives aid and com-
weapon can fire once every +10 ; Ranges : 2/12/24/39 fort in a warm, dry place.
eight rounds, "1/12" once every Cannon: ROF 1/15;
twelve rounds . Ding ld12x5; Speed modifier +6; Cold Weather Gear
Dmg: Damage. The damage Ranges : -/15/45/90
number before the slash is The following items are rarely
damage inflicted against Tiny, orthern found in Lankhmar or the south .
Small or Medium targets ; the Adventurers must bargain with
number after the slash is Regions local traders of the northern
applied to Large or Bigger tar- regions to purchase this mer-
gets. chandise.
Speed modifier: As for hand Adventurers who travel to the Snow shoes (15 ba): These
weapons . northern regions find that careful wide shoes are made from
Ranges: These four numbers planning is more valuable than tightly-woven wicker. A character
designate distances (in yards) for swords or even sorcery. Here the wearing snow shoes ignores
minimum/short/medium/long biting winds and frigid tempera- movement penalties due to snow.
ranges . A weapon cannot hit a tures slay man and beast . A wise Heavy furs (10 ba): A coat or
target closer than its minimum traveler goes into the Northern cloak made from the thick fur of
range. Attacks within the Regions clad in heavy furs and creatures native to this region
short-range distance suffer no led by a dog team. adds +2 to Survival (Arctic or
modifier ; attacks at a distance Travel and exposure: Daily Mountaineering) proficiency
out to the medium range suffer a movement rates for characters checks .
-2 to hit penalty ; attacks at long traveling the Cold Wastes or the Heavy tent (5 gr) : This simple
range suffer a -5 penalty. Ice Cap are generally halved . tent, made from thick hides and
For example, the medium bat= Only those equipped with dog stout poles, accommodates two
;, . lista's range numbers are teams or mounts native to these people. Larger tents cost and
1/11/22/36. This weapon cannot regions may traverse the deep weigh double for every two
hit anything closer than a yard snows and ice plains normally. extra people they accommodate .
away; its attacks against tar- Characters may also suffer Use of these tents adds +2 to a
gets up to 11 yards distant from exposure or frostbite when character's Survival proficiency.
suffer no penalty ; attacks traveling the northern regions. Dog team (50 gr) : A standard
- against targets 12-22 An adventurer must make an rig of eight husky wolf hybrids
yards away are appropriate Survival (Arctic or can easily pull two normal-sized
at -2 ; and Mountains) proficiency check people across the snowy plains
every day he walks the lands of of the Cold Wastes or the Ice
76 " Nehwon
III1 "IIY~ 1T2
Caps . Sleds pulled by dogs have strong . The type listed here are Khahkht is a truly unique indi-
Move 14 in arctic environments. those most commonly found vidual . Once a Mingol ice-wizard,
Do not apply snow or ice modi- roaming the Steppes . he is now an undead creature
fiers to this rate . who dwells within a hollow
A few of these strong-willed folk sphere of black ice nearly 10 feet
Some Northern Sites also sail the Sea of Monsters and across . Some believe he created
the Inner Sea. Crews of seagoing the Invisibles . Though this is
The Ice Cap: A tremendous Mingols have statistics similar to mere speculation, it is certain
mass of icy plains and moun- their Steppe-riding cousins, but that he masterminded an attack
tains covering the far north of tend to use sabers (ld6 damage) on Rime Isle with both the Invis-
Nehwon. It is said that terrible instead of scimitars. ible and a band of Sea Mingols.
creatures live there, though few
heroes have adventured into the Edumir: Warrior; Level 10 ; Fafhrd and the Gray Mouser
region and even fewer have Social level 13 ; Alignment LE; managed to repel both his min-
returned . AC 8; MV 12; HP 78 ; THACO 10 ions and the sorcerer's own hor-
(+1 for Strength); Dmg ld8 rible ship of ice, the Frost
Trollstep Mountains: Impass- (scimitar) or ld6 (longbow). Monstreme, but Khahkht sur-
able in winter, the Trollsteps are Ability Scores : Str 16 ; Dex 14 ; vived and is no doubt plotting
second in height only to the Con 16 ; Int 14 ; Wis 8; Cha 18. his revenge.
Bones of the Old Ones . The
craggy peaks and rugged cliffs Edumir is a cold and ruthless The Cold Wastes
are home to the foul trolls that warrior of the Widershin Sea
lend their names to these moun- Mingols. He rarely shows pity or The Cold Wastes are a frigid
tains . remorse for his actions, a trait region of lofty pines, majestic
perhaps made worse by his mountains, deep gorges, and
The Steppes: The Mingols rule addiction to Quarmallan mush- incredible ice-falls. The only
these rolling plains . Their home room wine . human inhabitants are sturdy
extends from the Cold Wastes to barbarians of Fafhrd's type.
the eastern reaches of the Known Gonov: Warrior; Level 6;
Lands . In the winter, the Steppes Social level 13 ; Alignment LE; Typical barbarian: Warrior
are often covered in deep snows AC 8; MV 12; HP 35; THACO (barbarian) ; Level 4; Align-
that make travel difficult. 15 ; Dmg ld8 (rapier) . Ability ment N; AC 9 (hides or mixed
Scores : Str 12 ; Dex 16; Con 12 ; armor); MV 12 ; THACO 17;
Typical Mingol: Warrior; Int 11 ; Wis 9; Cha 11 . Dmg 1 d 10 (great sword).
Level 4; Alignment N ; AC 7
(leather armor and Dexterity Gonov leads a group of raiders Barbarian ice shaman: White
bonus); MV 12 ; THACO 17 ; known as the Sunwise Sea Min-
Dmg ld8 (scimitar) . gols . Like his rival, Edumir, wizard; Level 5;Alignment NG;
Gonov is merciless and cruel.
Mingols are a fiercely indepen- AC hides) ; MV 12 ; THACO 19; . ;,.
dent lot who respect strength Khahkht: Black wizard ; Level
and cunning. Bands of these 18 ; Social level 11 ; Alignment Dmg ld6 (staff) ; Typical
proud horse-warriors roam the CE; AC 10 ; MV 9; HP 100;
Steppes hunting and raiding the THACO 15; Dmg ld6 (staff) . spells memorized: (1st) bless,
city of the Ghouls. They are Ability Scores : Str 9 ; Dex 10 ;
slightly smaller in stature com- Con 9; Int 19; Wis 13 ; Cha 6. cure light wounds x2, (2nd)
pared to Lankhmarts or north-
ern barbarians though often as charm person, hold per-
Nehwon " 7 7 son, resist cold (3rd) cre-
ate food and water. -
Most barbarian clans have a Essedinex : Rogue; Level 6; nearly as tall . Fafhrd's father,
shaman who is responsible for Social level 4; Alignment CN; Nalgron, died while attempting
the health and well-being of the AC 9; MV 12; HP 18; THACO to climb the latter.
community. Though inwardly 18; Dmg ld6 (short sword) .
good, many of these hedge-wiz- Ability Scores : Str 11 ; Dex 9; Faroomfar: Warrior ; Level 12;
ards are cranky and irritable to Con 15; Int 14; Wis 10; Cha 15 . Social level 14; Alignment CE;
their own people . To outsiders, a AC 7; MV 12 (24 when flying) ;
shaman often makes an effort to Essedinex is a swarthy man HP 80; THACO 9; # AT 2 ;
appear menacing and powerful, with a gray mustache and goatee Dmg I d8 (broadsword) .
most likely to scare away pos- sprinkled with flecks of gold. His Ability Scores : Str 15; Dex 17;
sible trouble before it begins . expensive but ragged clothes Con 10; Int 14; Wis 9 ; Cha 14.
and jewelry offer insight into his
Cold Corner character, for Essedinex himself Faroomfar is the prince of
is a sham . He is usually the Stardock and an Invisible . He
Fafhrd's clan camps in this master of a traveling show, but despises humans-an attitude
accessible area in midwinter to seems to spend almost as much only made worse by a fight with
meet with traders and mer- time committing mischief . Fafhrd in which Faroomfar lost
chants. It remains barren during One of his most heinous acts his left hand. Faroomfar rode
the rest of the year. occurred in Cold Corner when invisible flying rayfish before
he attempted to sell Fafhrd's being given wings by the ice wiz-
Mor: Black wizard; Level 8; first love, Vlana, to the Snow ard Khahkht. He tried to help his
Social level 6; Alignment NE; Clansmen Hringol . This is what sorcerous patron conquer Rime
AC 10 ; MV 12; HP 15; caused the barbarian to travel to Isle until thwarted by Fafhrd .
THACO 18; Dmg ld6 (spear) Lankhmar, where he met the
or Id4 (iceball) . Ability Scores : Gray Mouser-and where Vlana Hirriwi : Warrior ; Level 3;
Str 12; Dex 11 ; Con 10; Int 17; met an unfortunate end. Social level 13; Alignment
Wis 14; Cha 17. Bones of the Chaotic Neutral ; AC 8; MV 12 ;
HP 21 ; THACO 18; Dmg I d8
Mor is Fafhrd's mother and, Old Ones (rapier) . Ability Scores :
most suspect, the slayer of the Str 12; Dex 16; Con 14; Int 14;
barbarian's father, Nalgron . Mor Only the magical Ice Gnomes Wis 11 ; Cha 17.
was a strong-willed, charismatic and a few other bizarre and mag-
ice-sorceress who believed in ical creatures live in this incredi- Hirriwi, like all residents of
rigid adherence to the tradi- ble and forbidding mountain Stardock, is invisible . She is the
tions of the northern barbar- range. No known passes give daughter of King Faroomfar,
ians . As one of the clan's way to explorers, though many though the Princess has no
leaders, the Snow Women, she have died searching for them. interest in her family or the gov-
- ,r often had the authority to The three major peaks in the ernment of Stardock. Hirriwi fell
enforce Bones of the Old Ones are Star- in love with Fafhrd and
of Fafhrd's clan were dock, Obelisk Polaris, and White attempted to bear him a child
allegedly massacred by Ice Fang. Stardock is home to a fam- imbued with her invisibility and
Gnomes shortly after ily of invisible beings with his strength-but failed.
her son left Cold strange magical powers, and is
;, Corner. the tallest peak in all Nehwon . Keyaira : Warrior ; Level 2;
Obelisk Polaris is the second Social level 13 ; Alignment CN;
tallest peak, and White Fang is AC 8; MV 12 ; HP 14; THACO
78 " Nehwon
19 ; Dmg ld8 (rapier) . Ability Outer Sea. It is home to a hardy ates an incredible amount of
Scores : Str 12 ; Dex 16 ; Con 16 ; breed of seafaring and warlike trade, and the Kvarchers have
Int 14; Wis 14 ; Cha 16 . folk somewhat akin to the bar- dedicated themselves to this
barians of the Cold Wastes. industry.
Keyaira is Hirriwi's sister. She
fell in love with the Mouser, and Lord Logben: Warrior; Level Movarl: Warrior; Level 12;
like Hirriwi and Fafhrd, they 8; Social level 13 ; Alignment Social level 14 ; Alignment LN;
attempted to conceive a LN; AC 7 ; MV 12; HP 65 ; AC 1 ; MV 12 ; HP 90 ; THACO 9;
half-invisible, half-human child THACO 13; #AT 3/2 ; Drug I d8 #AT 3/2; Dmg 1 d10
with him. They were unsuccess- (broadsword) . Ability Scores : (two-handed sword, +1 for
ful as well . Str 16 ; Dex 17 ; Con 16; Int 13 ; Str) . Ability Scores: Str 17;
Wis 11 ; Cha 14 . Dex 16 ; Con 17; Int 13; Wis 15;
and of the Cha 18 .
Eight Cities Lord Logben is the ruler of
No-Ombrulsk. He is obsessed Movarl is the cunning Lord of
The Land of the Eight Cities is a with finding enough ivory to the Eight Cities . He is a shrewd
loose amalgamation of nearly build the "White Throne," and politician who enjoys pitting his
independent principalities will trade most anything for it enemies against one another to
spread across the peninsula but timber, which is precious in solve his own problems .
north of Lankhmar. The ruler of No-Ombrulsk.
the realm is Overlord Movarl, Ilik-Ving: Ilik-Ving is consid-
though he has no real control Ool Hrusp: The ruler of this ered the "frontier town" of the
over the Dukes beneath him. small city is known as the Mad Eight Cities . It is the smallest
The people of the Eight Cities Duke. This twisted leader and poorest settlement of the
are an odd collection of deca- delights in torturing captives in East, and its people bear the
dent merchants and belligerent the gladiatorial arena. The closest resemblance to the bar-
barbarians, so there is no "typi- Duke's subjects are nearly as barian clans of the north. Most
cal" character type . twisted and enjoy throwing of its buildings are short and
macabre parties and celebra- made of wood instead of the
Great Forest : This is the tions, often at the expense of the stone or brick common to the
largest known wilderness in all lower classes. wealthier cities of the alliance .
Nehwon. The edges of the Great
Forest are considered light Ool Hrusp has a few more Klelg Nar: The greatest claim
woods, though they become black wizards than most cities to fame of the port city of Klelg
gradually thicker the closer one with a population this size-per- Nar is that it staved off a Mingol
gets to the center. The forest is haps because it is easier to pur- siege. The proud Klelgers have
especially thick along the River chase bizarre substances in Ool maintained a militaristic attitude
Mangrishik . Hrusp's active black market. Or ever since.
perhaps because evil sorcerers
Barrier Mountains: These find it easier to perform Gnamph Nar: Gnamph Nar's
mountains pale in comparison to macabre experiments on the position across the Inner Sea
the Trollsteps, but they are thickly lower classes, the plights of from Lankhmar has given it a
wooded and therefore no less an whom are generally ignored by large sailing population . The
obstacle to travelers and caravans. the rest of the city. waterfront district is well
known for imported
No-Ombrulsk: No-Ombrulsk is Kvarch Nar: Kvarch Nar is the goods as well as
a year-round port city on the capital and largest city of the drunken brawls .
Eight Cities . Its position across
Nehwon " 79 the Inner Sea from Lankhmar cre-
Mlurg Nar: Silver, gold, and Tilsinilit: With its gleaming Ding IN (dagger) . Ability
copper mines support the inland spires and tremendous colorful Scores : Str 11 ; Dex 13 ; Con 14;
city of Mlurg Nar. Unfortunately, banners, Tilsinilit is one of the Int 13 ; Wis 10 ; Cha 16 .
it is a lawless city. Worse, East's most exotic cities . Most
though thieves are as common every day is a holiday there, Friska was a Quarmallan slave
here as in Lankhmar, victims are complete with parades and gala before being rescued by Fafhrd .
far more likely to be murdered. street celebrations . The inhabi- The two escaped to Ilthmar
tants of this city are jovial, if where Friska, unknown to
Sarheenmar : Sarheenmar was somewhat distant and strange. Fafhrd, bore him a daughter-
sacked by the Mingols and their Fingers-who now lives on
neighbors, the Ghouls. The city Mountains of the Elder Ones: Rime Isle. Fafhrd once promised
is rebuilding, but Sarheenmarans These mountains mark the to return to Friska but has yet
are still not fond of outsiders. northern edge of the Eastern to do so.
Lands . The range is supposedly
he East haunted by strange creatures of Caves of Ningauble: The
ancient origin, though such alien inhabitant of this cavern
The desert kingdom of the rumors may well be tales has an incessant yearning for
Eastern Lands is exotic and spread by the Easterners to dis- knowledge. Ningauble's caves
mysterious . The people that suade northern travelers from extend into multiple dimen-
dwell there have little to do entering their domain. The low- sions, times, and even other
with their western neighbors . lands of the Elder Ones are arid, universes . It is said that those
Easterners even worship an but the highest reaches receive who enter the caves will find
entirely different pantheon of enough rainfall to form the their way-whatever that may
gods, so their religious and ethi- headwaters of the River Tilth. be-only if Ningauble desires it.
cal practices appear bizarre to
foreigners . Ilthmar: The government of Ningauble is Fafhrd's some-
Horborixen : The King of Kings Ilthmar maintains stiff tolls, time mentor and patron. The
rules from the fabled Citadel in taxes, and tithes on all com- sorcerer often causes the bar-
the capitol of Horborixen, a merce that occurs within the barian as much trouble as assis-
crowded and wondrous city sec- city. Many Ilthmarts joke that tance, such as when he sends
ond in size only to Lankhmar. the government even taxes Fafhrd off on complex quests
Though its golden spires are a breathing. In such a heavily for the most seemingly ridicu-
sight to behold, they stand in taxed environment, no wonder lous reasons. His second pen-
marked contrast to the teeming there is a large smuggling trade. chant is to tell and listen to
slums that surround them . Unfor- Ilthmar's reputation as a "city of great tales-particularly of the
thieves" is second only to many universes accessible
tunately Horborixen's poverty is Lankhmar's . through his caves . This habit
has earned him the nickname
as extreme as its wealth . Another interesting facet of "Gossiper of the Gods ."
River Tilth: The Tilth is the life in Ilthmar is its number of
lifeblood of the Eastern beast cults. The Rat God is It is said that Ningauble's true
Lands . The myriad farms of highly regarded here, and is appearance would drive a mor-
Horborixen and the capi- actually the dominant religion . tal mad, so the sorcerer con-
tol itself rest on its Others worship at the popular ceals his visage within a deep
banks, keeping its temples of the Snake and Shark. cloak. Only seven macabre
waters busy glowing eyestalks extend from
with trade. Friska : Rogue; Level 1 ; Social the darkness of Ningauble's
level 2 ; Alignment CN; AC 10 ; hood .
MV 12; HP 5; THACO 20;
80 9 Nehwon
Ningauble of the Seven encounter only those Ghouls lands on the face of Nehwon,
Eyes : Wizard* ; Alignment LN; who, riding horses with the though it seems most mortals
AC 2 (due to magic) ; MV 9 ; same transparent flesh, raid the cannot-or will not-venture
hp 150 ; THACO 7; #AT 1 ; shores of the Sea of Monsters . into their boundaries . A few rare
Dmg by spell. adventurers-most notably
Kreeshkra: Warrior; Level 6; Fafhrd and the Gray Mouser-
*Ningauble may use spells Social level 4; Alignment NE; have occasionally trespassed
from both the Black and White AC 7; MV 12 ; HP 42; THACO into the gods' domain, but even
Wizard lists. 15; Dmg ld8 (broadsword) or these great heroes barely sur-
ld6 (longbow) . Ability Scores : vived the ordeal .
Empire of Eevanmarensee: Str 13 ; Dex 17 ; Con 15 ; Int 15 ;
Eevanmarensee was once a fan- Wis 12 ; Cha 16 . Shadowland
tastic empire that spread across
the region . Now the "empire" is Kreeshkra is a ghoul, and by The gods feared by most
a pale shadow of its former self, far Fafhrd's most bizarre lover. Nehwonese dwell in the Death
and only the capitol remains . Even though the barbarian was Pole, better known as Shadow-
Most of those who remain in responsible for the capture of land . Only two of these gods,
Eevanmarensee seem eternally her raiding band during the sack Death and his sister Pain, are
lost in daydreams . Outsiders of Sarheenmar, Kreeshkra still known by name . The rest of this
only enter this strange domain loves Fafhrd (her "mud-man") . grim realm's inhabitants are
for its exotic foods, animals, But she remains cruel and canni- nameless shadows dwelling in
and spirits. To add to the balistic-as all ghouls are-and Death's own pale shade. Mortals
strangeness of the city, all so parted ways with the barbar- foolish enough to venture here
Eevanmarenseers are com- ian shortly after helping him will most likely help Death fill
pletely hairless . repel the rat invasion of his quotas.
Lankhmar.
City of the Ghouls: The Godsland
majestic yet subtle architecture The Parched Mountains: The
of this strange place seems an dry peaks of the Parched Moun- Far to the west, across the
ironic contrast to its citizens . tains seemingly separate Outer Sea, lies the Life Pole, bet-
Not to be confused with the Nehwon proper from the Shad- ter known as Godsland . Here
"ghouls" of the Klesh Jungle, owland to the east . There is little dwell the deities worshipped by
the "Ghouls" of this city are life in this arid range-only a few the many peoples of Nehwon .
bizarre beings with transparent lichens and insects that feed on The most powerful of these gods
flesh. They are a civilized them . Some speculate that the live in the luxurious center of
people, and in fact consider mountains' nearness to the Godsland . Less popular immor-
themselves superior to normal Death Pole keeps them as dry as tals dwell in the crowded out-
humans-whom they often refer a dead man's bones. skirts of Godsland . Though it is
to as "mud-men" because sheer speculation, most
their flesh is not transparent he Life and Nehwonese believe that the
as is the Ghoul's. gods live in magnificent
Death Poles temples and alabaster
Though Ghouls are not evil, palaces .
their cannibalistic practices Most gods of Nehwon dwell
and arrogant attitudes cause near the Life Pole or the Death
most other Nehwonese to fear Pole . These areas are physical
and distrust them. It doesn't
help that most humans
Nehwon 9 8 1
Unlike gods ofsortiefctionalfantasy Worlds, the ckihes ofNelnvon are ;ever-changing
eVoMng, and emerging in the World oftitan. /'VavgVds come into existence whenc'Ver
enough mortals believe in them, or soniehines ifvttly afav mortals believe sh-orrgly envrrgh.
lhere mortals rued not Worship the gvd, they need only belknoe. Worship does tend to make
a gvd more polverfid, hmvever.
Chance, Fate, and the Lords of more commonly Shadowland. 3) They may alter or create
Necessity are the ultimate rulers Death seems to be the only con- any object, condition, or crea-
of Nehwon . They are not beings stant in the realm of the deities . ture anywhere in his or her
or even gods, but rather cosmic He has never lost his power over area of influence .
forces that control all beings, the living, and indeed has even
both mortal and immortal . In come for gods who find them- Player Characters
fact, it was the Lords of Neces- selves without believers . as Priests
sity that created the gods of
Nehwon . Chance then deter- Priests and followers : Most Player characters may wor-
mined that to balance their great gods have small pockets of fol- ship any of Nehwon's gods. If
powers, the gods would have lowers scattered across such a character becomes a
some of the same flaws and Nehwon . In a city like Lankhmar, priest, he is blessed with spe-
foibles as mankind . Fate had for example, gods such as Aarth, cial powers, described in the
little to do with the gods' cre- Issek, and llala all garner a share entries below. However, these
ation, but continues to manipu- of the population. A few cities or powers do not come without a
late their destinies and those of tribes may worship a single god price . Any character who
the mortals who follow them. near exclusively. In Ilthmar, for claims to be a priest must live
instance, the Rat God is wor- up to the duties of the priest-
The powers and influence shipped by nearly all the city's hood, defined below the
of a god are also determined by residents. Fafhrd's tribe, like description of each of the gods.
his believers . If word spreads most northern barbarians, If the character ever fails to
that the Kos will curse barbar- believes solely in the divine uphold these responsibilities,
ians who fail in battle, then the providence of Kos . he loses the powers until
maxim may eventually come such time as he proves himself
true. It is not common for a god A few of the most devout to his god once again. If a char-
to change its powers and abili- believers sometimes become acter should directly go against
ties, but it is possible if enough priests. Should one of these the dictates of his god, he
mortals believe it to be so. individuals catch the attention might even be cursed at the
of their chosen deity, he or she DM's discretion.
Most of Nehwon's gods live in might even be blessed with a
a crowded realm called Gods- magical power or ability. Note : If you know the ADVANCED
land. This strange realm is far to DUNGEONS & DRAGONS game sys-
the east of Lankhmar, near the Nehwon's major gods are dis- tem, you need to be aware that
cussed below. In addition to the priest character class does not
Life Pole, and is inaccessible any powers specific to an indi- exist in Nehwon. Clerics or priests
by mortals . A few gods, vidual being, all the gods have entering this setting from other
notably Death, Pain, and a the following powers : worlds lose all spells, though they
few other unnamed retain their abilities to turn
deities, dwell in a 1) They may see or hear what undead or any other powers
place called the is going on in any single place granted by their gods.
Death Pole, in Nehwon .
or 82 9 The Gods of Nehwon
2) They may understand any
language .
M
Aarth deaths every hour-a task in only be used once per day. Fol-
which he has never failed . lowers of Hate must be chaotic
Aarth was a powerful wizard and cannot be good .
renowned throughout the Death takes great pride in his
Lankhmar region . After his work. All those beings who fill Hate
death, many of those who his quota must die in logical
respected the mage believed he and necessary ways . It is even Most creatures of Nehwon
had ascended to godhood. The said that Death approves of worship Hate at one time or
notion proved popular enough heroes like Fafhrd and the Gray another. Vengeance, anger, jeal-
to make it so, and Aarth is now Mouser, for they provide him ousy, or other hateful emotions
the most powerful deity in with many natural deaths. This all give the god his power. It is
Lankhmar. hasn't stopped him from even suspected that conflicts
attempting to slay the Twain are often provoked by Hate to
Aarth appears in paintings when his quotas call for the increase his might.
and murals as a wise and emo- deaths of heroes, however.
tionless elderly man dressed in Hate has occasionally created
white robes . His followers Duties of the priesthood: an avatar upon Nehwon that
believe he represents power, Death accepts no priests . Those manifests as a misty cloud with
law, and neutrality with respect few who have given themselves glowing red eyes and tentacles .
to good and evil . Aarth's priests to the grim deity disappear and This cloud can control 3d4
in Lankhmar have become hyp- are never seen again-presum- beings (as if by a charm person
ocritical. Their main goals seem ably fulfilling their duty by spell) . The cloud fills a sphere
to be attracting affluent wor- adding to his quota. nearly 80 feet across, has Move
shippers and garnering their 15, THACO 15, is completely
power and money. Most of The Gods of Trouble resistant to spells, and can wield
these insincere priests have 3d4 weapons at once if need be.
lost their powers, but Aarth has The sole purpose of these The only way to destroy the
not yet seen fit to punish them. three nebulous beings of energy cloud is to cut the long,
is to cause chaos and confusion silvery-red cord which connects
Duties of the priesthood: As across the face of Nehwon. it to the cultists who summoned
mentioned above, most priests Wars, plagues, famines, and nat- it . This cord is AC -8 and has a
of Aarth are more interested in ural disasters are often the work single hit point. It can stretch up
attaining wealth than proselytiz of these mischievous deities . to five miles distant from the
ing the ways of their distant god. Like other immortals, the Gods summoners' location .
Those few who do try to pro- of Trouble seem to have no
mote both law and neutrality are problem with cursing those who Duties of the priesthood:
rewarded with the ability to cast worship them . Priests of Hate must be of evil
know alignment once per day alignment and cause strife and
after attaining 3rd level. Only Duties of the priesthood : hatred at least once per month.
lawful neutral characters may The priests of Trouble have one This conflict must involve a num-
become priests of Aarth. simple obligation to their ber of persons equal to 10
strange masters : to cause as times he priest's level . In
Death much chaos as possible . In exchange, Hate grants his
exchange for this, the Gods of devout servants the abil-
Death is a sullen being who Trouble grant their priests the ity to charm person
dwells in the Shadowland . gaze of failure, which causes once per day.
Death's responsibility to Fate is one target to save vs . spell or
to fulfill a certain quota of fail at whatever task he was
performing . This power may
Ilala Issek broke seven racks without favors battle and bravery, and
expiring, then bent the tor- is therefore considered crude
Legend says that Ilala was a turer's band of office into an by many of the other gods .
woman who traveled across the exquisite jug filled with the
Land of the Eight Cities several waters of life. Issek became a Duties of the priesthood:
centuries ago. On this route she god after finally succumbing to Kos' priests live to fulfill the
healed the sick and gave money his long ordeal . harsh codes of their master.
to the poor. Her conversion of a Those who fail in this duty, or
bloodthirsty Mingol warlord to Paintings of Issek generally por- who show cowardice in battle,
the ways of peace was her crown- tray him as a tall, bald man with are often killed outright. Kos
ing achievement, and (some say) twisted wrists and ankles . The grants no special rewards to
the reason she became a goddess busted remains of a torture rack these beleaguered champions .
upon her death. often dangle from his limbs. His
believers say that he grants suc- Mog
Ilala represents healing, char- cor to those suffering from tor-
ity, and noble deeds. Perhaps ture, though this seems to include Mog is allegedly a great spider
because the religion is old and everything from actual physical with the head of a human who
well-established in Lankhmar torment to mental anguish. inhabits a great Web of Fate in
and the Land of the Eight Cities, Godsland . The web supposedly
many of her priests have Duties of the priesthood: contains the fates of all humans,
become somewhat corrupted. Priests of Issek are supposed to and an individual can only sur-
They preach simplicity and travel from town to town and vive so long as their particular
humbleness, then take dona- lend aid to those in discomfort . fate can avoid Mog's grasp.
tions to furnish their own opu- Only good white wizards can
lent quarters . These priests can become priests of Issek. Those Because Mog's worshippers
lose the favor of their goddess, few who have survived genuine are violent and often evil, they
but as long as no one exposes torture on a rack are especially are usually hunted down when-
them, they retain their power blessed-they may roll 10-sided ever they are discovered. For
and influence in society. Hit Dice and cast twice the nor- this reason, Mog is losing power
mal number of first and second and may be more lenient to
Duties of the priesthood : Sin- level spells . All other priests are potential followers and priests
cere priests must be of good granted the ability to escape any than other gods of Nehwon.
alignment and attempt to help torture device in ld4 rounds. At
those who are down on their 3rd level, they may create one Duties of the priesthood:
luck. They give 90% of their gallon of any liquid per day, Priests of Mog believe that they
wealth to the poor and always though this must appear in a jug must help others reach their
aid those in need. They are crafted by their own hands. fated end-to be devoured by
rewarded with the ability to Mog. To this end they often
cure light wounds twice per day. Kos devise ways of slaying large num-
bers of unbelievers in one fell
Issek was a beloved Sometimes called the God of swoop. In return for their mur-
holy man who was tor- Doom, Kos represents the strict derous service, Mog grants his
codes of the northern barbar- priests immunity to all spider
tured by a jealous ians . He appears as a attacks, the ability to summon
king . The leg- red-haired, bearded warrior l d4 giant spiders once per day at
end says wielding a two-handed sword in 3rd level, and the power to cast a
that most of the barbarian's pic- web spell three times per day at
tograms and murals . The god 6th level. Priests of Mog cannot
be good in alignment.
84 " The Gods of Nehwon
Nehwon's Earth God opposite approach and fire and wearing metal boots and
embraced the intelligent rat belt that shine as brightly as the
Legend says that the Earth population and their human sun.
God once ruled all Nehwon . In zealots. There, Hisvin and
time, however, the Lords of Hisvet, who battled Fafhrd and The deity lends his divine
Necessity decided that the Earth the Gray Mouser and sparked favor to courageous warriors . It
God must abdicate his power in the Lankhmar Rat Plague, are is suspected he often sparks
favor of the new gods of man. considered saints rather than massive conflicts simply to test
The deity now lies near dormant heinous villains . the mettle of his believers.
beneath the crust of the earth, Some even say that the Red God
waiting for his chance to arise The Rat God itself is a great is responsible for turning the
and cleanse Nehwon of and wise rat. It is the patron lands of the east against the
trouble-making mankind. and protector of the downtrod- Eight Cities .
den and all forms of vermin.
Priests of Klesh claim that the The god's temples resemble rat Duties of the priesthood :
Earth God can succeed in this warrens, with grim, twisting, Priests of the Red God must
task if he can mix the earth's architecture and numerous tun- lead a number of men in battle
blood with the blood of heroes. nels and catacombs . equal to five times their current
If this is done, they say, hordes level . They cannot advance to
of stone giants will rise and Duties of the priesthood: The the next level of experience
destroy all intelligent life . Rat God's priests consider rats until they have done so . As long
Fafhrd and the Gray Mouser and rodents in general a supe- as these warrior-priests remain
experienced the Earth God's rior form of life to humans. Their courageous and warlike, the
anger first-hand in the story actions must advance and pro- Red God grants them the ability
"Seven Black Priests" (Swords tect the intelligent vermin of the to produce flame once per day.
Against Death) . world . In exchange, the Rat God
grants his followers the ability Skama
Duties of the priesthood : As to speak with rats, to summon
far as anyone knows, the Earth 2d4 rats once per day at 3rd Skama is the chief goddess of
God is worshipped almost level, and summon ld4 giant the inhabitants of Rime Isle .
exclusively in Klesh. The rats once per day at 6th level. There she watches over har-
cultists' task is to awaken the These rats do not magically vests, childbirth, and is said to
Earth God and bring about the appear, but must be within a few lead lost sailors back to Rime
doom of man . They must sacri- hundred yards of the summons Isle's shores.
fice gems, gold, or the blood of to answer.
heroes once per month to Skama's priestesses have a
retain their master's favor. Red God large say in Rime Isle's affairs .
Those that succeed are Two of the moon goddess' most
rewarded with the ability to Mingols and a few other war- devout followers are Cif and
charm person once per day after riors scattered across Nehwon Afreyt, Fafhrd and the Gray
attaining 3rd level . revere the Red God, a patron of Mouser's most recent lovers .
war and battle . The Red God
The Rat God appears as a massive, Duties of the priesthood:
dark-skinned man wielding a Only non-evil women may
The Rat God has been hated bronze shield and saber. He is become priestesses of
in Lankhmar since the great Rat adorned in red leather armor- Skama. Those who do
Plague destroyed much of the hence the name. Many illustra- necessarily become
city. Ilthmar has taken the tions portray him as wreathed in skilled leaders.
They must
be able I
to manage both governmental Duties of the priesthood : of extraordinary power must go
and business affairs common to Priests of Tyaa must be both to the main temple hidden
Rime Isle . They must also be able spellcasters and thieves. If they somewhere near Lankhmar. The
to deliver children . To have a cause suitable mischief, priests god grants his priests no spe-
priestess present at a birth is who reach 5th level are given cial powers, but the secret net-
considered a great honor by fol- the ability to change into bird work of Votishal's faithful often
lowers of the faith. The priest- shape once per week. This abil- provides useful safe houses,
esses must also perform a short ity has casting time 9 and lasts fences, and protection from the
prayer and ritual at the full and 1 turn per level of the caster. wrath of powerful victims.
new moon, and before harvest The caster can become any
and planting . bird and can fly if the bird esser Powers
can, but retains his own Intel-
Those who perform their ligence, magical abilities, and Besides the deities that dwell
duties faithfully are rewarded hit points . Also, when slain, in Godsland or Shadowland,
with the ability to cast cure light any priest of Tyaa becomes a there are lesser deities that
wounds once per day. At 7th Bird of Tyaa. If slain in this inhabit the world of mortals. At
level, Skama's priestesses may form, death is final. least two groups of these beings
cast a bright moonbeam (treat dwell in Lankhmar : the jealous
as a continual light spell) once Votishal Dead Master Thieves and the
per day as well . vengeful Gods of Lankhmar.
It is said that Votishal was a
Tyaa thief who, after a time, used his Dead Master Thieves
talents to steal from evil beings
Tyaa exists to cause evil and and give their treasures to the In the past, the Master
chaos in Nehwon. She accom- poor. Owing to this legend, Thieves of Lankhmar's Thieves'
plishes her vile deeds through Votishal is the god of lawful Guild were loved and respected
any type of bird, but primarily good thieves . In fact, only fol- by the lesser men and women
through an offshoot of the raven lowers of Votishal can be that served them. When a
that is both smarter and stronger thieves and claim this align- Master Thief died, he was
than its cousin . Because ment . buried in the Guild's catacombs
Lankhmar has a great number of along with his most beloved
malicious and mischievous birds, The thief-priests of Votishal treasures . Over time, however,
the city has become Tyaa's do not tolerate more common the thieves began to forget their
favorite playground. larceny. They have been known Dead Masters . Some became
to abduct their errant brothers greedy and dishonorable and
Tyaa's birds last plagued and attempt to convert them in ignored the old traditions .
Lankhmar by stealing jewels their secret temples scattered
and other valuables from the across Nehwon. The largest of One group of these thieves
wealthy. Many of these secret these temples is said to be only used Fafhrd and the Gray
caches remain in nests scat- three days' ride from Lankhmar. Mouser to steal the skull of the
long-dead Master Thief Omphal.
tered throughout the city. For Duties of the priesthood : In the ensuing struggle, the
-,~ this, the cult was banned Like their patron, Votishal's skull was destroyed. This was
thieving priests must attempt to the last outrage. The Dead Mas-
from Lankhmar, forcing steal the treasures of any evil, ters rose from their dark crypts
~_ : Tyaa's remaining fol- selfish, or greedy beings they
encounter. If they are success-
lowers to move or ful, half of the loot and all items
go under-
ground .
and slew most of those that had The Gods of Lankhmar These ancient undead beings
forsaken them. are the city's sworn protectors,
At the head of the Street of but their service comes with a
The few survivors renewed Gods sits a squat, black temple . price. Whenever the city is
their loyalty to the old ways . Atop the cubical building are threatened, or whenever some-
Now a portion of all treasure eight bells-five of bronze and one rings the bells atop the
taken by the thieves is left in three of brown iron. Below, con- temple, the Gods arise. There
the Dead Masters' crypt . Should cealed behind iron-bound, are 13 of these malevolent,
the Guild ever forget its man- worm-eaten doors are thirteen skeletal warriors, each one
ners again, the lesson will be crypts belonging to the dreaded dressed in once resplendent
even more severe. Gods of Lankhmar. chain mail and carrying a staff
of withering (see below) . Their
The Dead Master Thieves : wrath is terrible, and often
Rogues ; Alignment LN; causes as much damage to the
Move 9, AC 0, HD 12, HP 120, city as whatever threat they
# AT of Attacks 1, THACO 11, repel . After their inevitable vic-
Damage 2d8 . Special Attacks : tory, the Gods of Lankhmar
If a Dead Master hits twice in storm through the streets, slay-
a row, he has gained a stran- ing anyone unfortunate enough
glehold around the throat of to be caught by their bony
his opponent . The victim hands .
must make an immediate
saving throw vs. death magic The Gods of Lankhmar : Move
or die from choking . 6, AC 0, HD 16, HP 160 each,
# AT of Attacks 1, THACO 10,
Duties of the priesthood : All Damage 1d10 per hit . Special
members of the Thieves' Guild Attacks : A staff of withering
are worshippers of the Dead causes anyone hit by it to age
Masters-at least technically. 10 years . If a save vs. spell fails,
Ceremonies and sacrifices of one of the subject's limbs
treasure are held on new and becomes withered and useless .
full moons, and roughly 10% of
all loot must be placed into the
crypt . There are no "priests" of
the Dead Masters .
~helnvon is a dangz r ous place. lhe Cold Masks crcnvl with SnU1-v Ser'7wrrts; the nvanrhs of
theLankhmar region are borne to leViathans; and the seas leant With horrors too numerous
to retention. lhlS Section describes afeiv of these nefarious heash.
When you are ready to add Special Attacks/Defenses: Behemoth
more monsters to your cam- Unusual or magical attack or
paign, consider looking at other defense forms. Climate/Terrain: Marsh, Cold
LANKHMAR releases and the
AD&D MONSTROUS MANUAL'" tome, Magic Resistance: Some crea- Wastes, Plains
available at game and book- tures have the ability to shrug
stores everywhere . There you off the effects of sorcery and Organization : Solitary
will find hundreds of creatures magic. Whenever a creature
to challenge your adventurers . with magic resistance is the Intelligence : . Animal (1)
direct target of a spell, the DM
You can also create your own rolls percentiles . If the roll is Alignment: Neutral
monsters . Simply make up the equal to or less than the crea-
new creature's game statistics in ture's Magic Resistance, the No . Appearing: 1
the format shown below, then spell has no effect . Note that a
think a little about its way of creature receives any applica- AC: 4
life, how it hunts or attacks, and ble saving throws in addition to
any special or magical abilities its Magic Resistance . Move : 12
it might have .
Size : The relative size of the (18 swimming)
creature . Tiny, Small, and
Medium creatures are treated Hit Dice: 15
normally. Characters may use
the second damage listing for THACO: 5
weapons vs. Large, Huge, or
Gargantuan creatures . No. of Attacks : 1
Damage/Attack: 4d 10
XP Value: This is the experi-
ence point value of a single Special Attacks : Surprise
creature . When the heroes
defeat creatures, multiply this Special Defenses : Nil
figure by the number of crea-
tures encountered to find the Magic Resistance : Nil
total received by the heroes .
Monster Statistics Note that the heroes need not Size: G (40' long)
kill the creature to collect its XP Value:
Besides Intelligence, Align- XP, only ensure that it is no 8,000
longer a threat . They can often
ment, Armor Class, Move rate, accomplish this not only Behemoths look like killer
Hit Dice, THACO, and number through combat, but through whales with four short legs .
and damage of attacks, mon- trickery or role-playing. Besides their great size and
ferocity, behemoths are
sters have the following entries : These are average values and renowned for their cunning.
may vary by up to +3 or -3 for There are three known species,
Climate/Terrain: The area or and each uses the terrain of its
every score . home to leap out and ambush
type of landscape the monster unwary travelers . Swamp behe-
moths wallow in the marshes of
is likely to be encountered in. the south, snow behemoths lurk
beneath the snow in the Cold
Organization: The basic Wastes, and black behemoths
crawl through the undergrowth
structure of the creature's soci- of the plains of the midlands . All
these creatures always attack
ety, whether it be solitary, a with surprise, and impose a -4
penalty on their victims' surprise
pack, tribal, or an entire civiliza- rolls . Behemoths can detect the
movement of medium-sized crea-
tion . tures up to 100 yards away.
Z~u .._, Number Appearing: The typi-
cal number of these creatures
~; encountered at one time .
Bird of Tyaa Cold Spawn metal, it causes 7d4 damage to
any other surface.
Climate/Terrain: Any Climate/Terrain: Arctic plains
Group Cold spawn are immune to
Organization : Flock Organization : acid, cold, and poison. Light-
Non- (0) ning bolts and attacks by nor-
Intelligence : Low (2-4) Intelligence : mal weapons simply divide the
Neutral cold spawn in two, with each
Alignment: Neutral evil Alignment: new creature having half the AC
No. Appearing: 1d4 and hit points of the former.
No. Appearing: 3d10 Damage from the new creatures'
AC: 8 acidic tentacles remains 7d4,
AC: 7 however. Only fire, magic mis-
1 (18 flying) Move : 9 siles, weapons set alight, or
Move : other heat based attacks will
1-4 hit points Hit Dice: 9 truly harm a cold spawn. It is
Hit Dice: with good reason that the bar-
THACO: THACO: 11 barians of the Cold Wastes fear
20 No. of Attacks: 1 these horrible monsters .
No. of Attacks: 1
Damage/Attack: ld4 Damage/Attack: 7d4
Special Attacks: Special Special Attacks: See below
Special Defenses : Nil Special Defenses : See below
Magic Resistance : Nil Magic Resistance : Nil
Size: T (1 foot tall) Size: M (5' dia.)
1,400
XP Value: 120 XP Value:
Birds of Tyaa resemble large Cold spawn are pudding-like
ravens. They are the servitors of creatures who roam the Cold
the goddess Tyaa, and work to Wastes. They are white, amoe-
create murder and mayhem in bae-like monsters that can
her name throughout Nehwon. sense a heat source up to 90
feet distant. Their voracious
Though of animal intelligence, appetites and lack of true intel-
the Birds of Tyaa are extremely ligence make them relentless
clever. They are adept at stealing predators . Cold spawn have
gems, jewels, and other valuables even oozed through the cracks
by flying through the open win- of makeshift igloos, caves, or
dows of homes . Occasionally the other "hiding places" in search
daring Birds even swoop down of prey.
and tear a necklace directly from
a victim's neck . Because cold spawn are
white, they are very difficult to
If Tyaa or her priests are feeling spot in snow. A character has
particularly malicious, the birds only a 50% chance to spot a sta-
can be urged to attack . They are tionary cold spawn within 10
clever enough to strike the soft- feet, and no chance at greater
est parts of their victims, and so distances . This imposes a -3
make attack rolls at +1 to hit. penalty to victims' surprise
Worse, any time a character takes checks when ambushed by a
damage from a Bird of Tyaa, the lurking cold spawn.
DM rolls percentiles . If the result
is 20% or less, the attacking bird's Cold spawn attack by lashing
talons and beak are coated in poi- out at their opponents with
son. The victim must save vs . poi- ectoplasmic, acidic tentacles.
son or suffer 2d6 damage. Though the acid does not affect
Cold Woman the illusion and will not check their incredible powers of illu-
again until the illusion is dis- sion. Their victims are con-
Climate/Terrain: The Cold pelled by the Cold Woman her- vinced that their worthless
self-usually at the moment of wares are items of incredible
Wastes attack. value and power, and will usu-
ally pay exorbitant prices to
Organization : Solitary The Cold Woman has two purchase them. When the
attacks . Her icy touch causes Devourers leave, their illusion is
Intelligence : Genius (17) 4d 10 damage when it hits. She dispelled and the buyers are left
can also project a ray of cold 6 with nothing. The Devourer's
Alignment: Neutral feet long that inflicts 7d10 dam- illusions have been perfected
age. A successful saving throw over the years, so only magical
No. Appearing: 1 vs. breath weapon reduces the items such as Ningauble's veil
AC: -2 damage of this attack by half, of true seeing are capable of
9 however. penetrating them.
Move :
Hit Dice : The Devourers use their illu-
THACO: 16 sions to appear as harmless
5 shopkeepers . In reality, they are
seven-foot-tall humanoids with
No. of Attacks : 1 skin like iron . They always
Damage/Attack: 4d 10 or 7d10 carry an enchanted weapon
with a to-hit bonus ranging from
Special Attacks : Special Devourers 1-3 (roll 1d6, divide by 2 and
Special Defenses : Immune to round up) . If a Devourer is slain,
slashing his shop disappears and all his
wares return to useless junk.
(blades) and Climate/Terrain: Large urban
bludgeoning areas
weapons Organization : Solitary
(clubs), light- Intelligence : Exceptional
ning, and (16)
cold attacks Alignment: Lawful Evil
Magic Resistance: 25% No . Appearing: 1
Size : G (30' tall) AC : 0
XP Value: 17,000 Move : 18
Hit Dice: 10
The Cold Woman is a creature THACO: 11 Gladiator Lizard
of legend among the barbarian
tribes of the Cold Wastes . No. of Attacks : 1
Unfortunately, this is one leg-
end that is decidedly real . Damage/Attack: ld8 or by Climate/Terrain: Dismal,
The Cold Woman dwells in a weapon coastal areas
great cave filled with riches and
her minions, the cold spawn . Special Attacks : Enchanted Organization : Group
Those who travel through her
lands are lured there with illu- weapons Intelligence : Very (11-12)
sions of gold, food, beautiful
Jwomen or men, or other trea- Special Defenses: Illusion- Alignment: Neutral evil
sures . Itfe thralveer cannot Magic Resistance : 15% No. Appearing: 2d4
resist his greed, he will
most likely perish . If a Size: L (7' tall) AC: -3
victim does not
save vs . spell, XP Value: 5,000 Move : 15
he believes
Hit Dice:
The Devourers are an evil THACO :
race of alien sorcerers who ded- 13
icate their lives to selling use- No. of Attacks : 2
less junk to unsuspecting
victims. They do this by setting Damage/Attack: 1d10
up shops in crowded urban
areas (such as Lankhmar), then Special Attacks: Mental link
disguising offal or garbage via
Special Defenses: Nil
Magic Resistance : Nil
Size : L (8' tall)
XP Value: 1,400
Fafhrd and the Gray Mouser The lizards cannot be trained typical spells : (1st) bless, cure
encountered these horrible crea- except by sorcery, but make light wounds x2, (2nd) charm
tures on the Bleak Shore. They impressive guardians in areas person, hold person, resist cold
have rarely been spotted in their owners rarely need visit. (3rd) create food and water.
other dismal, rocky domains of
Nehwon. The lizards have Ice Gnome Ice Cat
crested reptilian heads,
bony-spiked shoulders, and arms Climate/Terrain : Mountains of Climate/Terrain: Arctic plains
ending with a single, yard-long Organization : Pride
claw that is sharp as a sword. the Cold
Animal (1)
When encountered, gladiator Wastes Intelligence :
lizards are paired into brood Neutral
mates. Brood mates have a men- Organization : Tribal Alignment:
tal link that allows them to coor- No. Appearing: ld4
dinate their attacks in combat. If Intelligence : Low to aver- AC: 5
both lizards strike the same tar-
get in the same round, the sec- age (5-10) 15 (45 sprint
ond lizard to strike gains +1 to
hit on both its blows. Alignment: Lawful Move : for short dis-
Gladiator lizards often live as a Neutral tances)
group where they can protect
their eggs . Inside each of the giant No. Appearing: ld6 3
eggs is a full-grown, though imma- AC: 6 Hit Dice:
ture, gladiator lizard . These eggs 17
can fetch up to 500 gold rilks on Move : 6 THACO:
the black markets of Lankhmar. No. of Attacks: 3
Hit Dice: 2 Damage/Attack: ld4/ld4/ld8
Monsters of Nehwon 9 91
THACO: 19 Special Attacks : Nil
No. of Attacks: 1 Special Defenses: Surprised
Damage/Attack: ld6
Special Attacks: Nil only on a 1
Special Defenses : +2 save vs. Magic Resistance : Nil
M (4' long)
cold-based Size :
175
attacks XP Value:
Magic Resistance : Nil The ice cats of the Cold
Size: S (3' tall) Wastes are efficient hunters.
Groups of 1-4 creatures lie in
XP Value : 65 wait on vast, open plains, look-
ing for the slightest sign of
Ice gnomes are fierce, moment. Then the creatures
dwarf-sized humanoids who sprint forward at blinding speed
dwell in the harsh Cold Wastes . and make a quick attack on their
Though they are usually encoun- prey, often aiming for the weak-
tered in hunting parties of ld6 est or slowest creatures first.
individuals, tribes of up to 200 Those who try to run are
are known to exist. It may have quickly brought down from
been one of these large tribes behind and mauled. If victims
that massacred Fafhrd's clan . If a stop and make a stand, the
settlement is encountered, one in ice cats circle them mali-
30 is a veteran fighter with 3 Hit ciously, looking for an
Dice . A tribe with 100 gnomes is opening through
led by a chieftain with 7 Hit Dice. which to
strike .
Each tribe of 50 or more indi-
viduals also has a single 5 Hit
Die shaman with the following
Invisible region are most likely patrols .
Patrols are often mounted on
Climate/Terrain: Stardock invisible flying rayfish, an animal
used extensively by Invisible
Organization : Civilized warriors and Prince Faroomfar
himself .
Intelligence : Average to
high (8-14)
Alignment: Neutral Evil Invisible Flying
Rayfish
No. Appearing: ld6
AC: 6
Move : 2
Hit Dice : 3 Climate/Terrain: Bones of the
THACO : 17 Old Ones
No. of Attacks: 1 Organization : Solitary
Damage/Attack: ld8 Intelligence : Semi (2-4)
Special Attacks: Nil Alignment: Neutral
Special Defenses: Invisibility No. Appearing: 1
Magic Resistance: Nil AC: -1
Size : M (5-6' tall) Move : 1 (21 flying)
XP Value : 120 Hit Dice: 6 Kleshite Ghoul
THACO: 15
The Invisibles dwell upon Star- No . of Attacks : 1 Climate/Terrain: Jungles of
dock Mountain in the Bones of
the Old Ones . There they have a Damage/Attack: 1d10 Klesh
magnificent city ruled by King
Oomforafor and his son, Faroom- Special Attacks : Nil Organization : Pack
far. Invisibles are decadent and
paranoid about contact with Special Defenses: Invisibility Intelligence : Low (5-7)
other races-perhaps because Alignment: Chaotic evil
human-invisible offspring might Magic Resistance : Nil
taint their bloodline and eventu-
ally spoil the race's invisibility. Size : L (12' long) No. Appearing: 2d8
This tends to make their actions
somewhat dangerous to the rest XP Value: 650 AC: 5
of Nehwon, though the Invisibles
are not actually evil. King Oom- Move : 12 (12 bur-
forafor, however, is decidedly
evil and has led his people on an This 12-foot-long ray-like rowing)
attack on Rime Isle at the behest creature soars invisibly
through the Bones of the Old Hit Dice: 3
fKhahkht, an evil sorcerer who Ones . Young rayfish are often THACO: 17
~some say may have had some- trained by the Invisibles of Star- No. of Attacks: 3
dock as mounts .
thing to do with the Invisi- Damage/Attack: ld4/ld4/ld8
bles' creation. The rayfish is not aggressive
Invisibles encoun- unless a stranger approaches Special Attacks: Paralyzation,
tered in the its nest . Then it attacks by buf-
Stardock feting the foe with its tremen- surprise
dous wings (1d10 damage) . If Special Defenses: Nil
climbing, the target of such an
attack must make a climbing Magic Resistance : Nil
proficiency or thieving skill
check or be knocked from his Size: M (5-6' tall)
perch. Because the rayfish is XP Value: 270
invisible, attackers subtract 4
from their attack rolls . The ghouls of the Klesh jun-
gle (not to be confused with the
Ghouls of the north) are horri-
ble undead . When they sense
prey walking on the ground
above, they burrow beneath
the ground and erupt to attack Night Gaunt its hit points, it swoops low to
with their horrible spade-like the ground and tries to shake
claws . Worse, anyone damaged Climate/Terrain : Ancient ruins its prey free-an opportunity
by a ghoul must save vs . para- the hero should quickly exploit.
lyzation or be paralyzed for Organization : Group
2+1d6 rounds.
Intelligence : Average (9)
Alignment: Chaotic evil Poison Eel
No. Appearing: 2d4
Marsh Leopard AC: 7 Climate/Terrain: Marshes
Move : 15 (24 in Organization : School
Climate/Terrain: Marsh flight) Intelligence : Animal (1)
Organization : Pride Hit Dice: 5 Alignment: Neutral
Intelligence : Animal (1) THACO: 16 No. Appearing: 2d6
Alignment: Neutral No. of Attacks : 2 AC: 6
No. Appearing: 1-2 Damage/Attack: 1d8/1d8 Move : 9 (swimming
AC : 6 Special Attacks : See below only)
Move : 15 Special Defenses : Nil Hit Dice: 1d4 hit
Hit Dice: 3+2 Magic Resistance : Nil points
THACO: 17 Size : M (6' tall) THACO: 20
No . of Attacks : 3 XP Value: 270 No. of Attacks : 1
Damage/Attack: ld4/1d4/ld6 Damage/Attack: ld4
Special Attacks: Surprise Night gaunts are eerie, super- Special Attacks: Poison
natural beings who dwell in old
Special Defenses : See below ruins. They are hairless Special Defenses: Nil
humanoids with ebony skin,
Magic Resistance : Nil giant wings, and faceless heads. Magic Resistance : Nil
S (2' long)
Size : M (4' long) They hide during daylight, Size :
lying dormant until the sun
XP Value: 270 goes down . At night they ven- XP Value: 15
ture to the top of their ruins
Marsh leopards lurk in the and watch for anyone foolish Poison eels live in the
low boughs of sprawling marsh enough to approach their lair. marshes of the warm south,
trees where their mottled gray Then they swoop down and especially in and around the
coats blend in with the grim grasp their victim with Lankhmar environs . They tend
vegetation. When prey passes talon-capped feet, each strike to flee from creatures larger
beneath them, the leopards causing 1d8 damage. If either than themselves . Their bite is
pounce, raking with their claws talon inflicts damage, the night poisonous (save vs . poison or
and teeth from behind . Victims gaunt's victim is caught and fall unconscious for 1d6 hours) .
who did not spot the leopards hauled up 100 feet in a single
must roll surprise at -4, and are round . There the night gaunt
attacked by the leopards from drops the struggling prey for
behind at +4 to hit the first 1Od6 damage. Only if a hero can
round. grapple the night gaunt's bony
leg (requiring a Dexterity check
Marsh leopards are not par- each round at -4) can he make
ticularly brave creatures, how- an attack against his captor. If a
ever. When its hit points reach night gaunt is reduced to half
6 or lower, the cat retreats to
lick its wounds .
Monsters of Nehwon e 93
Salt Spider Sea Cloaker always releases its prey and tries
to flee if reduced to a quarter of
Climate/Terrain : Marsh Climate/Terrain: Simorgya its original hit points .
Organization : Swarm Organization : School
Intelligence : Animal (1) Intelligence : Low (6)
Alignment: Neutral Alignment: Lawful evil
No. Appearing: ld6 No . Appearing: 2d6
AC : 6 AC : 2
Move : 15 Move : 18 (swim-
Hit Dice : 3 ming only)
THACO: 18 Hit Dice: 5
No . of Attacks : 1 THACO: 15
Damage/Attack: 1d8 No . of Attacks: 1
Special Attacks : Poison Damage/Attack: ld6
Special Defenses: Nil Special Attacks : Envelopment
Magic Resistance : Nil Special Defenses : Nil
Size : M (4' long) Magic Resistance : Nil
XP Value: 175 Size: M (5' tall)
XP Value: 270
Salt spiders live in the salty Sea cloakers appear as slimy, rub- Snow Serpent
estuaries or marshes, notably bery, black cloaks nearly 5 feet
those outside Lankhmar. Their tall . It is possible that they are Climate/Terrain: Arctic
webs are stretched between the some sort of servant to the Simor-
small saplings of the swamps, gyans, for the Gray Mouser wit- Organization : Solitary
so adventurers can avoid them nessed a number of them
easily by day. Those moving consuming Lavas Laerk's crew Intelligence : Animal (1)
through the marsh at night when ancient Simorgya last rose .
have only a 50% chance of spot- Alignment: Neutral
ting a web 10 feet away. If they Sea cloakers attack by envelop-
do not spot it, they will run into ing their victims with their No . Appearing: 1
it and be entangled. cloak-like wings. The first hit on a
target indicates the cloaker has AC : 6
Characters can tear free of successfully enveloped it. Every
the web in 19 minus their round thereafter, the prey auto- Move : 9
Strength in rounds. These webs matically suffers damage equal to
are highly flammable and burn ld6 plus the victim's unadjusted Hit Dice: 10
away in a single round, but this Armor Class. (AC values of less
causes 2d6 damage to anyone than 0 are treated as 0.) A sea THACO: 11
entangled in the flaming cloaker may attack others with
its tail for l d6 damage even while No. of Attacks : 1
strands. enveloping prey.
Salt spiders attack the Damage/Attack: 1d10
moment their webs Anyone attacking a sea cloaker
ensnare a victim . Their with an enveloped victim inside Special Attacks : Poison breath
bite inflicts ld8 inflicts half damage on the crea-
damage, and is ture and the other half (rounded Special Defenses : Camouflage
poisonous . down) on the prey. A sea cloaker
Magic Resistance : Nil
Size: G (30' long)
XP Value: 2,000
Snow serpents are massive
snakes dwelling in the icy plains
and mountains of the Cold
Wastes . Fully grown snow ser-
94 " Monsters of Nehwon
pents are 30 feet long and cov-
ered with thick, white fur. Their
fang-filled heads are as big as an
elk, and can emit a poisonous
cloud of fetid fumes 10 feet
long, a foot wide at the ser-
pent's mouth, and 8 feet wide at
its terminus . Snow serpents,
always hungry, attack anything
they sense moving within 100
yards .
Simorgyan
Climate/Terrain : Simorgya
Organization : Tribal
Intelligence : High (13)
Alignment: Neutral evil
No. Appearing: 2d4
AC: 5
Move : 12 (24 swim-
ming)
Hit Dice : 6
THACO: 15
No. of Attacks : 3
Damage/Attack: 1d4/1d4/1d10
Special Attacks: Shape change
Special Defenses : Nil
Magic Resistance : Nil
Size: M (6' long)
XP Value: 650
The rumors that the residents
of sunken Simorgya have awak-
ened is true. These ancient, evil
shapechangers live beneath the
waves of the Outer Sea. There,
it seems, they spend most of
their time plotting revenge
against the inhabitants of
Rime Isle. Skama's priest-
esses on Rime Isle have
many of the Simor-
gyan's treasures,
and Mor-
droog
Monsters of Nehwon o 95
and Ississi, the sunken king- travelers see a bleak and form- Wolf
dom's rulers, have twice tried less landscape, a shadow of the
to recover them, only to be real world. Astral hounds or Climate/Terrain: Middle and
thwarted by Fafhrd and the wolves attack anyone and any- northern
Gray Mouser. thing. Only the presence of the
master who betrayed them Nehwon
The statistics listed above are causes the vengeful spirits to
for a Simorgyan in its shark ignore others in favor of their Organization : Pack
form . They attack with two tormentor.
wicked fins and a bite . In human Intelligence : Animal (2)
form, Simorgyans can be war- Fafhrd was tricked into drink-
riors, wizards, and rogues just ing an astral potion and con- Alignment: Neutral
like normal humans. fronting the phantoms in "The
Howling Tower," a story in No. Appearing: 2d6
Swords Against Death .
AC: 7
Move : 18
Hit Dice: 3
THACO : 18
Spectral Hound No . of Attacks : 1
Damage/Attack: 1 d4+ 1
Organization : Pack Water Cobra Special Attacks: Nil
Intelligence : Animal (1) Special Defenses: Nil
Alignment: Neutral Evil Climate/Terrain: Marshes or Magic Resistance : Nil
No. Appearing: 3d6 estuaries Size : S (3-4')
AC: 3 Organization : Solitary XP Value: 120
Move : 18 Intelligence : Animal (1)
Hit Dice : 3 Alignment: Neutral Nehwon is home to several
species of wolves. Northern
THACO : 17 No. Appearing: ld4 wolves have white coats while
those farther south are brown to
No. of Attacks : 1 AC: 6 black. All breeds are notoriously
savage and clever hunters. In
Damage/Attack: 2d4 Move : 15 summer, wolves tend to hunt
alone. In fall and winter, only
Special Attacks: Nil Hit Dice: 2+1 larger prey are easily found, and
wolves hunt in dreaded packs .
Special Defenses: Nil THACO: 19
Magic Resistance : Nil No . of Attacks : 1
Size : L (4' at the Damage/Attack: Id4
shoulder) Special Attacks : Poison
XP Value: 270 Special Defenses: Nil
Magic Resistance : Nil
Occasionally, the spirits of Size : S (5' long)
loyal animals cruelly slain by
their masters return as phan- XP Value: 270
toms . The creatures dwell in
, . what is called the "astral" plane Water cobras live in the
J and can only enter the physical marshes and estuaries around
Lankhmar and most other
world coastal areas of Nehwon. Most
anniversary of their death. have bluish skin with brown
A potion can send stripes. Their poison is incredi-
adventurers to the bly strong, forcing those struck
wolves' astral to make their saving throws at
domain. There -2 or suffer 2d 10 damage.
'HE NEW ADVENTURES OF FAFH KDTM AN D UAV MOVSERTM
'df.~~
CONTENTS
Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
The Shark Cult of Lankhmar . . . . . . . . . . . . . . . . . . . . . . 3
Act 1 : Night on the Docks . . . . . . . . . . . . . . . . . . . . . . . . . 5
Act 2: A Growing Despair . . . . . . . . . . . . . . . . . . . . . . . . 10
Act 3: The Raid . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
Act 4: The Wreck . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
New Magic Items . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
New Monster Statistics . . . . . . . . . . . . . . . . . . . . . . . . . . 32
Adventure Cookbook . . . . . . . . . . . . . . . . . . . . . . . . . .33
Customizing the Setting. . . . . . . . . . . . . . . . . . . . . . . . . 56
Player Character Record Sheet. . . . . . . . . . . . . . . . . . . 63
CREDITS
Design : Shane Lacy Hensley and Steve Miller
Development: Allen Varney and Harold Johnson
Editing: Allen Varney
Interior Artists: John T. Snyder, Dave Monson,
Paul J. Jaquays, and Randy Post
Cartographer: Curtis Smith, Roy Bolholst, and Dennis Kauth
Project Coordinator: Harold Johnson
Typography : Tracey L. Isler
Graphic Design : Dee Barnett
Graphic Design Cover: Heather LeMay
Art Director : Robert J. Galica
Thanks to the efforts of slade, Duane Maxwell,
Anthony Pryor, and, most of all, Fritz Leiber
TSR,Inc ti TSR Ltd.
201 Sheridan Springs Rd . 1144=1503 120 Church End
Lake Geneva
WI 53147 Cherry Hinton
USA Cambridge CB1 3LB
UNITED KINGDOM
ADVANCED DUNGEONS &DRAGONS, AD&D, DUNGEON MASTER, and the TSR logo are
registered trademarks owned by TSR, Inc. All TSR characters, character names, and the
distinctive likenesses thereof are trademarks owned by TSR, Inc. LANKHMAR,
NEHWON, FAFHRD, and GRAY MOUSER aretrademarks owned by and used under
license from the estate of Fritz Leiber.
© 1996 The Estate of Fritz Leiber. All Rights Reserved .
Random House and its affiliate companies have worldwide distribution rights in the
book trade for English-language products of TSR, Inc. Distributed to the toyand hobby
trade by regional distributors . Distributed to the book and hobby trade in the United
Kingdom by TSR Ltd. This material is protected under the copyright laws of the United
States of America. Any reproduction or unauthorized use of the material contained
herein is prohibited without the express written consent of TSR, Inc.
77 his boob is inhuwed solelyfir the Drurgron Raster: It contains "7777e Shark Cult of
Lankhmar, " an at'clting30page acNorhrrc' intcurded tojumpstart anyl.awYmuF1e" cant-
"aCalvsoerlhercltZi:osnioffytohueramnidg. aNomteiUcaViedrs;
paig7r, and the 'Achk-whirr Coohbool, inhuuled to help the
spuryour r11raS71ratOlr ivhcul weatlrg' you .should rc'ad
1Zrrk'booh andAdvc'rrhrms inLankhmarfJst, as those books tellyou all about the basics
involved in rZuming' aLuVYIarm game. 'fl-7r rehirn here, forget about the miles and statis-
his; and conccurtate on the action-pached storyyou andyourplayera are about to tell: a talc'
ofan c'Vr7 cwt, a sunken currpirc; and a great Measure.
ntroduction isn't a worthy opponent for an with the NPCs, but keep a fast
action-adventure hero. The vil- pacing during the action scenes .
Gainers like role-playing games lain who's out of steal every
for many reasons . For some, the single gold rilk in Lankhmar, and Following that is the "Adven-
fun of running role-playing who has a workable plan to do ture Cookbook." It is a selection
games is in the storytelling and so-that's the opponant they of lists that we hope will serve
assuming the role of a character should be fighting! But that's to spark your imagination,
in a story. Some Dungeon Mas- also not an opponent who shoud the need be there . By con-
ters and players primarily enjoy exposes himself easily to those sulting the lists, you can create
the dice-rolling aspects of games who would stop him. Role-play- the basic kernel of a story, and
like the LANKHMAR" and ADVANCED ing on the part of the players, from there design your own role-
DUNGEONS & DRAGONS' role-playing and cleverness on the part of the playing adventures.
games-the aspects of the characters is just as important
games that involve almost as dice rolling and sword-fights . By the way, you should not feel
boardgame like tactics . as though there is anything
In writing the LANKHMAR game, wrong with taking ideas from this
With the LANKHMAR game, how- this was a point we tried to set and building them into your
ever, the designers tried to stress . This is an adventure own adventure . No one is always
encourage players and DMs to game, and action should be the on fire with 100% original cre-
let dice rolling take a back seat focus, but "action" doesn't ative thought . Even the most
to the story. Coming up with neccesarily mean combat or lots ingenious DM turns to pre-pub-
devious villains and their intri- of dice rolls . There's many differ- lished adventures and game
cate schemes to challenge the ent kinds of action, as we try to accessories, or movies and
heroes, and then watch as the explain in the Adventures in books for something he can bor-
players puzzle their way through Lankhmar sourcebook. Hope- row. There's nothing wrong with
it, mostly through role-playing, is fully, this book will help illustrate watching Aladdin and deciding
what can make DMing a creative this even further, through giving you want a magic carpet chase in
and exciting pastime. Someone you a full-length adventure, fol- your game session . And there's
lowed by some tools to help you certainly nothing wrong with
once said that heroes are only create your own adventures . turning to the stories that started
~_ as good as the villains they this whole game-Leiber's tales
"The Shark Cult of Lankhmar" is of FAFHRD'm and the GRAY MOUSERTM .
fight. In other words, a vil- suited for a party of three to four The "Adventure Cookbook"
lain that's just out to beginning (1st-level) characters, works in the same way, except
pick pockets or and should fill two or three game the seeds of adventure have
mug little old sessions. Try to give the player already been picked out for you.
ladies characters a chance to interact
2 9 Introduction
c
l77er e a watmy ilflumcefiltered all ha7:shnessf17111 the Suns beams, so that he .shone no
more bright than the silvery moon, and winters rages and sinmners droughts were
hrr ned . . We hadgolden Measure beyond all dreaming: . and We avereserved by nimble
eomhaide:s of s7lc7itse vitor.s andguarded by Soft-voiced monsters. . . But tIM-7r came 111 hlnes.
One night while ourguardians slept, our heasure was stoker mvay. . . . "
-Pr7&Leiber, "l1.7c her She, " in The Knight and Knave ofSwords (1988)
he Story penate, brings with it the gyan ideals. Penates are great
Begins . . . . strange longings of the mysteri- treasures .
ous spirit that inhabits it.
It is a dark time for Lankhmar. Both Simorgyans and Shark
The city hovers on the brink Lankhmar's chosen defend- Cultists desperately want the
of chaos triggered by the ers, FAFHRD and the GRAY MOUSER, penate. But it falls into the
emergence of a new and vio- have not been seen in months . hands of the player characters
lent religion-the dreaded Now is the time for new heroes. (PCs), our heroes.
Cult of the Shark God. The
cult has only recently ynopsis The adventure breaks down
expanded from its home city of as follows :
Ilthmar. Some believe its pres- Two different groups plot dis-
ence is a clever invasion- aster for Lankhmar. First, the Act 1, Night on the Docks:
others believe it a liberation. Cult of the Shark seeks to domi- The heroes meet one another
The cult preaches that you must nate the city with its cruel Way during a rainy night on the
do unto others before they do of Predation (see the adven- Lankhmar waterfront, while
unto you. Destroy enemies ture's Appendix). To aid this coping in their various ways
before they threaten you. It is goal, members of the cult have with a plague of strange emo-
the Way of Predation-the way stolen a magical figurine owned tions that has struck the city.
of the shark. by the adventure's second The spirit of the stolen penate
group, the undersea Simorgyans . has caused these, broadcasting
Thousands of Lankhmarts, As the adventure begins, a its own feelings of longing and
oppressed by the Overlord, priestess of the cult is just arriv- despair.
robbed by the Thieves' Guild, ing in Lankhmar with this item.
and extorted by the Extortion- The Simorgyans seek its return The heroes hear cries of dis-
ists' Guild, have taken up the and revenge against the offend- tress coming from the docks .
Way of Predation . Urged on by ers-and to them, "offenders" There they see a Shark Cult
the High Priest of the Shark includes not only the cult but priestess struggling with the
Cult, Mako of Ilthmar, the new every human in Lankhmar. Simorgyan matriarch over Lady
converts are rapidly turning The figurine is called Lady Sirene's penate. If the heroes
Lankhmar into an abattoir. But Sirene's penate. A penate is a are really adventurers, they'll
perhaps even the City of rare Simorgyan household idol, get involved .
Thieves could deal with this a small coral statuette that
menace, were it not for the mag- embodies the spirit of an In the confusion, the heroes
ical effects of an ancient relic ancient family ancestor. The retrieve the penate . When they
the Cult has brought to the city. penate guards the household, touch it, Lady Sirene manifests
This figurine, Lady Sirene's inspires its resident descen- dramatically and entreats the
dants, and magically influences heroes' aid. Ideally one or
their moods to match Simor- more male heroes becomes
smitten with Lady Sirene
and feels the urge to
help her.
The Shark Cult of Lankhmar " 3
The heroes may promptly to the Simorgyans and plead for the sunken Simorgyan base.
lose the penate, for a Cultist Lankhmar's safety. They must steal these from the
accomplice tries to steal it. This Cult's stronghold, its new
may lead to a mad chase. Meanwhile, the city plunges Temple .
into chaos. Lankhmarts of all
Act 2, A Growing Despair: classes give way to longing and Act 4, The Wreck: Pursued
Whether or not the heroes despair. The heroes may or may by shark priests, the heroes
recover the figurine, they gain not realize that the cause is the travel to a sunken ship at the
clues that help them uncover penate . Meanwhile, followers of bottom of Lankhmar's harbor,
the cult plot . Lankhmar's best the Shark Cult practice what to confront the mysterious lurk-
fences, Nemia of the Dusk and Mako preaches-preying on the ers from Simorgya. But neither
Ogo the Blind, hint that an old weak and making preemptive the heroes, the priests of the
seeress called Krownis the Hag strikes on those they think will Shark Cult, nor even the Simor-
may know more. Krownis gazes someday prey on them. gyans themselves expect the
into the future and warns them strange twist of Fate that Lady
that they must take the penate Act 3, The Raid: The heroes Sirene plans .
need magical amulets to reach
" The Shark Cult of Lankhmar
Our talc starts one stormy night irr Lankhmars River Dish7ct 'The heroes are walking
past the Great Silos ofthe harbor area whc7r they sec a gang- ofthugs waylay a young
ivornan on the dodos. 77he goons and the sh6rngr woman leading their by to wrestle her into
a small boat, them car7y her out onto the d7ohpy waters ofthe harbor.
Getting the Party The Action Starts Staging the Battle
Together The heroes are outside the As you read the instructions
Golden Perch, a tavern near the for this scene, keep in mind the
This scene lets the heroes begin harbors of Lankhmar's River Dis- events that should happen:
as companions, complete trict. They are walking past the
strangers, or a mixture where some Great Silos when they hear a 1 . The heroes intervene, and
of the characters know one scream from the docks. Read the each one should get at least one
another and others do not. Every- following text aloud: chance to attack a thug . The
one will become companions soon. thugs respond by attacking a
It's been a long, day, and an even few NPCs who came along with
Start the adventure by asking longer night. A constant drizzle has the heroes from the Golden
each player to offer a reason why finally turned into a steady down- Perch; these NPCs die, to put a
his or her character would be pour. You stayed at the Golden scare into the players. (How-
down in the River District . A Perch as long as you could, but Yurl ever, keep Lyra's accomplice
rogue might be planning a poten- finally threw you out and closed his alive for now.) No one can reach
tial burglary, a warrior could be tavern for the night. A few of these Skate or Lyra yet. At the end of
tavern-hopping, and wizards may other lost souls walk with you now, the round, the heroes realize
be seeking some odd spell ingre- stepping carelessly through the they are fighting Simorgyans .
dient, like seaweed. puddles of Silo Avenue. You watch
them carefully, looking for the 2. One or more NPCs falls into
Give each hero some individual slightest sign of dubious intent, but the water, shrieks, and gets
attention, letting each player get their mood seems as grim as yours. devoured by sharks and the
the feel of his character and Why is everyone feeling so blue? sea-cloaker.
show off a bit. The heroes could
pick pockets of NPCs in the tav- Suddenly, over the falling rain 3. The battle starts to go the
erns, get into fights, or get and waves breaking against the heroes' way. Some Simorgyans
involved in just about anything . harbor walls, you hear a woman's leap into the water and either
scream. It's coming from close by, die or swim away. The sea-
Early sorrow: Each hero should out on the nearest dock. cloaker also flees, having been
notice that people are behaving a wounded by the sharks. Surviv-
bit strangely. For no obvious rea- About forty yards out at the end ing NPCs from the Golden Perch
son, everyone seems to feel a bit ofthe pier, you see lantern light. A also run, except for Lyra's
depressed. It's nothing major, just . young blonde woman is struggling accomplice (see below), who
unusual. (Though no one knows against a gang of shadowy figures. hides out.
this yet, the penate's influence is She's holding something too small
starting to affect them. These to identify, and everyone seems to 4. Clearly describe Skate, the
effects will grow in later scenes .) be grabbing for it. But she's fight matriarch, establishing her in
ing hard, even though she has no the players' minds . Skate
Try to weave two or more weapon and wears only simple attacks Lyra with deadly
encounters together, so that robes. skill . Lyra drops.
heroes can become acquainted
with one another before the She screams again: "Help!
action starts . Then . . . . Somebody help me!"
Act One : Night on the Docks " 5
Act One : Night on the Docks The Situation gence check) that her teeth have
been filed sharp . This is a tradi-
Map Kt~~ Use the map on this page to tion of the warrior-priests of the
get an overview of the area and Shark Cult in Ilthmar.
s - sk .>>e to set up the action .
The thugs: The others on the
1 . -1 . N ra The priestess : The woman, Lyra,
A - sienm-g)aic 0113"; dock are Simorgyan males and
wears robes made of shark skin, females, led by their matriarch,
kNater for she is the priestess of the Skate. There is one Simorgyan
Shark Cult of Ilthmar. She has just for each hero, plus two more.
to `cet emerged from the water and They wear no armor, having just
assumed human form. The small swum here in shark form, but
5. The heroes have cleared object she carries is Lady Sirene's they do have natural spines that
away the thugs and now drive penate, and all the others want it. serve well as weapons .
off Skate before she can pull the
figurine from Lyra's hand . Skate Shark Cult priestess (Lyra) : These Simorgyans have narrow
leaps off the dock, transforming Warrior; Level 3; Social level 6; faces with widely spaced green
into pungi ray form before she Alignment LE; AC 10; MV 12; hp eyes, and razor-sharp, fishlike
hits the water, and escapes. End 21 ; THACO 18; Dmg ld4 (dagger) . spines along the backs of their
of battle . thin arms and legs . They wear
The priestess is slender with loose, sleeveless knee-length
6 . The heroes hear Lyra's golden-blonde hair. When she tunics that smell strongly of brine.
dying words . They examine the opens her mouth, a character
figurine, see a vision sent by the might notice (with an Intelli- Simorgyans (human form):
spirit Sirene, and may promptly Warriors ; Level 1 ; Alignment LE;
lose the penate to an NPC AC 10 ; MV 12; hp 4; THACO 20;
accomplice of Lyra. This should Dmg ld4 (spines) . Ability scores:
lead to a chase through the all 11 .
, streets of Lankhmar.
When a Simorgyan attack on a
hero misses, it hits one of the
NPCs (see below) and kills him .
When a Simorgyan attacks an
NPC, have the attack hit auto-
matically and drop the victim .
Try to impress the players with
the deadliness of this encounter.
Skate (human form): Warrior;
Level 4; Alignment LE; AC 10; MV
12 ; hp 18; THACO 16 ; Dmg ld8
(spines) . Ability scores : all 12 .
The Simorgyan matriarch is
extremely tall, slim, imperious
in bearing, with rows of long
white spines along her fore-
arms . Her eyes are a much
darker green than those of the
other Simorgyans, and flaps of
9 Act One: Night on the Docks -
skin stretch between her upper On the dock sit two caches of Dmg 1d6 . XP value 270 . For more
arms and her torso. cargo waiting to be loaded about sea-cloakers, see the
aboard a small galley. Lashed Adventures in Lankhmar book.
The NPCs : Most of these riff- together with stout rope, these
raff are 0-level normal people crates and barrels weigh 100 to Ending the Battle
without class or abilities . They 150 pounds apiece. Breaking
exist for the Simorgyans to into a container and pulling For most of the fight, Skate
slaughter in the heroes' place . something out takes 1 round hangs back, holding a lantern,
and requires a successful the only source of light . When
NPC cannon fodder (5) : Strength check. the heroes are about to reach
0-level normal people ; Align- her, she makes a furious slashing
ment N; AC 10; MV 12; hp 1; The crates contain tools attack on Lyra, striking and mor-
THACO 20; Dmg ld2 (fist) . Abil- (saws, wrenches, hammers, all tally wounding the priestess.
ity scores : all 9. ld4 damage) ; ceramic cooking Then the heroes should force
pots (ld2 damage, should they Skate back, away from the fallen
Only one NPC in this lot is be used as weapons, break on a
important to the story. This is a roll of 2); and fragile flasks of Lyra.
Shark Cult acolyte named Brinnon, perfume (no damage, but can Rather than fight, Skate
an accomplice of Lyra who has blind an attacker for ld2 rounds
come down to the dock to receive with a successful attack roll) . shouts, "The vengeance of
the penate. He didn't expect the Simorgya can be delayed, but
Simorgyan attack, and right now In the water: Around the never stayed!" With this, she
he hopes the heroes can rescue battle scene, the waters of the leaps off the dock, visibly chang-
the penate so he can steal it. He dock are roiling far more than ing shape before she hits the
cares nothing for whether Lyra one would expect from the water. When she hits, the
survives. Such compassion is for- storm. Characters who succeed choppy water grows unnaturally
eign to the Way of Predation . in an Intelligence check see a calm, and then she is gone.
shark fin knife across the
Brinnon : Warrior/black wiz- choppy surface . The woman the heroes have
ard ; Level 3/3; Social level 3; rescued hovers at Death's door.
Alignment LE; AC 6 (armor spell Lyra and Skate have both sum- In game terms, the priestess has
in effect) ; MV 12; hp 6; THACO moned sea creatures . They are been reduced to 0 hit points and
17; Dmg ld2 (fist). Ability fighting in the water below. is about to die. Death has
scores: all 11 . already used her to fill his insa-
If a hero falls into the water, tiable quotas, so no amount of
Brinnon is short, thin, has have one of the monsters strike healing, whether natural or mag-
brown hair and gray eyes, and at him, miss by inches, and then ical, will save her. Her role in the
wears completely ordinary get attacked itself by an enemy story is simply to deliver the
clothing: brown tunic, black monster. Aim for a tone of fren- penate to the player characters .
sash, black trousers, boots . zied action and general panic .
Don't distinguish him from the Dying words : On the brink of
other NPCs until he makes his Reef sharks (3) : AL N; AC 8; death, Lyra mistakes one of the
theft attempt . MV 18 (swimming only); HD 3; heroes for the High Priest of
hp 18; THACO 17 ; # of Attacks 1 ; Lankhmar's Shark Cult . Just
The area: The dock is solidly Dmg 1d4+l. XP value 65. before she perishes, Lyra
built, and its soaked timbers are grabs one of the heroes by
fireproof . The water is 10 feet Sea-cloaker: AL LE; AC 2 ; the collar and pulls his ;
below, because it is just past low MV 18 (swimming only) ; HD 5;
tide. hp 29; THACO 15; # of Attacks 1; ear close to her
lips. "Mako,"
she whis-
Act One : Night on the Docks 9 7
pers, "I've found you . I have the ghostly white figure shimmers in statuette is a line of runes
penate. But its curse will the air above it. It's a young, unreadable to Lankhmarts .
bring. . . ." Then she expires beautiful woman, who looks at These are ancient Simorgyan,
dramatically, her_ head rolling you imploringly with pale green though a few words and symbols
back, her arms going limp, and eyes . She wears a long, clinging are common in other languages
a final breath escaping her as a robe. When she spreads her arms, as well. A rogue with the Read
ragged sigh . the sleeves fall away, and you see Languages ability may be able to
"Mako" is not just a species of a line of short white spines along decipher some parts of the
shark, but also the name of the each forearm. inscription . If the roll fails, the
High Priest of Lankhmar's newly- Choose one hero, preferably rogue cannot try again, and the
founded Shark Cult . male, who is likely to respond to heroes will have to have it deci-
Clues: A hero who succeeds in a plaintive plea from an attrac- phered for them. If the roll suc-
an Intelligence check notices a tive woman. Lady Sirene directs ceeds, tell the rogue only that
peculiar tattoo on the side of her plea to all the characters, the runes say something about
Lyra's neck : a shark. The same but seems to look directly at the "sorrow at leaving home." In
characters who know Mako's chosen hero. She speaks in a truth, the translated inscription
name recognize this tattoo as a hollow, despondent voice: reads :
mark of priests in the Shark Cult .
"1 have no strength to speak. I Deep, is my kingdom fair,
ady Sirene's beg you, find the shark folk. They And I watch over my family
mean no good for your folk or there.
Vision mine . Lure them below. Bring me In warm delight I tend their
to my shelter, and I shall reward hearts
you. Please . " And comfort them with mother's
Now Lyra's would-be rescuers arts.
stand on the dock before the The vision fades. Nothing the To those who take me from my
Great Silos, studying a small heroes can do will reawaken the home:
statuette . exhausted spirit . May all your sorrows match my
The Simorgyan spirit inhabit- The Figurine own.
ing the penate, Lady Sirene,
wants to gain revenge on the This brown coral statuette is he Chase
Shark Cult and to return to her
family. To this end she exerts ten inches tall, about three
herself and manifests visibly, an inches in diameter, and weighs Remember Brinnon, the Shark
exhausting task . She hopes to about two pounds. The fight has Cult acolyte? He's been hiding
enlist the heroes in her cause, not damaged it. behind one of the piles of cargo
but she lacks the energy to tell The statue depicts a tall, thin, on the dock, waiting to cast the
them more than a little . attractive woman, not unlike 2nd-level black wizard spell glit-
When one of the heroes Skate. (The figure shown is her terdust (see the "Sorcery" sec-
. touches the figurine, read this ancestor.) The woman depicted, tion of the campaign book). As
aloud: similar to the one in the vision, the heroes are leaving the dock,
has a narrow face, large eyes, Brinnon throws a cloud of scin-
The figurine seems to and spines on her forearms ; the tillating dust that drifts toward
tingle under your rest of her body is covered by a the heroes, unaffected by the
hand, and sud- long cloak. pouring rain . The dust hits the
denly a Inscribed on the base of the heroes' eyes ; they must save
c
Act One: Night on the Docks
111A7111,711
vs . spells or be blinded for 4. The chase should involve a xperience
ld4+1 rounds. couple of rounds of reckless Point Awards
turns, huge obstacles narrowly
After the heroes are blinded, missed, and small obstacles not In addition to XP for role-play-
Brinnon leaps out. Have Brinnon missed at all . Have the car- ing and professional bonuses,
automatically succeed in his riages demolish an empty fruit give the award listed to each
grab attempt and he flees. The cart, avoid a wandering old hero who performs any of the
heroes must give chase. lady by inches, and careen following actions:
around a tight curve . Make rid-
Staging the Chase ing proficiency or Dexterity Individual Actions Award
checks for the heroes in the Triggering vision : 50
Here are the steps of the pursuing coach to maintain Reading the inscription: 50
chase: control or else fall to a perilous Risking life to save Lyra: 100
perch barely clinging to the
1 . The heroes' vision clears careening coach, and attack Group Action Award
just in time to see Brinnon run- rolls with big penalties if Brin- Driving off the Simorgyans
ning for shore. He slips and non is fighting with heroes on
slides on the slippery dock, los- his own coach . 100 (plus XP value of crea-
ing some time, but he reaches tures defeated)
the street just ahead of the 5. Brinnon turns his carriage
heroes . down a narrow alley, and as the Catching Brinnon: 100
coach thunders toward a dead
2. Conduct the chase for two end, he leaps up and grabs a
or three rounds using the guide- wooden ladder on the side of
lines given in "Rules for the the alley. This primitive fire-
Dungeon Master" in the Adven- escape leads to the roof, and
tures in Lankhmar book. Brinnon the chase continues across
always stays just ahead of the the sloping soot-stained shin-
party's leader, regardless of gles of Lankhmar. Make Dexter-
actual die rolls . Work in lots of ity checks or climbing skill
scenic detail : slippery streets, checks for everyone involved
twisting alleys, rundown tene- to avoid dramatic slips, rotten
ments, hard rain loud on the roofing, and loose slates .
cobblestones .
6. On the rooftops or in the
3. The chase leads onto a streets, Brinnon fails a check at
main thoroughfare . Here the some dramatic moment . In a
late-night carriage traffic is light, coach, he flies out and crashes
but two horse-drawn carriages on the pavement ; on a rooftop,
are within hailing distance . Brin- he falls . Either way, he dies .
non jumps aboard the lead car-
riage, pushes the stunned driver The heroes recover the
off, and whips the horses . penate-then realize they're on
Depending on how well the Temple Street, not far from the
heroes roll, they can either Temple of Many Gods, soon-to-
catch up in time to climb on this be-former home of the Cult of
lead carriage, or reach the sec- the Shark God.
ond carriage in time to chase
Brinnon-if they can overcome, Cut here and go to Act 2.
persuade, or bribe the driver!
Act One: Night on the Docks " 9
hr this section the heroes grt a briefbreather, butLanhl.»nar dvcs7r't. LMile the heroes heal,
deC7de their Ohtionv, and irrlvestrgLrte the rrahrre ofthe henate, its ptnver t0 irfutmGe 0r1OHUM
begins t0 Sbvay c*7yo1re in the City.
While the heroes try to fence As this act opens, the heroes are couldn't tell from a name like
the figurine or decipher its conferring with Hanley Hornbek, -Mako. 'The temple is on the Street
runes, they may note sadness on a Lankhmart chirurgeon (KYE- of the Gods, although I hear it's
many faces . When they visit the rur-jen, a surgeon) . He's treating about to move somewhere new.
old Temple of the Shark Cult (as their wounds, if any, or investi- Don't know where. Who knows,
the Cult is moving out and head- gating Brinnon's body. Either maybe they'll buy this thing.
ing for its shiny new temple), the they came to him, or he was
despair and longing seem to per- returning home from a late-night "Or you could just fence it. Usu-
meate the air. And when they emergency call and happened ally it makes sense to know what
meet with the seer Krownis the on the scene. you're selling, but it's your loot. Of
Hag and learn what they must course, no one would dare imply
do, the heroes discover that sad- Hanley Hornbek: White wiz- that the fine and upstanding citi-
ness can cause some to lash out ard (healer) ; Level 2; Social level zens Ogo the Blind or Nemia of
in frustration. 4; Alignment NG; AC 10 ; MV 12 ; the Dusk would know anything
hp 3; THACO 20; Dmg nil. Ability about fencing stolen goods. You
The penate is causing this scores : INT 14, WIS 14, others 10 . never heard me say anything like
growing sadness because its that.
spirit, Lady Sirene, longs to Hornbeck is short, stout, and
return to her Simorgyan hearth . well-dressed . He is bald but stu- "There, that's all the blood I
In this act the heroes meet with pendously bearded. He has a can sponge up from you lot. Two
a fortune-teller, Krownis the Hag, casual, sad manner about him. gold rilks. "
who tells them the peril Lady
Sirene presents to Lankhmar The chiurgeon has treated his This is a fair price, but Horn-
and how to stop it. But stopping share of thieves and rogues. bek is used to not getting paid . If
it requires a set of magical Ordinarily placid of disposition the heroes refuse to pay, he
amulets available only in the and pragmatic in outlook, he is won't make an issue of it-he'll
Shark Cult's new temple-which feeling down now, like everyone just spread the word around
the heroes must raid in Act 3. in Lankhmar. Bearing up well Lankhmar's medical community.
under his magically induced sor- The next time the heroes want
esuming the row, he outlines the heroes' healing, well, Lankhmarts have a
Story options as he sees them : saying : "Fool me once, shame on
you. Fool me twice, shame on
Don't play out the heroes' "1'd say you've got three me."
actions moment by moment choices. First, find out more
about what that thing is. Best he Figurine's
after they recover the penate places to start are the usual Effects
from Brinnon's body. ones: the House of Knowledge
Instead, do a cinematic or the Great Library. As the heroes move around
"dissolve" from the end Lankhmar, mention everyone's
of that scene to the From the looks of things, the increasing sadness. This isn't
beginning of a Shark Temple probably knows clinical depression or listless-
new one. something about this situation. ness, but a wistful longing, a
This Mako fellow is the High
c Priest of that Cult, as ifyou
e Act Two: A Growing Despair
- -~--~ : : : ----
sense that something has gone nvestigating the inscription completely, the
wrong. Near the end of this act, Figurine heroes need to compare the
this feeling escalates into bitter runes to the many languages it is
despair, with overtones of frus- To decipher the statuette's related to. This takes 20 hours
tration and anger. In such a inscription and identify the item, minus the highest Intelligence
mood, ordinary people will lash the heroes can go to the House of score of the group. If Dymyrra
out at anything . Knowledge or the Great Library. sees the inscription, she grows
For brief descriptions of both curious and helps the group
However, the heroes are extra- places, see "The City of compare documents, reducing
ordinary. As adventurers, they Lankhmar" in the campaign book. the research time to only an
have willpower and strength of hour or two .
character that renders them The House of Knowledge :
immune to the worst effects of Dymyrra is an absent-minded Dymyrra can also explain the
the penate's despair. If the play- but kindly woman in her golden meaning of the term "penate ."
ers feel like role-playing a mild years. She charges researchers 1 Some Eastern cultures believe
wistfulness, fine, but they don't gold rilk per hour to peruse her that long-dead ancestors watch
suffer as much as those around collection . To translate the over their descendants . They
them. embody these spirits in penates
like this one. Dymyrra knows
nothing about magical penates,
Act Two: A Growing Despair e 1
and she can't advise the heroes assortment of documents in ship, unreadable inscription-
how to rouse Lady Sirene . Nehwon's many languages and this has no value! Waste no more
compare them to the inscription of my time!" Only Ogo the Blind
As to sunken Simorgya itself, on the statuette. Because the and Nemia of the Dusk know
Dymyrra knows that it is library is so huge and the staff is anything . (For descriptions of
rumored to exist in the Outer of little help, it takes the heroes both fences, see the campaign
Sea, and can pinpoint its general 30 hours minus the highest Intel- book .)
location on an ancient map ligence score of the group to
found within one of her musty assemble the proper collection Both Nemia and Ogo's assis-
atlases. She also knows that leg- and decipher the stone. A char- tant, Eyes of Ogo, are frequent
ends say Simorgya was once an acter with a Social Level of 8 or clients of Krownis the Hag, a
island, but sank into the sea more can command Aerilos' seeress at the Blue Moon tavern
some hundreds or even thou- attention and cut the research in the Park District. Krownis has
sands of years ago. The sur- time to only 1 hour. warned them that a group of
vivors supposedly transformed adventurers would bring them a
themselves into fish-like beings, Aerilos: Rogue; Level 1 ; Social treasure that is "both valueless
but the sorcerous change Level 6 ; Alignment LN; AC 10 ; and priceless ." The seeress also
twisted them and the Simor- MV 12; HP 4; THACO 20; Dmg Nil. warned that it would bring great
gyans became resentful and jeal- Ability scores : Str 10 ; Dex 10 ; sadness and danger-a
ous of the surface world. Con 9; Int 14 ; Wis 11 ; Cha 10 . prophecy that is about to prove
true .
Dymyrra: Rogue; Level 1 ; Aerilos is pompous and obsti-
Social level 3; Alignment CN; AC nate at the best of times, and his This is all either fence knows,
10; MV 12 ; hp 4; THACO 20 ; Dmg current sadness has only made and neither is interested in buy-
Nil . Ability scores : Str 7; Dex 10 ; him worse. He wears baggy scar- ing the penate. In fact, both
Con 8; Int 14; Wis 12 ; Cha 10 . let robes that are more expen- Nemia and Eyes are eager to get
sive than practical. If the heroes the adventurers out of their
Dymyrra wears a plain blue have SLs lower than his, he shops . The heroes' next clue
smock and little make-up . She is might insist that they wipe their must come from Krownis the
far more interested in books hands before searching through Hag herself, at the end of this
than social graces . documents, insult them by sug- act.
gesting they aren't able to read,
The Great Library: The Cura- and generally harrass them until While the heroes visit the
tor of the Great Library, Aerilos, they leave. If the heroes respond fences : As the heroes enter or
frowns upon entry by anyone with force, he runs like a rabbit leave either place, a hero who
with a Social Level less than his and summons the City Watch. succeeds in an Intelligence
own (6) . Though he does not check notices a skulking, shad-
prohibit entry as long as ences owy figure eyeing the party from
patrons pay the entrance fee a nearby street corner. The tall,
of 1 gold rilk, he and his staff Even if the heroes are not thin spy wears voluminous
do everything in their power interested in selling the fig- brown robes with a hood that
to avoid those of lower status urine at this point, fences often hides his face . The spy can eas-
_ \ and make their visit as quick have access to information that ily elude pursuers, though that
-=, and uncomfortable as pos- most others do not. Unfortu- shouldn't stop you from staging
nately, most fences offer nothing an exciting chase if you like.
sible . for the statuette and know noth-
'-_ : _ As with the House of ing about it. "Crude workman- The heroes never learn the
observer's identity. He's a minor
Knowledge, the rogue in the Thieves' Guild. The
,~ heroes must Guild has ordered him and sev-
find an
9 Act Two: A Growing Despair
eral other rogues to track the to bring shark-like savagery to strength. She specifically avoids
party's movements. Mako has Lankhmar-if he can get the asking where the heroes got the
commissioned the Guild to steal penate by then. figurine ; such curiosity about
the penate, and the thieves are one's prey is foreign to the Way
now determining the ideal time to Inside the temple: When the of Predation. Her tactics:
do so. (They'll make the attempt heroes arrive at the Temple of
when the heroes visit the old Many Gods, everything is in 1 . Bluffing . Aragyx at first tries
Shark God temple ; see below.) upheaval . Presumably the build- to bluff the heroes into giving
ing used to show symbols of the her the figurine freely. She
'he Shark God Cult's faith, but now the walls implies she has friends in the
are bare. Several shark priests City Watch and that her superior
Temple and a half dozen followers are has the Overlord's ear. Neither is
moving the cult's belongings to true .
Mako is the High Priest of their new home . Shark priests
Lankhmar's growing Shark Cult . have shark tattoos on their neck, 2. Buying. If the heroes don't
If the party hasn't already fig- the same tattoo the heroes seem concerned or otherwise
ured this out, a little carousing found on Lyra in Act 1 . Cult force her to pay for the figurine,
at their favorite tavern or shop priests wear robes of shiny Aragyx offers 50 gold rilks and
should reveal the information. shark hide, treated to remove its will go up to 400. But just as
Once they know who Mako is, sandpaper-like roughness . both parties are about to reach
the party most likely visits the an agreement (or the negotiation
Temple of the Shark God . Mako is elsewhere-at the turns sour), masked thugs from
bottom of Lankhmar's harbor, the Thieves' Guild assault the
Description: A rundown one- searching the wreck of the Temple!
story building near the bottom Simorgyan flagship for treasure.
of the Street of the Gods, this is (He finds nothing.) The Thieves' Guild
the first stone building an up Attacks!
and-coming new faith uses, or Aragyx: If the heroes let the
the last that a down-at-the-heels priests know they have the fig- The point of this scene is to
failed church occupies before urine, the priests eagerly invite provide action and intrigue, and
moving to the shacks and soap- them into the makeshift temple. to prevent the heroes from giv-
boxes nearby. The building is There they meet Mako's beauti- ing away or selling the figurine.
dull, stained granite, without ful second-in-command, Aragyx, They need it at the climax of this
ornament or lamplight. (See the a dark-skinned, green-eyed, adventure.
map on this page .) black-haired woman who is per-
haps as cunning as Mako him- Just when Aragyx either
Mako and his fanatical priests self . demands the figurine or agrees
have been using this Temple of to pay the heroes' price, the
Many Gods to preach to their Aragyx: Black wizard ; Thieves' Guild attacks . The
congregation . The Shark Cult Level 3; Alignment LE; AC 6 melee makes further negotia-
has prospered since its start (armor spell in effect) ; MV 12; hp tions impossible as the thieves
some four months ago, and now 7; THACO 20; Dmg ld4 (dagger) . attack both priests and heroes.
their new temple is almost com- Ability scores : Str 10; Dex 12 ;
plete. The Cult plans on moving Con 11 ; Int 16 ; Wis 14 ; Cha 16 . Motives: Mako has hired the
to its new location tomorrow, Spells : 1st-Sleep, armor. Guild to steal the figurine . The
where Mako will use the penate Aragyx knows the penate's Guild, though, does not hire
importance to Mako's plan, but out like carpenters . Yes,
she dares not overtly steal it they have accepted
from a party of unknown Mako's commis-
sion and
Act Two: A Growing Despair 9 1
will try to steal the figurine-but This fellow is surly and, like sure and protect Slyth from any
they also intend to plunder the other Lankhmarts right now, would-be heroes .
temple. Having taught Mako a les- sad. He defends himself well, but
son in Guild business practices, leads others with a resigned and The Priests
maybe they'll pass the penate to apathetic sigh . For Aragyx's statistics, see
him. Maybe not. above. Aragyx knows nothing of
Thugs (15): Rogues ; Level 1 ; Mako's dealings with the Guild.
Methods: The thieves have Alignment CN; AC 8 (leather She helps protect the penate
been watching the temple and armor) ; MV 12 ; HP 5; THACO 20; from Team One, and she realizes
know that the shark priests hide Ding ld6 (short swords and Team Two's purpose when Slyth
donations in a secret compart- short bows). Ability scores : Str moves to the altar. She tries to
ment inside the altar. The rogues 11 ; Dex 14 ; Con 11 ; Int 9; Wis 9; organize those on her side to
want to steal the donations Cha 10. fight through the thugs and stop
before the cultists move them to the second team .
the new, more secure temple. These thugs try to grab the
penate. They have no interest in Shark Cult priests (6): War-
The thieves have two strike hurting anyone, as long as they rior ; Level 2; Alignment LE; AC
teams . The first engages the get the loot. They do not fight to 10 ; MV 12 ; hp 15 ; THACO 19; Dmg
priests and the heroes in melee, the death, but flee if wounded ld8+1 (barbed long swords) .
trying to steal the penate. The and given an avenue of escape. Ability scores : Str 16 ; Dex 11 ;
first team consists of 15 1st-level Con 17 ;
thugs led by a 4th-level leader. Strike Team Two Int 12 ; Wis 13 ; Cha 10 .
Slyth: Black wizard; Level 3 ;
Meanwhile, the second team Alignment CN; AC 10; MV 12 ; HP These six men and women are
snatches the temple's treasures . 9; THACO 20; Dmg IN (dagger). eager to prove themselves to
The second team is led by a 3rd- Ability scores : Str 10; Dex 13 ; Aragyx. They fight to the death
level black wizard named Slyth . Con 10 ; Int 17 ; Wis 11 ; Cha 16. and follow Aragyx's orders to
Slyth must move to the altar in Spells : 1st-Magic missile, phan- the letter.
the center of the temple and tasmal force; 2nd-Knock.
open its compartment with her Slyth is a pale-skinned woman Staging the Combat
knock spell. Five thieves protect with bone-white hair. She wears
her, then help her bag the Shark a white dress to further accentu- The heroes have two practical
Cult's valuables and make a ate her deathly image. She options during this assault: flee
quick escape. Team one follows moves swiftly towards the altar, or help the shark priests. The
quickly in their wake-if every- opens it via her knock spell, thieves regard the heroes as
thing goes according to plan . then uses her magic missile and their targets and will not accept
phantasmal force to cover her help from them.
Strike Team One escape .
Leader: Warrior; Level 4; Here is a suggested sequence
Alignment LN ; AC 7 (leather Thugs (5) : Rogues ; Level 2 ; of events :
armor and Dexterity bonus); MV Alignment CN; AC 8 (leather
12; hp 30; THACO 17 ; Dmg ld8 armor); MV 12 ; HP 8; THACO 20; 1. Thieves attack by surprise.
(long sword). Ability scores : Dmg ld6 (short swords) . Ability Team one fails to grab the
'z,,_ Str 18/45 ; Dex 16 ; Con 17 ; Int scores : Str 16 ; Dex 16 ; Con 14; Int penate. Heroes decide what
12 ; Wis 10 ; Cha 9. they'll do.
9; Wis 9 ; Cha 6.
These fellows are elderly 2. If they drop the figurine and
thieves assigned to haul trea- run, have the thieves pursue and
tackle them, and say that Mako
has asked the Guild to capture
9 Act Two: A Growing Despair
whoever had the penate. Then In either case, the heroes next happen on a mob in the process
the thieves can leave the heroes see Aragyx and her priests in of fixing that blame on a likely
unattended long enough for Act 3 . target : four enforcers for the
them to escape and take back Extortionists' Guild.
the figurine. The lesser priests will not
make deals without Aragyx or You're walking down a
If the heroes run with the fig- Mako. The priests are scared to crowded, narrow street when you
urine, they get away, but they death of the penate and won't suddenly hear shouts. You look
can't find the shark priests again take it themselves, though they north just in time to see four thugs
for some time. The old Temple certainly encourage the heroes in leather running straight for you.
of Many Gods soon falls to return when either of their You see panic in their eyes.
deserted, and the heroes must superiors is available. Otherwise Behind them comes a mob of
locate the new temple. They they are unhelpful, even hostile screaming men and women . You
don't find it until Act 3. if pressed . recognize some of them as mer-
chants of this district. If they rec-
If the heroes stand and fight, rownis the Hag ognize you, they don't show it,
Aragyx tries to draw them because the entire mob is about
over to help against Slyth's To get to the next act of the to run you over!
team at the altar. The valu- adventure, the heroes must meet
ables amount to only a single with Krownis the Hag. They got Each character must make a
bag of 100 silver smerduks; this lead from one of the fences, Dexterity check to evade or
Mako secretly carried the rest of above. If they didn't visit a fence, maneuver through the mob of
the loot to the new temple ear- drop the clue using the chirur- angry merchants. Those who fail
lier today. Have this bag get geon, Hanley Hornbek, or the this check are trampled for 1
smashed in the battle, sending sages the heroes meet in "Inves- point of non-fatal damage and
coins flying everywhere . Thieves tigating the Figurine," above. shoved into a side alley where the
leap madly for the coins, and mob corners the unlucky extor-
confusion reigns . In the confu- Finding Krownis: Any adven- tionists . There the merchants
sion, Aragyx inconspicuously turer with a taste for tavern- shout, "We won't pay your blood-
departs. Resolve the battle soon crawling has seen Krownis at the money anymore, Merrick!" and
after. Blue Moon tavern, where she "Tell your boss he'll collect no
tells fortunes . She's there almost money from us!'." The heroes can
Fight and lose : If the battle is all the time. But when the hear the anguish in their voices .
going against the heroes, you heroes reach the Blue Moon, an
can have the raging battle dam- obstacle stands in their way-or A shopkeeper in the mob can
age a wall of the ramshackle rather, runs toward them . tell the heroes that the mer-
temple. The wall creaks for a chants have banded together to
round, then collapses, driving Angry Mob fight the Extortionists' Guild. If
the combatants apart and killing the character who asks this ques-
many thieves . The heroes can The penate's curse of sadness tion gets a favorable reaction roll
escape through the wall, or per- has stricken all of Lankhmar, but (neutral or better), the shop-
haps through cleverness can get in this low-class district, the sor- keeper also says the mob's
the upper hand. row and sense of loss has pro leader is Charl, a recent
duced intense frustration. convert to the Shark Cult .
Fight and win: After the dust People seek someone to blame
settles, Aragyx has vanished . A for their despair. The heroes Options: The
lesser priest says that Aragyx heroes can try
left a message telling the heroes to break
she went to get more help, but
that she will reward them later.
Act Two: A Growing Despair e I
up this lynch mob, or they can turn them over to the Thieves' lier vision she saw portents of
leave the extortionists to their Guild, or perhaps even to the Lankhmar's doom . Only by gaz-
grisly fate. If they leave, the mob City Watch, with a suitable story ing into the future once more
tears the four men to pieces, and about how the four men have can she tell the heroes what
that same night the Guild exacts sold out to the rival guild. The they must do to avoid the city's
a terrible revenge. merchants happily back up this destruction .
fable! Either group gladly takes
Characters who interfere find the enforcers, and both will hold Read the following aloud when
Charl (a 0-level normal man) them long enough for the the heroes visit the unnaturally
vengeful and angry. He sells penate's curse to run its course . aged seeress:
weapons and armor, and he has Meanwhile, Enforcers and
outfitted himself for a fight . He's Thieves turn against one another The woman you seek is seated
eager to match blades with the for a time, leaving the merchants in a quiet corner of her otherwise
thugs, but only if the rest of the unharmed . boisterous tavern. A woman
crowd back him up. (Such is the wearing a shawl too expensive
Way of Predation.) Meeting Krownis
for this district sits in front of
Can the heroes talk Charl out of Krownis the Hag lives at the
the fight? Decide whether or not Blue Moon. She watches the Krownis, while the Hag interprets
the heroes' words will be con- heroes' handling of the mob inci- the tea leaves spread between
vincing to a man who has had his dent. If she approves of their them. Then the customer stands
profits taken by the Extortionists' approach, she behaves with up, looks around nervously, and
Guild for years. The most likely greater friendliness than other- leaves quickly. Krownis smiles,
argument to convince Charl to wise, but she gives them the but her eyes look sad.
back down is that the Extortion- information they need regard-
ists will return in force and burn less . She has seen that she will. Krownis'smile fades as she stud-
down all the merchants' shops. ies your faces. `I have been expect-
Yet the crowd's mood of despair Krownis can actually see into ing you, " she says with a sigh. "I
makes everyone so reckless that the future, but she rarely does know very little about the figurine
they may ignore this logic, unless so, for it ages her one to six you have recently discovered,
the players speak well. years per use. She prefers except that it bestows great power
instead to make a comfortable to those who know how to use it. 1
The cornered extortionists living telling false fortunes, using can learn more, but the cost to my
agree to anything that saves the expected tea leaves and spirit is higher than you know.
their collective hides, though cards. She charges three rilks a
they won't keep their word . In sitting. Like any good for- "Still, I will do so, for
fact, if allowed to escape, they tuneteller, Krownis can tell Lankhmar's fate depends on it.
return that night and burn enough about a person to pre- This city has not been kind to me,
Charl's shop to the ground . dict vague generalities without but it is my home. But before I look
calling on her genuine but life- into the future, I want to know that
What's the best way to save draining talents . the young sprats Iam helping have
Charl's shop, and possibly those higher aspirations than mere
r of other merchants as well? The The seeress recognizes the
heroes from a true vision she thugs. Tell me, then, each ofyou:
answer: Blame the Thieves' cast for Nemia and the Eyes of
Guild-bitter rival of the Ogo over a month ago. She Why do you, personally, wish to
Extortionists' Guild-for knows that she must use her see Lankhmar saved?"
inciting the riot. To do power once again, for in her ear-
this, the heroes can Krownis is certain the adven-
defeat the turers cannot afford her usual
thugs and price of 600 gold rilks, so she
clutches at the hope that at least
she is helping heroes do good.
6 e Act Two: A Growing Despair
Let each player role-play his char- table-no, a mantel. A fireplace, Ending the scene: Krownis
acter's response, rewarding origi- on a ship? No, no, it is a shrine! can offer the heroes little more
nal and moving replies with 50 XP When the thieves took her, they beyond her original reading. All
took her shrine as well, the she knows is that she saw sev-
Krownis the Hag: Black wiz source ofher power. Her family eral men and women swimming
ard; Level 1 ; Social level 4; Align- waits. Take her back, restore her amidst a school of man-eating
ment N; AC 10; MV 12 ; hp 3; sharks . The heroes were fighting
THACO 20; Dmg Nil. Ability strength! the swimmers, but it seemed the
scores : Str 7; Dex 8; Con 6; Int 15 ; "But that is not all. Others try to sharks shied back from shark
Wis 14; Cha 6. cult amulets around the adven-
stop you. They wear cloaks, gray turers' necks.
Not so long ago, Krownis was cloaks. Many gray hunters swim
a striking young woman, but around them, and would turn on These are amulets of warding
numerous divinations over the their masters were it not for magi- which let the cultists breathe and
years have aged her prema- cal amulets the masters wear move freely underwater and pro-
turely. She dresses like a gypsy about their necks . You must have tect them from the minions of
to support her image as a for- these amulets to move freely their cruel god. The adventurers
tuneteller. through the water and avoid the must steal these amulets from
frenzy of the priests' minions . You the new Shark Cult temple before
The Reading will find them within the quarters they can take the figurine to the
of the one called `Mako. "' shipwreck in the adventure's con-
"Now 1 will tell you about the clusion. Therefore, the story con-
object you hold, the penate, " As Krownis speaks, her words tinues at that temple, in Act 3.
Krownis begins. "But brace your- conjure a picture in your mind. You
selves, for you may not want to can almost see it floating before xperience
know all that I may see. " you: a blue sapphire set in silver, Point Awards
hanging on a silver chain. The
Krownis closes her young eyes gem glitters with a light of its In addition to XP awarded in
and concentrates . Cards, tea the usual way, the heroes may
leaves, and other devices lie on own. also claim these bonus rewards
the table before her, but she "The sharks and the priests at the end of Part Two :
touches nothing. `A spirit calls. A
lady, long dead. Her name-her who command them are not Individual Action Award
nameSirene! Lady Sirene inhab- your only adversaries. I see Cleverness in battling the
its the penate, and she longs to cloaks of midnight sliding through
return home. A beautiful home the wreck. They spy on you and Guild: 50
under the sea, where the sun's the shark priests, hating you all, Good answer to Krownis's
harsh light is tempered to silver. but I cannot see more. There is a
There she watched over her family, huge, rushing blackness . . . . It question : 50
a dozen generations and more. . . seems Fate has reserved this last
mystery for you, young heroes . " Group Action Award
"Strange hands upon her, carry- Deciphering inscription: 50
ing her away. . . . A ship. The glar- Krownis suddenly opens her Visiting the temporary
ing sun . She called to her family tired eyes and takes a deep
for help, and they pursued. They breath. As you watch, new wrin- Shark Temple: 50
sank the ship, but one escaped kles form at the corners of her Breaking up the
with the Lady Sirene. Oh! Oh, eyes and mouth. Her face seems
bring her back! She must go back! to age several years, even though mob : 200
her bright blue eyes continue to
`I see you. Swimming in the twinkle like those of a young girl.
wreck of the ship. In the wreck, a It seems Krownis has paid a great
price for glancing into the future.
Act Two: A Growing Despair " 1
ht this part ofthe story, the heroes must steal the vital anudets ofwarding-front the Shark
Cult's rw tattple: Make sinc' that the charactc'r:s succeed in their attatrpt. Don't make it easy,
but ensure that despite bad hick or afinny mistakes, the heroes evathrally steal the anurlets.
Arid after all, wliy should they not .sirecoed? Sometimes Pate and Chance conspire in mystai-
ous ways, particularly in the world of.Nclnvvn.
he Temple of When the characters find the play up any nearby by guards as
the Shark God temple, use the map on the page a potential to being spotted
opposite this one. whether the hero successfully
Just as the heroes finish with sneaks in or not.)
Krownis, they overhear two The Situation
other patrons of the Blue Tavern If the cultists do spot the
discussing the new Shark Cult. The magical amulets the party group, they play dumb at first,
These two men are members of needs are kept deep within the letting the intruders trap them-
the City Watch . Should the newly constructed temple (see selves deeper in the temple.
heroes speak with them, they the key to the Lower Level, room Then, just after the characters
respond as follows : 8). The party must find some find the amulets, the stalking
way to slip inside the formidable cultists spring their ambush.
"You want to know about the building, locate the amulets, and This keeps the heroes from
Shark Cult? 1 can't tell you much. escape. They should avoid com- being chased away before they
All 1 know is we haven't had a bat if possible, for the Shark Cult get a chance to find the amulets,
day off since their High Priest has many new converts, and the while still "punishing" them for
started preaching the `Way ofPre- heroes are not yet powerful being seen.
dation. 'Now everyone in enough to battle so many fanati-
Lankhmar thinks they should take cal opponents. At any rate, only a few cultists
the law into their own hands. become alert to the party's inva-
Makes our job a nightmare, let me The map nearby and the sion until the amulets are recov-
tell you. Their new temple's open descriptive text below will help ered. At that point the whole
now. 1 can't imagine what kind of you answer the players' ques- Shark Cult can rise in arms, as
chaos is going to follow. 1 hope tions as their characters case the heroes dive into the water
you aren't thinking ofjoining. . . . " and eventually enter the Temple that fills the second level and
of the Shark God. In general, the escape via the sea-tunnel (see
The watchman eyes the " party can choose from three below) .
heroes carefully. Should they basic methods of entry.
answer yes, he shakes his head Infiltration : If the heroes have
and answers no further ques- The Stealthy Approach: The not previously come into con-
tions. If they say no, he nods characters might try sneaking flict with the shark priests, they
approvingly. He can tell them into the temple at night. If there might join the temple as
the temple's location, if the is a rogue in the group, he can acolytes-worshippers aspiring
heroes provide a plausible lead. Assume that as long as he to the priesthood. Aragyx,
reason for wanting to go makes his Move Silently and Mako's second in command,
there . Hide in Shadows rolls, and his already has several acolytes
companions follow in his foot- claiming space in her new
steps, the entire party remains temple, but she is always willing
concealed . Any deviation from to accept new converts . How-
this routine might reveal the ever, new petitioners must prove
party. (Of course, you should themselves to her by performing
a task.
18 9 Act Three : The Raid
If the heroes helped defend every round they can, stopping it. Stonemasons are tight-lipped
only when entangled . about their work, so getting the
the former temple from the information won't be easy.
Thieves' Guild earlier, and did Reef shark: Alignment N; AC 8;
not reveal that they had the MV 18 (swimming only) ; HD 3; A character who makes a
cult's treasure, Aragyx waives THACO 17 ; # of Attacks 1 ; Dmg Streetwise proficiency check at
the test and welcomes the group 1d4+ 1 . XP Value 65. -4 knows someone who worked
on the Temple . Raut, an appren-
into the cult. Otherwise, Aragyx Once the hunters net their tice stonemason and friend of
fish, they must transport it the character who made the
demands that the "converts" quickly back to the Temple of streetwise roll, can't reveal
bring her a live shark at least the Shark God and turn it over to much, but he provides general
Aragyx . Sharks cannot breathe information he feels won't seri-
five feet in length. unless they move forward ; ously jeopardize the "clients ."
Catching sharks: To carry out unless the shark is kept in a tank
large enough to let it swim, it suf- Raut says the temple's lower
this task, the player characters focates within five minutes . The level is made up of walkways
first have to venture down to the Shark Temple is almost exactly over a giant pool that opens to
five minutes from shore. . . . the sea via an underwater tun-
harbor-perhaps to the same nel. The priests only let a few of
If the shark lives, the priestess the workmen into the lower level
dock where the adventure smiles approvingly and orders once the tunnel was completed,
began-and "chum" the waters the shark taken to the second but word around the site said
with bait fish. Any fishermen or level and released into the pool. they were stocking it with
members of the City Watch who Because the capture of a live sharks of all kinds .
spy the rogues attracting sharks shark is a good omen, the priest-
to Lankhmar's shore won't be ess gives each hero the robe of If no one in the party can
pleased, so the characters an acolyte and lets them stay in make the streetwise roll, they
should perform their dangerous the communal rooms (area 3) may still find out the same infor-
mission quietly. while they begin their studies. mation . The method is up to the
Aragyx informs the new con- players . Whatever their pre-
This done, assume ld4 reef verts that they'll receive duties tense, they wind up speaking to
the following day. The rest of the same apprentice described
sharks visit the bloody waters this evening she instructs them above. Raut provides the same
every half hour. Their lengths to study the cult's texts on the information, but only for a bribe
are 4-6 feet each (ld4+2), but the Way of Predation and get to of at least 50 gold rilks (he'll
adventurers won't know this know their fellow acolytes . start at 100) .
until they pull a given shark
from the waves . At this point, skip forward to The heroes cannot breathe in
late evening, when all but a few the undersea tunnel, let alone
Catching a shark alive requires guards have gone to sleep. The avoid the deadly sharks that
a net. A net large enough to do heroes can slip out of their room swim within it, until they secure
the job requires two people to and look for Mako's amulets . Mako's amulets of warding. This
hit with standard attack rolls (no When the heroes cross the means the group most likely
damage) . Both characters must room, see the "Temple Encoun- must find another way into
hit in the same round to effec- ters" chart later in this chapter. the temple, though they
tively entangle the shark, and can use the sea-tunnel to
both must roll their attack dice The Streetwise Approach : escape once their
at their standard weapon non- The heroes may learn the third mission is com-
proficiency penalty. Characters way into the temple if they inter-
view the stonemasons who built plete .
might also subdue sharks by
attacking them with their bare
hands or blunt weapons . Handle
this like a brawl, as described in
the campaign book. In either
case, the sharks counter-attack
Act Three : The Raid e 1 9
Act Three : The Raid
Temple of the Shark God
= 10 feet
Ground Level
Lower Level
20 9 Act Three: The Raid
1311IT11SI T
Raut : Rogue; Warrior; Level 1 ; pews before a great amphithe- ened by lock-picking, but both
Alignment LN; AC 10 ; MV 12 ; HP ater stage, flanked by two grand awaken when the doors open. A
5; THACO 20 ; Dmg ld4 (dagger) . stairways topped with shark character who looks through the
Ability scores : Str 11 ; Dex 15 ; statues . All the gray stone used crack between the doors can see
Con 11; Int 12 ; Wis 12; Cha 14 . to build the temple has been if the guards are sleeping.
treated with a glossy shellac to
Raut is a friendly and hard- make it look like shark skin . Lower Level: Key
working artisan . He has blonde
hair, blue eyes, and a fair com- 2. Preparation/conference 1 . Staircase: The staircase
plexion that suggests northern rooms: The shark priests will descends to a nearly flooded
blood . use these rooms to prepare tunnel whose arched roof
themselves before venturing out ascends a few feet from the floor.
The Temple's in public . In truth, this is a deep tunnel
Ground Level: Key that stretches to Lankhmar's
3. Stairway : Non-believers are harbor. Anyone who watches the
Intruders sneaking around the not allowed into the temple's tunnel for more than a few
temple may incur the wrath of lower levels . Only the shark moments sees telltale shark fins
the Shark God and face a mishap . priests have keys. Even acolytes break the surface. If the heroes
Roll on the "Temple Mishap" must be admitted by the two did not speak to a stonemason
table, below, every time the char- guards (other acolytes) always and have not yet learned about
acters travel over the walkways . standing beyond the doors. the sea-tunnel, "give them" this
Carved on the doors is an image one so they can make a dramatic
On the walls hang metallic of a great white shark in the escape at the end of the act.
"torches" enchanted with contin- deep. The guards peer out
ual light spells . Hoods around through its black quartz eyes . If 2. Walkways : This level's
these illuminary bulbs are open they don't recognize whoever rooms and walkways stretch over
during daylight hours, partly knocks, one of the guards will a giant flooded pool. The walk-
closed from dinner until midnight, run downstairs and alert fellow ways seem to float on the water,
and then all but a few are sealed acolytes; 2d6 of them arrive to but pillars actually support most
from midnight until morning. The help in ld6 rounds . One acolyte intersections. All the five-foot-
light bounces off the water and goes to inform the shark priests. wide walkways are washed by the
bathes the entire level in an eerie, choppy salt water. Characters
blue hue speckled with spots and If the heroes try to slip past forced to run across them must
ribbons of light. The shadows cre- these guards, they'll most likely make Dexterity checks. Failure by
ated by this effect give rogues a need a sleep spell. Cast through 1-5 points means the character
+10% chance to hide in shadows, the door, it will put both acolytes falls. Failure by more than 5
and the lapping water covers instantly to sleep. Without a means that the character has
sound and adds +10% to move sleep spell, the characters must fallen into the water.
silently checks . disguise themselves as known
acolytes or somehow open the In the pool swim scores of reef,
1 . Amphitheater : The ground door and take out the guards tiger, and hammerhead sharks
level of the temple looks like the before they can alert the others . summoned by the shark
head of a great white shark priests, as well as unfortunate
reaching from the water. Trian- Because the acolytes are unac- fish that have wandered in
gular "teeth" lining the front por- customed to all-night guard through the sea-tunnel .
tal complete the illusion . duty, both may fall asleep at The first round after
some point. Use this narrative a character falls
Inside the amphitheater, plain device if the heroes are having into the
stone benches (soon to be trouble getting to the lower
carved with images) serve as level. The guards are not awak-
Act Three : The Raid " 21