IX LEGION OF THE MINOTAUR LEAGUE
STEEL HAMMER ORDU XXVII (GRAYWOOD) ORDU
Regular Dwarven Medium Infantry Regular Light Elf Archers
AR 7 Notes Battle axe 6 AR 9 Notes Long sword 6/8
Hits 1 Favored terrain: Warhammer 6/4 Hits 1 Move through
MV 6 rough MV 12 woods at no pen- Range
ML 13 Range ML 14 alty. 4/8/17
//
XII (GLADIUS) ORDU BROKEN HORN ORDU
Regular Medium Infantry Elite Heavy Minotaurs
AR 7 Spear 6* AR 6 Notes Long sword 12
Hits 1 Lone sword 6/8 Hits 3 + 3 morale bonus is
MV 9 MV 12 gained when in con- Range
ML 12 Range ML 16 tact with enemy. //
l/2/3
GREENSPEAR ORDU OAK ORDU
Regular Elf Medium Infantry Irregular Light Elf Infantry
AR 7 Notes Spear 6* AR 8 Notes Spear 6*
Hits 1 Move through Long sword 6 Hits 1 Move through Long sword 6
MV 12 woods at no pen- MV 12 woods at no pen-
ML 13 alty. Range ML 12 alty. Range
1/2/3 1/2/3
LEORMANS ORDU V (PENAL) ORDU
Regular Light Slingers Regular Light Infantry
AR 9 Sling 4*/6* AR 8 Notes Spear 6*
Hits 1 Dagger 4 Hits 1 Composed of con- Long sword 6/8
MV 12 MV 12 victed criminals.
ML 13 Range ML 10 Range
5/10/20 l/2/3
35
LEAGUE CAVALRY/AUXILIARIES
WHITE HORSE ORDU WOOD PEOPLE AUXILIARIES
Regular Light Cavalry Irregular Elf Light Archers
AR 9 Lt. lance [8] AR 9 Notes Lone: bow 6*
Hits 2 Long sword 8/10 Hits 1 Unaffected by for- Long sword 6/8
MV 24 MV 12 est.
ML 13 Range ML 13 Range
// 4/8/17
CLANSMEN ORDU MARAKIAN AUXILIARIES
Irregular Elf Light Cavalry Irregular Kender Stone bows
AR 9 Lt. lance [8] AR 9 Stonebow 4*/6*
Hits 2 Long sword 8/10 Hits 1 Dagger 4
MV 24 MV 12
ML 13 Short bow 6* ML 12 Range
//
Range
5/10/15
LANDSMEN ORDU BASHI-BARAS
Regular Medium Cavalry Irregular Light Infantry
AR 7 Med. lance [10] AR 10 Spear 6*
Hits 2 Long sword 10 Hits 1 Short sword 6
MV 18 MV 12
ML 13 Range ML 10 Range
// l/2/3
XVI (THERAN) ORDU IMPERIAL ENGINEERS
Elite Heavy Cavalry Regular Dwarf Light Infantry
AR 5 Hvy. lance [10/12] AR 10 Notes Battle axe 6
Hits 2 Long sword 10 Hits 1 All are skilled in Warhammer 6*/4*
MV 15 MV 6 siegecraft and min-
ML 15 Range ML 12 ing. Favored ter- Range
// rain: rough 1/2/3
36
THENOLIAN ARMY
SERVANTS OF HITH LORD ALRICS COMPANY
Undead Infantry Regular Light Crossbowmen
AR 8 Notes Assorted weapons 6 AR 8 Lt. crossbow 4*
Hits 1 Never check mo- Hits 1 Short sword 6
MV 12 rale. Half damage Range MV 12
ML - from edged weap- // ML 13 Range
ons. 6/12/17
SERVANTS OF HITH VIDAME ROTROUS COMPANY
Undead Archers Regular Light Archers
AR 8 Notes Short bow 6* AR 8 Long bow 6*
Hits 1 Never check mo- Assorted weapons 6 Hits 1 Short sword 6
MV 12 rale. Half damage MV 12
ML - from edged weap- Range ML 13 Range
ons. Cannot per- 5/10/15 4/8/17
form pass- through
fire.
FANATICS OF HITH LORD DAMINS COMPANY
Irregular Light Infantry Regular Heavy Infantry
AR 10 Spear 6 AR 6 Notes Spear 6*
Hits 1 Short sword 6 Hits 2 3rd level fighters. Long sword 8/10
MV 12 MV 6
Range ML 13 Range
ML 11 // 1/2/3
THENOLIAN MILITIA DRAGONMEN
Irregular Light Infantry Irregular Bakali Infantry
AR 9 Glaive 6/8 AR 7 Notes Natural weapons 8
Hits 1 Hits 2 Favored terrain:
MV 12 Range MV 6 swamp Range
ML 11 // ML 14 //
37
THENOLITE CAVALRY/ILQUAR GOBLINS
LORD VIGARDS SCOUTS HUNTERS
Regular Light Cavalry Irregular Goblin Archers
AR 8 Lt. lance [8] AR 9 Short bow 6*
Hits 2 Long sword 8/10 Dagger 4
MV 24 Hits 1
ML 14 Javelin 6* MV 6 Range
M L 11 5/10/15
Range
2/4/6
SQUIRES OF THE LORDS WARBAND
Regular Medium Cavalry Regular Goblin Medium Infantry
AR 7 Med. lance [10] AR 7 Short sword 6
Hits 2 H. mace 10 Hits 1
MV 18 MV 6
ML 13 Range ML 11
//
KNIGHTS OF THE REALM CHIEFTAINS BODYGUARD
Elite Heavy Cavalry Regular Goblin Heavy Infantry
AR 5 Notes Hvy. lance [12/12+8] AR 6 Short sword 6
Hits 3 5th level fighters. Hits 1
MV 15 MV 6 Range
ML 15 ML 12 //
GOBLIN HORDE
Irregular Goblin Infantry
AR - Notes AR 8 Broadsword 6
Hits - Hits 1
MV - Range MV 6 Range
ML - // ML 10 //
38
THE GODS OF TALADAS
THE GODS OF TALADAS ors as the Highgod, the supreme being. all but unknown in the more barbaric re-
All other deities are merely false idols or gions of Taladas. Of all the neutral gods,
Although the people of Taladas are vastly manifestations of his supreme power. Chislev is the most actively worshiped,
different from those of Ansalon, they still particularly by the Uigan. This goddess is
know and worship the same gods of Paladine is thought of as an abstract considered by many to be the spirit of na-
Krynnor almost. Known by different force. He is benign, above good and evil. ture.
names and sometimes even different gen-
der, the Taladans have reached their own Majere is considered the female anima The evil gods also exercise great power
understanding of the gods, in some ways of Paladin. No images exist of Paladin or in Taladas, in the lands of Thenol in par-
familiar to Ansalonians and in other ways Majere. ticular. Although Takhisis is recognized
quite different. as the most powerful, she is held in fear
The foremost gods of good in Taladas by even those who would follow her. She
Taladans agree with Ansalonians on are Kiri-Jolith and Mishakal, known as is portrayed as capricious and willful,
the number of gods. But their general Quuan the Warrior and Mislaxa to the dangerous to deal with. By far more pop-
groupings are quite different. There are Uigan. He is often shown as a fierce war- ular (at least as the popularity of evil gods
the gods of good, neutrality, and evil. In rior; she as a stranger in robes. goes) is Hiddukel. Among the evil deni-
addition, there are three others in zens of Taladas, he has the greatest influ-
Taladasthe spirits of magic, the su- Two remaining good gods complement ence. Chemosh, the Undead Lord, is not
preme forces, and the gods of dwarves the pair. Habbakuk is little known, ven- worshiped, but feared, as is Morgion, the
and minotaurs. The particular cause es- erated primarily by the Silvanaes as the god of disease. Zeboim is virtually un-
poused by the god (good, evil, neutral, Sea Lord and less so by the minotaurs as known among the Taladans.
etc.) depends on the believers viewpoint. Han-Yagas. Branchala is almost unknown
Likewise the gods are known by non- to the Taladans, who usually view this de- In addition to the gods of good, neu-
Ansalonian names, sometimes even sev- ity as an avatar of Habbakuk. Thus, Bran- trality, and evil, there are a number of
eral names. The listing below describes chala has no priests in Taladas. gods that the Taladans place in special
the different gods and their commonly classifications. These include Reorx (the
perceived roles. The gods of neutrality are seldom wor- god of gnomes and dwarves) and Sargon-
shiped in Taladas, since their roles are less nas (god of the minotaurs).
The supreme forces are not considered active than those of good and evil. Gilean
gods proper, but rather energies beyond is known only to an educated few, thus Finally, the three moons of Krynn
the comprehension of anything. These his cult is limited to the cities and settled Solinari, Lunitari, and Nuitariare not
include the Highfather, Paladine, and lands. Zivilyn is considered to be only an considered gods proper. They are revered
Majere. aspect of Gilean and has no worshipers in as elemental forces of great power, but
Taladas. Sirrion tends to be venerated by have no worshipers or priests of their
Highfather is revered by the Glass Sail- the dwarves and gnomes. Shinare is given own.
special esteem by the merchants of the
Minotaur League. Conversely, this god is
39
DISIR Subterranean
Very Rare
CLIMATE/TERRAIN: Tribal
FREQUENCY: Any
ORGANIZATION: Omnivore
ACTIVITY CYCLE: Highly (13-14)
DIET: (B)
INTELLIGENCE: Lawful evil
TREASURE:
ALIGNMENT: 2d4 (2d4)
3
NO. APPEARING: 12
ARMOR CLASS: 5
MOVEMENT: 15
HIT DICE:
THAC0: 2d4/2d4/2d6
NO. OF ATTACKS: Pain
DAMAGE/ATTACK: Fire resistance
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: M (6'-7' tall)
MAGIC RESISTANCE: 15
SIZE: 975
MORALE:
XP VALUE:
The disir are a race of deep-dwelling subterranean creatures of dis- Habitat/Society: The disir are a secretive group, due in part to geo-
gusting appearance. They stand about six to seven feet tall, although graphic location (miles beneath the earth) and a fanatical hatred of
they are normally hunched over to a lesser height. Parts of their anything that might be their neighbor. Their homeland is deep un-
bodies are covered with a natural armor, while other areas show ex- der the earth in the realm of the Underdark. There, they fashion un-
posed rubbery flesh. Their skin tone is a pasty green-white. Their derground tunnels or, more often, appropriate the homes of others.
pores exude a thick coating of slimy gel. This is normally polluted Thus they are a scourge to dwarves and other tunneling races. Wars
with dirt, debris, and bits of dead flesh that seem to constantly between the two are often fought over the homes the dwarves have
slough off them. An aura of stench and decay hangs around them. built.
Combat: Disir usually fight with claws and bite, but they have been The disir live in large tribal units of 50 or more members. The
known to use weapons on rare occasions. Although their bite is more tribes, in turn, maintain close relations with each other and several
effective, disir prefer to fight with their claws whenever possible, sav- tribes may be located in a limited area. Warfare between different
ing their bite attack for helpless or nearly helpless victims. The claws tribes is unknown. They are not so scrupulous about other neigh-
are long and powerful and the disir are able to easily crush soft stones bors, viewing any other settlement as a source of food. Although
with one hand. Their bite is particularly vicious, both for their pro- highly intelligent, they do not enter into treaties or truces of any
truding jagged fangs and their long, razor-sharp, rasp-like tongue. kind.
This is used to shear flesh from bone.
The disir reproduce from eggs. There are no distinguishing signs
All the attacks of the disir (claws and bite) are poisonous, due to of their sex, making it impossible to tell male from female by sight.
the slimy jelly that drips from their bodies. This jelly causes intense Indeed, a single disir may be either male or female, depending on
pain to (but does not kill) its victims. Those struck by a disir must roll what stage of life it is in. The females of their kind (or those in the
a saving throw vs. poison at the end of the round. Only one saving female phase) dominate the males.
throw need be made, regardless of the number of times the character
has been hit. Each claw causes a -1 penalty to the saving throw, while The tribes live communally, sharing the duties between all the
a bite gives a -2 penalty. These modifiers are cumulative, so if a char- adult members. The eggs are laid in incubator halls and are guarded
acter is struck by all three attacks, he would have a total penalty of -4 at all times. Food gathering and raiding is done in groups and the
to his saving throw. spoils of each are brought back to the tribe and divided among all
the members. Those who cannot assist in these tasks, for whatever
If the saving throw is failed, the poison generates a burning fire, reason, are killed.
starting from the point of the wound. This pain is so intense that it
numbs the muscles and gradually paralyzes the victim. The process Ecology: The disir, while omnivorous, greatly favor meat-of any
takes 1d4 + 1 rounds. Each round until the character is paralyzed, he kind. They seem untroubled by spoilage, decay, or source. They eat
suffers a -1 (cumulative) penalty to his THAC0. This penalty is re- anything they can kill or any dead they find. They resort to vegetable
moved when the pain is neutralized. The poison has a duration of matter (mostly fungus) only when other resources have dried up.
1d4 turns. The poisonous gel has a very short life when exposed to Thus, they often serve to scour old, over-populated sections of the
air. It is effective on the disir because their bodies are constantly re- Underdark, leaving behind sterile dead remains.
newing it. However, it cannot be bottled or kept and used by others.
The gel also provides protection from fire-based attacks. Disir gain
a +4 saving throw bonus and suffer 1 point less per die of damage
from fire-based attacks.
DRACONIAN, TRAAG
CLIMATE/TERRAIN: Temperate plain or forest
FREQUENCY: Very Rare
ORGANIZATION: Tribal
ACTIVITY CYCLE: Night
DIET: Carnivore
INTELLIGENCE: Low (5-7)
TREASURE: None
ALIGNMENT: Chaotic evil
NO. APPEARING: 2d6
ARMOR CLASS: 4
MOVEMENT: 6
HIT DICE: 3
THAC0: 17
NO. OF ATTACKS: 2 or 1
DAMAGE/ATTACK: 1d61 1d6 or by weapon
SPECIAL ATTACKS: None
SPECIAL DEFENSES: None
MAGIC RESISTANCE: Nil
SIZE: M (5-6 tall)
MORALE: Special
XP VALUE: 120
175
Chieftain
The traag draconians are among the first failed attempts to create Even this alone would not have been sufficient, but coupled with a
draconians, a precursor of the more successful baaz. While not overly very low birth rate (each brass dragon egg yielded only a few viable
tall, they are emaciated and gangly. They have sharp taloned hands, traag) and a tendency to suddenly go berserk, attacking anything or
and crocodile-like snouts. Their bodies are covered with rough scales anyone, made the traag a failure. Not wanting to waste time slaugh-
of a metallic brass color, a link to their heritage. tering them by the thousands, the evil lords simply disposed of their
error in the lands of Aurim.
Combat: Traag draconians are fierce fighters, adept with either
weapons or their natural talons. At the same time, they are not natu- The traag have formed themselves into small tribal bands. Each
rally courageous, being extremely conscious, even paranoid, of their tribe is led by a chieftain (5 HD, THAC0 15, Dmg 1d8/1d8). These
own weaknesses and numbers. They do not attack unless the odds bands of 1d100 + 50 traag live mostly in the deserted villages and
are in their favor, either through numbers, the element of surprise or cities of ancient Aurim. The more numerous and powerful hobgob-
clever strategies, or if they have been forced into battle. Thus, their lins have made the plains unsafe for their habitation, so the traag
initial morale is only 8. have fortified and trapped the ruins as a protection against their
powerful neighbors. The old streets are honeycombed with hidden
Once the battle is joined, however, the traag become maniacally sally ports, rockfalls, dead ends, and concealed ways.
fearless. A blood-lust seizes them and they no longer need to check
morale for the duration of the fight. They will fight without regard The villages are normally organized in a similar manner. At the
for losses and gain a + 1 on all saving throws vs. spells that cause fear center of the ruins is the tribal headquarters. There are always at least
(scare, fear, etc.). This effect only comes into play when the combat two paths to this and sometimes more. Fanning out from the center
is actually joined. Since the traag dont use missile weapons, this is are different encampments, or divisions as the traag call them.
when hand-to-hand combat is conducted. Each division has 1d20 + 10 members. These divisions have varying
responsibilities, usually assigned the duty of guarding a specific post
In combat, the traag often disdain the use of weapons and fight or hunting in a given territory.
with their claws, which are effective enough. They use weapons
when there is some advantage to be gained from using the weapon Because the traag are created, they have only one sex (male for lack
attack mode, reach, or other special use. of a better name). There are no young or dependents. All members
of the tribe are warriors-they are more completely mobilized than
Upon death, the traag bubble and rot away in a single round, any other group in Taladas. This has led them to increasing domi-
leaving only a slimy puddle behind. nance in Aurim.
Habitat/Society: The traag were one of the first products of the evil Ecology: Although carnivorous, the traag are often reduced to scav-
lords attempts to pervert the eggs of the good dragons to create dra- enging. Unwilling to hunt for great lengths of time on the plains,
conians. (At least, they were one of the first experiments to survive.) they are almost universally under-nourished. Its not surprising then
For a time, since they lived and were good fighters (when they that they will eat virtually anything (even hobgoblin) that is put in
fought), the lords considered them a success and bred large numbers front of them.
of them.
Over time, however, the traag began to develop a number of un-
desirable traits that ultimately made them unsuitable for use in the
dragon armies. Most obvious of these is their noteworthy cowardice.
FIRE MINION
CLIMATE/TERRAIN: Volcanic, lava
FREQUENCY: Very Rare
ORGANIZATION: Hierarchial
ACTIVITY CYCLE: Any
DIET: Special
INTELLIGENCE: Average to genius (11- 18)
TREASURE: None
ALIGNMENT: Lawful evil
NO. APPEARING: 1-4
ARMOR CLASS: 3
MOVEMENT: 12
HIT DICE: 6
THAC0: 15
NO. OF ATTACKS:
DAMAGE/ATTACK: 2d6
SPECIAL ATTACKS: Fire
SPECIAL DEFENSES: Immunity to fire
MAGIC RESISTANCE: Nil
SIZE: L (7'-9')
MORALE: 15
XP VALUE: 975
Fire minions are fearsome creatures, apparently from the elemental saving throws still apply). In addition, any water- or cold- based at-
plane of Fire. Their bodies are composed of living flame, and al- tack halves the length the time the fire minion can stay out of its fiery
though they can assume any form they wish, the most common is home.
that of a large humanoid, complete with fangs and horns. Their
bodies are the colors of flame and constantly swirl and flicker with Habitat/Society: Little is known of the fire minions lives, simply
the living light. because their natural environment precludes most observation by
outsiders. It is certain they come from the elemental plane of Fire,
Combat: Fire minions are powerful warriors, fortunately (for their and are considered free-willed fire elementals. Their life habits there
enemies) limited by their environment from spreading and conquer- are unknown.
ing. They attack by rising up out of fire, assuming their form in the
process. Since this takes one round, it normally provides sufficient Fire minions have a limited ability to gate themselves to the Prime
warning to the victim and only allows the normal chance of surprise. Material plane. Such gating can be accomplished only in areas of in-
However, a fire minion can also return back into the flame (in one tense flame-most commonly the cauldrons of volcanoes. Normal
round), move to another location and reappear during the next fires are not sufficient to allow gating and so fire minions tend to ap-
round. While this does not provide any specific combat bonus, it can pear only in exotic locales.
be unnerving to inexperienced opponents.
Fire, flame, and lava are the natural homes of fire minions, and
Fire minions normally wield large swords. Whatever the weapon they dwell within them with no ill effects. They can travel through
used, the creature causes 2d6 points of damage. In addition, the these materials as easily as walking. However, they have only a lim-
creature has a constant flame aura that causes 1d6 points of damage ited ability to leave the flames and risk injury or death when they do
to all within five feet unless protected from fire in some way. No at- so. A fire minion will not feel the effects for 1d6 hours. After this
tack roll is needed to hit and no saving throw is allowed to avoid this time they lose their flame aura ability. In another 1d6 hours, the
aura damage. minion begins to take damage at the rate of 1-2 points per turn. This
continues until either the minion returns to the flame (to rest and
Because they are made from living flame, fire minions are com- heal) or dies. Note that magical fires can heal the damage but cannot
pletely immune to fire-based attacks. Indeed, magical flames (fire- prolong the ability to move about on land.
balls and dragon fire) restore hit points equal to the damage the
attack would normally cause. Although they would seem to be Ecology: It is hard to know just where the fire minions fit into things,
highly vulnerable to water-based attacks, their intense heat protects since so little is known of their lives in the plane of Fire. It is believed
them somewhat. They suffer 1 extra point of damage per die from they eat lava or fire, although this is not confirmed. When slain,
water-based attacks. They are extremely vulnerable to cold-based at- their bodies evaporate in a burst of ash, leaving very little to examine
tacks and suffer double the normal damage from these (although or study.
GURIK CHAAHL
CLIMATE/TERRAIN: Temperate forest
FREQUENCY: Rare
ORGANIZATION: Solitary
ACTIVITY CYCLE: Night
DIET: Omnivore
INTELLIGENCE: Semi- (2-4)
TREASURE: Nil
ALIGNMENT: Chaotic evil
NO. APPEARING: 1-2
ARMOR CLASS: 8
MOVEMENT: 6
HIT DICE: 2
THAC0: 19
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1d6
SPECIAL ATTACKS: Surprise, camouflage
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Nil
SIZE: s (3'-4')
MORALE:
XP VALUE:
The gurik chaahl (ghost people) are the dangerous and unpleas- hunters. On rare occasions several gurik will operate together as a
ant offspring of the Ilquar goblins of Taladas. They are the ill- group.
favored who, driven out of the villages, have managed to survive in
the forests against the odds. They look much like normal goblins, ex- Habitat/Society: The gurik chaahl are solitary dwellers. Rejects of
cept for some abnormality that marks them. the goblin tribes who live in the Ilquar Mountains, the gurik chaahl
have managed to survive alone in the wilderness against the odds.
Combat: The ghost people are not brave warriors and are never likely Some have dim memories of their childhood, but most were aban-
to be. Their survival has been due to their stealth, cunning, and de- doned at too young an age to remember. Nonetheless, the similarity
ceitfulness, not their fierce combat prowess. in appearance between themselves and the goblins has not escaped
their notice. They have developed an intense hatred of the goblins
Gurik chaahl are quite stealthy. They move silently 70% of the and delight in causing them harm.
time and have a natural ability to use camouflage and natural ter-
rain. There is only a 25% chance they are spotted by casual observa- The gurik chaahl are loners, without friends or communities. Be-
tion. This chance improves by 30% for close scrutiny and an cause of their natures, they do not even trust each other and classify
additional 30% if the gurik chaahl is moving. (Thus there is a 85% other gurik with the goblins in general. The few times they do coop-
chance of spotting a moving gurik chaahl if the character watches erate are when they are faced with a large incursion of goblins. Al-
carefully.) While the ability to move silently applies to any type of though they are spiteful and violent, their rage is directed mostly at
terrain, the camouflage ability requires the presence of some con- the goblins. They attack other creatures for food and little else.
cealing terrain, although it can be quite slight.
Ecology: The gurik chaahl act as predators and scavengers in their
A gurik chaahl that moves silently imposes a -4 penalty to the territory. Beyond this, their role in the local culture is strictly as a tool
partys surprise rolls. One that fails to move silently but is still un- for mothers to scare children, a bugbear to frighten them to be good
spotted causes a -2 penalty to character surprise rolls. or go to sleep.
Once in combat, a gurik chaahl will try to cause as much harm as
possible, or steal something useful and escape as quickly as it can.
The creatures have no desire to fight it out or battle superior odds.
Thus most attacks by the gurik are against lone stragglers or solitary
HORAX
CLIMATE/TERRAIN: Subterranean
FREQUENCY: Uncommon
ORGANIZATION: Colony
ACTIVITY CYCLE:
DIET: Any
INTELLIGENCE: Carnivore
TREASURE: Animal (1)
ALIGNMENT: Nil (D)
Neutral
NO. APPEARING:
ARMOR CLASS: 3d10
MOVEMENT: 3
HIT DICE: 15
THAC0: 4
NO. OF ATTACKS: 17
DAMAGE/ATTACK:
SPECIAL ATTACKS: 2d8
SPECIAL DEFENSES: -1 initiative, crush
MAGIC RESISTANCE: Nil
SIZE: Nil
MORALE: M (5'-6' long)
XP VALUE: 10
270
Young 15
The horax are insectoid creatures, as ferocious as they are mindless. based attacks do not cause any additional damage, they have the ef-
They are long with 12 legs, small but powerful mandibles, and fect of a slow spell. This effect lasts for 2d6 rounds.
tough chitinous plates that cover the back. Horax are long and low to
the ground. Their legs end in strong grippers, able to hold firmly to Habitat /Society: The horax are communal creatures, living in small
nearly any surface. They are very dark in color, blue-black to pure colonies of 30 + 1d10 individuals. There is no distinction between
black and are not easily seen, even by those with infravision. male and female horax. Each colony is located underground in a se-
ries of chambers. There are several communal chambers connected
Combat: The horax almost always attack in packs. They rely on to a central egg chamber. Normally, there are 3d6 young among the
numbers and speed to make their kills. Although they appear short eggs (HD 1, AC 7, Dmg 1d6). Other chambers are used to store food
and stocky, they are surprisingly quick, making them difficult to dragged back to the lair by the horax. These are kept for later use,
fight. They gain a +1 bonus to their chances of being surprised and preserved by the dry air of the tunnels. These chambers contain
a -1 bonus to all initiative die rolls. whatever treasure the horax have accidentally collected. Magical
items found are most often weapons or armor from the bodies of
The horax have exceptional climbing ability and can cling and at- dead warriors slain and brought back by the foragers.
tack from almost any surface and any angle. It is not unusual to find
horax packs scouring underground tunnels, some moving along the Ecology: Although subterranean, the horax do venture to the surface
floor while others cling to the ceilings and walls. This can make them when prey is scarce in the tunnels underground. They venture onto
dangerous and difficult to fight for the unwary. only the surface in the hours of dusk, after the hot desert sun has
cooled, but before the chill night air makes them sluggish. Al-
Horax attack with their mandibles. Though these are small, they though they prefer fresh kills, they also scavenge. They do not seem
are strong enough to crush bones. Once a horax scores a hit, it main- to have preferences for prey, although they seldom attack other in-
tains its lock. Each round this lock causes 1d6 points of additional sectoid creatures.
damage. No attack roll is needed for this. A horaxs lock can be bro-
ken by a character (whether the attacked character or another) who The back plates of the horax can be fashioned into a lightweight
spends an entire round working to dislodge the beast. The character and durable armor (AC 4) by armorers experienced at handling the
attempting must still roll for the attack. If successful, he has pried stuff. The Glass Sailors of Taladas are among the best in the world at
the beasts jaws open. this art.
Being insectoid, horax are vulnerable to cold. While ice- and cold-
OTHLORX
The othlorx are variations of the standard dragons that appear in never heard the call. Their friends and contacts are the creatures of
the world of Krynn. Physically they are identical to the existing the sea, mostly unaffected by the wars. Thus the news of the great
dragon forms- brass, bronze, copper, and silver; black, blue, green, sea battles never reached their ears. On rare occasions, these dragons
white, and red-though there are no gold othlorx. The difference is appear on land. They can display an amazing ignorance of current
in their attitudes toward the world and other dragons. affairs and are considered somewhat backward by their dragon fel-
lows. They hate minotaurs with a violent passion. Bronze othlorx are
The othlorx are part of the outcome of a choice faced by dragon- lawful good, but seldom involve themselves in worldly affairs.
kind, the choice created by Takhisis and the Wars of the Lance.
When Takhisis released the evil dragons into Krynn, she expected all Copper Dragons: Copper othlorx, who in the past have prided
of her children (as she saw them) to come and fight at her side. Per- themselves on their fine sense of humor, have become somewhat bit-
haps fortunately for the forces of good, the evil dragons were true to ter and disenchanted with dragonkind in general since refusing to
their natures. Not all heeded her commands. More than a few saw no come to the aid of all good dragons. They see themselves as being
gain for themselves in the battles to come, only the greater chance of unfairly treated, especially for something thats over and done with.
death and misery. So they refused to come and fight at her side. Infu- They have no love of their fellow dragons nor any who profess to aid
riated, Takhisis cursed these renegade dragons, causing them to be- or support the dragon cause. Indeed, they delight in tormenting and
come the first of the othlorx. irritating those good dragons they find, although they still will not
cause permanent harm to their fellows.
When the good dragons were bound by their oath to not interfere
in the Wars of the Lance, they set out to search for their lost eggs. Shunned by their fellows, the copper othlorx have taken a fancy to
They traversed the globe, and more than a few scoured Taladas. the gnomes of Taladas. They find the little fellows vastly amusing,
Eventually the draconian hatcheries were discovered and the good recognizing the minoi for the cosmic joke they really are. Copper
dragons no longer felt compelled to honor their oath. They returned othlorx are chaotic good (neutral).
to Ansalon to take part in the war. However, not all the good dragons
felt compelled to return. Some, especially those who had never laid a Green Dragons: The green othlorx are obsessive, cruel, and ma-
brood of eggs, refused and chose to remain in Taladas. They were levolent creatures, indeed hardly different from their uncursed fel-
shunned by their brothers and so joined the ranks of the othlorx. lows. Since they were unwilling to leave their sheltered groves,
Takhisis found her revenge by binding them to those very lands. The
The characteristics of the othlorx vary according to the dragon type green othlorx are filled with a violently territorial passion. Anything,
and the individual personality of the creature. General behaviors of including another of their own kind, is treated as a trespasser to be
each are described below. destroyed. This protectiveness keeps them from straying far or suc-
cessfully mating. Their numbers have suffered a steady decline.
Black Dragon: These great beasts have found the southern wilder-
ness of Taladas to be an ideal home with its vast marshes and steam- Red Dragons: Most of the red dragons, consumed by war-lust, ea-
ing jungles. Originally selfish and loners, as othlorx they have gerly went off to fight in the Wars of the Lance. However, a few who
become xenophobic in the extreme. Takhisiss curse has made them saw opportunities suddenly arise on Taladas refused to go. Takhisis
crazed and completely unpredictable. In general, they attack all but cursed these creatures with a loss of the trait they most pride-their
an obviously superior enemy on sight, but there are tales of times self-confidence.
when they have been cordial, if highly eccentric. Othlorx black drag-
ons cannot cast any priest spells. They are chaotic neutral. The red othlorx are a strange lot. They are powerful creatures, still
possessed with a great desire for wealth and bloodshed, but they
Blue Dragons: There are few blue dragons among the othlorx, doubt their own abilities and might. As a result, they have become
since their naturally lawful (though evil) natures compelled the ma- skulkers, attacking from ambush and using every cowardly trick pos-
jority of them to heed Takhisiss call. Still, even among these honor- sible to overcome their fears of inferiority. When not in combat, they
bound creatures there were some skillful enough to claim a loophole are excessively vain and boastful, again to compensate. If faced by a
or create some elaborate justification for their refusal. Enraged, powerful foe (even one that seems moderately powerful), they will
Takhisis stripped these blue dragons of their priest spells and has hesitate and wait for a chance to attack with surprise. The red othlorx
compelled them to forever honor their words, precisely, no matter are considered cowards by their kin. The red othlorx have no priest
what the statement or intention. As a result, the blue othlorx have spells.
become very reticent, much less make promises of any sort.
Silver Dragons: The silver dragons have always felt a strong need
Already hostile to man, the blue othlorx now blame all their woes to aid and assist mankind. Despite this, a considerable number of
on the humans (who caused the Dragonwars anyway). They dont them refused the call to war, rationalizing this by claiming to remain
necessarily attack on sight, but they use all their abilities to cause behind to protect the humans of Taladas. While their motives were
harm and woe to this offensive race. Blue othlorx are extremely law- true and noble, they could not escape the guilt that came with their
ful evil. decision. Thus silver dragons are compelled to atone for their wrongs
by traveling among humans in disguise. They are obsessive about
Brass Dragons: For the brass dragons, becoming othlorx was not helping others and fighting evil when they find it and try to compel
that difficult a decision. Always prone to be somewhat neutral, they those traveling with them to join their cause.
readily allowed this side of their nature to become dominant. Al-
though not cursed for their choice, they are shunned and repudiated They have become the most intolerant of dragon species with a
by others of their kind. This has hurt them greatly, for they are rigidly defined code of good and evil. Their punishments are severe
highly social creatures. Isolated from their own kind, they sometimes and final-death is the only fate for evildoers of any type. The silver
become desperate for companionship and conversation. They have othlorx are rigidly good, although they are now chaotic not lawful.
been known to visit the nomadic tribes of the steppes, simply to con-
verse and gossip. Many are known by name to the tribesmen. There White Dragons: Of all the evil othlorx, the dull-witted white
are also tales of them holding travelers hostage, a captive enforced dragons have changed the most. They defied the call out of impulse,
audience as it were. They are neutral (good). refusing because it didnt suit their mood. In return, Takhisis strip-
ped them of all outward signs of intelligence. White othlorx cannot
Bronze Dragons: Most of these enigmatic creatures, being both cast spells or speak. They are still intelligent and are perfectly aware
lawful and good, responded to the call to battle the horrors of the of the powers they have lost. This only serves to increase their rage
evil dragons. However, some did not come, primarily because they and savageness. They are extremely chaotic evil.
SAQUALAMINOI
CLIMATE/TERRAIN: Cold mountains
FREQUENCY: Very rare
ORGANIZATION: Family groups
ACTIVITY CYCLE:
DIET: Day
INTELLIGENCE: Carnivore
TREASURE: Low (5-7)
ALIGNMENT:
(R,W)
NO. APPEARING: Neutral
ARMOR CLASS:
MOVEMENT: 1d6
HIT DICE: 5
THAC0: 9
NO. OF ATTACKS: 8
DAMAGE/ATTACK: 13
SPECIAL ATTACKS: 2
SPECIAL DEFENSES: 2d8/2d8
MAGIC RESISTANCE: Nil
SIZE: Immune to cold
MORALE: Nil
XP VALUE: L (10)
10
2,000
The saqualaminoi are a race of humanoid creatures, hulking in vasses that break the frozen wall. Their lives are simple, organized
height. Adapted to the harsh conditions of the high frozen moun- around small family units. Each bull takes a female and together
tains, their bodies are covered with white or gray fur. This is espe- they raise their young. Several families living in the same area form a
cially thick on the soles of their feet and even covers their palms. community. This is nothing more than a loose assemblage of families
Their heads seem to be squashed between their shoulders. Their fa- that only occasionally bands together for the common good.
cial features are small and flat to prevent frostbite. They have promi-
nent fangs, but do not attack with these. They are intelligent The most common cooperative action is hunting. The creatures
although extremely primitive. are carnivores, but are not particularly fierce. They prey mostly on
the sheep, mountain goats, and marmots found at high altitudes.
Combat: The saqualaminoi are not subtle or particularly clever They do not attack other humanoids, but do fight in defense. They
fighters. They have never had to be, since their size and power has do not normally attack humanoids. Instead they tend co be very curi-
generally assured they are the biggest creatures in their habitat. Fur- ous about creatures of similar appearance.
thermore, although fearsome in appearance, they are actually rather
peaceful. They only attack for food or in self-defense. In times of bad weather or poor food, the saqualaminoi are forced
to raid outside their range. Since the fierce winter storms frequently
In combat, they fight with their powerful fists, striking smashing drive away game, these raids most often occur during periods of foul
blows capable of felling an ordinary man. A few have learned to weather. Thus the saqualaminoi have earned the reputation as mon-
make simple bone, wood, and stone clubs. These weapons cause 2d6 sters that come out of the snowstorms to raid and kill.
+4 points of damage, but the creature can make only one attack per
round. The saqualaminoi are an intelligent people. They have a simple
language of grunts and howls. They make very simple stone and
Being well-adapted to snow and cold, saqualaminoi are immune wood tools. They do not have a written language or many highly de-
to cold-based attacks, normal or magical (although they still suffer veloped concepts of good or evil, but they tend to be good by nature.
from falling pieces of ice, etc.). Furthermore, their broad feet and
claws enable them to move across snow and ice with no movement Ecology: The saqualaminoi are primitive predators. Fortunately,
penalties. their pelts are too coarse to be of value. The little treasure they collect
comes from the minor baubles they find interesting.
Habitat/Ecology: The saqualaminoi live in the highest mountain
ranges either just below or on the fringes of the great glaciers that fill
these peaks. Here they make their homes in the ice caves and cre-
SKRIT Desert
Rare
CLIMATE/TERRAIN: Solitary
FREQUENCY: Night
ORGANIZATION: Carnivore
ACTIVITY CYCLE: Animal (1)
DIET: Nil
INTELLIGENCE: Neutral
TREASURE:
ALIGNMENT: 1
3
NO. APPEARING: 15
ARMOR CLASS: 6
MOVEMENT: 15
HIT DICE: 3
THAC0: 1d3/1d3/1d6
NO. OF ATTACKS: Surprise, jell&cation
DAMAGE/ATTACK: Nil
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES:
MAGIC RESISTANCE: L (7)
SIZE: 10
MORALE: 2,000
XP VALUE:
Skrits are carnivorous beetles that live in the cool deserts of Taladas. solving the body to a soupy gelatinous mass. This is what the skrit
They are hulking creatures, approximately five to six feet in height. will later eat. This effect takes several hours. Victims are paralyzed by
the time this occurs. The victim loses 10 hit points per hour from the
Similar in appearance to a flea, the skrits body is protected by a cell tissue destruction. The enzyme can be halted with a neutralize
rough, domed carapace. A host of short spiny legs protrude out from poison spell. Damage from the bite and claws can be healed nor-
under this shell. The head is small and can be retracted under this mally or through spells. Damage caused by the enzyme can only be
shell, which tapers back to a narrow, inflexible tail. The overall color healed normally or through regeneration.
of the shell is mottled black and brown, similar to the surrounding
terrain. Habitat/Society: Skrits are solitary hunters with a limited range.
They do nor make lairs, but inhabit patches of rough ground where
Combat: The skrit is a fierce predator, quick for its size. Too large to their camouflage is most effective. Within this territory, skrits
effectively stalk prey, it relies on natural camouflage. It settles among change hunting locations from day to day, depending on the amount
outcroppings of rock and waits unmoving for something to pass close of success.
by. While the skrit can be spotted by those who look for it, its cam-
ouflage works well enough to conceal it from casual observation at Skrits have both male and female members, distinguished only by
distances beyond 15 feet. Closer than this and the true nature of the the length of their tails. During the mating season in early spring,
rock is obvious to intelligent creatures who happen to look that the female sends signals to the males by clattering its tail against the
way. Those attacked by a skrit have a -1 penalty applied to their sur- rocks. The males gather and combat for the right co be her mate.
prise roll if the creature was not spotted. This is a particularly dangerous time to be among the rocks, for the
males will attack anything that moves ( + 1 bonus to attack and dam-
In combat, the skrit picks out a single target (normally the small- age rolls).
est or weakest looking of the player characters) and attacks it almost
to the exclusion of all others. It attacks with its two feeble forelegs Ecology: The skrit is an essential part of the desert ecological chain.
and its needle-like mouth. This mouth has retractable barbs, so that Not only is it an important predator, but after death its body plays a
once a hit is scored the probe stays in place. Each turn thereafter, the role in the life of the desert dwellers. The huge carapace becomes
skrit pumps a powerful enzyme into the victims bloodstream. At home for many creatures; most of these are benign or at least of no
the same time, the creature attempts to drag its victim to a safe place great threat to adventurers. Sometimes, however, the shells are taken
where it can eat its prey. over by huge colonies of ants. The domed shell becomes the home to
a ferocious swarm, quite dangerous to disturb.
The enzyme has two effects. First it paralyzes the victim. The vic-
tim must roll a saving throw vs. poison each round the skrit is at- The shell can also be fashioned into an excellent armor by those
tached. A -1 penalty is applied to the saving throw for each round skilled in handling the peculiar material. Skilled craftsmen use the
after the first. The paralysis lasts for 3d6 hours or until the enzyme is carapace to fashion breastplates and other solid pieces of armor. A
neutralized. Second, the enzyme also destroys cell tissue, slowly dis- suit fashioned from this material has an AC 4.
YAGGOL Jungle
Very rare
CLIMATE/TERRAIN: Tribal
FREQUENCY: Night
ORGANIZATION: Carnivore
ACTIVITY CYCLE: Low (5-7)
DIET:
INTELLIGENCE: U (B)
TREASURE: Lawful evil
ALIGNMENT:
1d6
NO. APPEARING: 4
ARMOR CLASS: 12
MOVEMENT: 9
HIT DICE: 11
THAC0: 6
NO. OF ATTACKS: 1d6 + 4/1d6 +4, Special
DAMAGE /ATTACK: Mind blast
SPECIAL ATTACKS: Camouflage
SPECIAL DEFENSES: 50%
MAGIC RESISTANCE:
SIZE: M (7)
MORALE: 15
XP VALUE: 4,000
The yaggol are a degenerate sub-race of the evil and terrifying mind ony the creatures radiate. Their own kind (including the more
flayers. Degenerate, in this case, does not mean more debased or advanced illithids) are immune to this effect. The mind blast places
decadent (mind flayers are already decadent in the extreme). Rather, a great strain on the creatures; they must wait an hour before at-
the yaggol have culturally regressed, and their once formidable men- tempting it again. Furthermore, it dazes them for the round imme-
tal powers have atrophied and are forgotten. diately after. They can take no actions as they recover their wits.
In appearance, the yaggol are almost identical to their cousins. The yaggol are extremely savage and ferocious. At the same time,
They are larger, standing about seven feet tall, and have greater they are not so stupid as to fight against hopeless odds. They freely
physical power. They have the same uncanny resemblance to malev- retreat from battles that go against them, even leaving their own
olent octopi, including the four long tentacles that hide their kind behind. When they can, they take slaves (dinner for a later
mouth. Their skin is chameleon-like, shifting in color and pattern to date). Failing this, they seek to kill as many as possible to provide a
match the background. The possible color changes range from bril- large quantity of fresh meat for the tribe.
liant rich green to a scarlet orange, encompassing various shades of
browns, greens, and yellows. They possess three fingers on each Habitat/Society: The yaggol are descended from the more powerful
hand, weirdly jointed so that any one can oppose the other two. The and numerous race of mind flayers, a stellar race from the dark, cold
older members of their community dress in flowing robes, while the reaches of space. According to their legends, which are extremely
youths often wear nothing more than simple loincloths. garbled, the yaggol once inhabited the stars but are now confined to
the earth after offending some powerful being. Much more likely is
Combat: Although they have lost much of the intelligence of their that they are the survivors of a failed colonization attempt on Tala-
ancestors, the yaggol are still incredibly dangerous and cunning in das, a failure caused by the destruction of the Cataclysm. They speak
combat. They are extremely hard to spot if hidden against a natural yaggol and whatever the local tongue ischaasi on Taladas. Origi-
background-one that falls within the color range of their powers. nally a race that loved only darkness, the yaggol have adapted to sur-
Elves have a 50% chance of noticing them, all others have a 20% face life, although they still favor the comforting gloom of the
chance. The yaggol must be within 30 feet before they can be spot- jungle. They do not venture beyond the humid warmth of the jun-
ted. If not detected, the yaggol automatically attack with surprise. gle.
Once in combat, a yaggol attacks with its fists, delivering powerful Ecology: The yaggol have a lifespan of no more than 60 years, spend-
blows. In addition, it can attack with its long tentacles. As with the ing the first five in a tad-pole state. During this rime there is the dis-
mind flayer, any tentacle that hits will worm its way to the victims tinct possibility of being eaten by their elders in times of famine.
brain in 1d4 rounds. It then sucks the brain out and eats it. Each Birth rates are accordingly high to adjust for the low chances of sur-
round these attached tentacles cause an automatic 1d6 points of vival to adulthood. As a race they are asexual and in conversation
damage. Victims can tear free if they roll a successful Strength check, freely refer to themselves as both he and she, having no understand-
but doing so causes 1d10 points of damage per attached tentacle. ing of the difference in the two words.
The yaggol have lost nearly all the great mental powers of mind
flayers. Thus they have no innate spell ability and possess only a sim-
ple mind blast. This affects those within a radius of ten feet around
the creatures. All within the area must roll a successful saving throw
vs. wands or suffer 3d6 points of damage from the intense mental ag-
Lunar Display Wheel
©1989 TSR, Inc. All Rights Reserved. 1051-1
©1989 TSR, Inc. All Rights Reserved. 1051-3
LUNAR CYCLE RECORD SHEET
Date
Moon 1 2 3 4 5 6 7 8 9 10 11 12 13 14 1 5
Solais
Lunais
Angomais
Moon 16 17 18 19 20 21 22 23 24 25 2 6 27 28 2 9 30
Solais
Lunais
Angomais
S,L,A = Full Moon (Blank) = New Moon
+ = Waxing = Conjunction
- = Waning ©1989 TSR, Inc. All Rights Reserved.
1051-2
NON-PLAYER CHARACTERS
COUNT MALARCHUS
Dual Class Human or harm in it, either. Malarchus is a master manipulator of
people and often describes his plans in terms of moves in
Priest 8 / Fighter 10 some great game.
Lawful Evil That Malarchus has been evil for as long as people can
remember is true, but he has not always been thoroughly
AC 0 corrupt. There was a time when he was honest, if some-
MV 12 what callow-a long time ago. Decades of toil and strug-
gle during the latter years of Hitehs Night have corrupted
hp 79 and soured his view.
THAC0 16 Pr 11 Ftr (+4 for magic and strength)
#AT 1 (3/2 Ftr) Currently, Malarchus is vying to wrest the power of
2d4/1d6+1 (+6 for magic and strength) Thenol from the grasp of Bishop Trandamere. In Tranda-
Dmg mere he has found his greatest opponent. To win the
power struggle, he has forgone his role as a warrior lord
STR 18/32 and entered into the priesthood of Hith. His cunning and
DEX 12 skill have elevated him quickly through the ranks, creat-
CON 17 ing a formidable threat for Trandamere, indeed.
INT 13
WIS 18 (+4 magic saving throw adj.) Spells Typically Carried:
CHA 11
First Level: Detect good, detect evil, detect magic, detect
Of all the Great Lords in Thenol, Count Malarchus is one poison (x2)
of the strongest supporters of the evil Bishop Trandamere. Second Level: Find traps, silence 15 rad. (x2), know
The count is pictured surrounded by men from his com- alignment, wyvern watch
pany. His troops are easily identified by their black armor Third Level: Speak with dead, glyph of warding (x2), con-
and skull heraldry. tinual darkness
Fourth Level: Detect lie, abjure, tongues
Count Malarchus is easily fifty years old and could be
much older. No one knows his true age. He often speaks as Magical Items Typically Carried: Scale mail +3, large
if he were personally familiar with events occurring fifty to shield +2, morning star +3, oil of elemental invulnera-
one hundred years ago. In truth, he is almost one hundred bility, staff of curing, and a scroll with hallucinatory for-
and ten years old. est, cloak of fear, free action, entangle, and control winds.
Today, Malarchus is a scheming, bitter and malevolent Granted Power: Animate dead three times per day as per
man. While he espouses many friendships, he holds no the spell.
true friends in his heart. He has more than once (and will
continue to do so) betrayed those who thought him
friend, although he is normally cunning enough to hide
his role in their downfall. He does not derive pleasure
from inflicting pain and suffering, but doesnt see any evil
©1989 TSR, Inc. All Rights Reserved. 1051-4
NON-PLAYER CHARACTERS
HARGH TALLARCH
Minotaur sions for well-paying and powerful patrons. Surprisingly,
Fighter 13 he also holds a commission in the Legions of the League
Neutral (good tendencies) and is sometimes compelled to go out on campaign, not
that he particularly minds this. While in the army, he pre-
AC -2 (adjusted for magical items) fers the arms and armor of a simple legionnaire to the
MV 12 more elaborate robes he is entitled to by his rank. He is
hp pictured here with several fellow soldiers of the Legions.
THAC0 54
8 (+3 with short sword and Str; +4 Hargh is a brusque, physical fellow. He thrives on
#AT with spear and Str) action and danger, easily bored by peaceful times. Al-
Dmg 2 though somewhat rash, he has a keen and quick mind.
1-6+3/1-8+3 (+1 for short sword, +2 for This mind has meant the difference between life and
spear) death more than once as he can often out-think more
powerful opponents, both in the arena and on the battle-
STR 18/58 field. As a commander he is stern and exacting, but is con-
DEX 12 sidered fair by his men. He is no noble fop and
13 understands the rigors and needs of a soldiers life.
CON 15
INT 12 Hargh makes friends easily, but has only a few true close
WIS companions. Most people only know him superficially,
9 seeing the facade of the battle-hungry warrior he likes to
CHA project. In truth, he is much more complicated and subtle
than this. He has a great love of literature, particularly the
Hargh Tallarch is one of the finest professional champions works of the great playwrights, and he seldom misses the
in all of the League. In the twelve years since he first en- performance of a new work.
tered the arena, he has built up a record of 237 victories
and 87 losses, a formidable not only for the number of vic- Although he originally specialized in combats to the
tories, but also for the sheer number of combats fought. death in the arena, Hargh seldom takes such cases any-
No one has more contests to his record and few can even more. His reputation allows him to command good fees
come close to it. It is no wonder that his services are for less deadly contests: typically battles to the first wound
fiercely sought after and his fees are high. Such is his repu- or unconsciousness. In the arena he specializes in the short
tation that there are even rumors the Emperor will grant sword, battle axe, and grappling.
him a small villa within the Imperial City.
Magical Equipment: (Note: These are not used in the
Tallarch is more than just a successful champion, how- Arena.) Short sword +1, spear +2, arrows +1 (x14),
ever. The life of a pampered warrior is not for him. He fre- banded mail +5, cloak of protection +1, ring of warmth,
quently drops out of sight to take up the other life he wands of magic and trap/secret door detection, potions of
greatly enjoys-the adventuring path. During these times gaseous form, flying, and green dragon control.
he travels with his companions to undertake special mis-
©1989 TSR, Inc. All Rights Reserved. 1051-5
NON-PLAYER CHARACTERS
ISHKNUT THE RANGER PHRYCC AND PHRACC
Human of the Ice People Goblin twins
Fighter/thief 3/4 (Phrycc)
Ranger 10 Fighter 5 (Phracc)
Chaotic Good Neutral (good tendencies)
AC 1 (for magic and Dex) Phrycc Phracc
MV
12 AC 73
hp 66 MV
THAC0 11 (Rod) / 9 (Magical arrows) 66
#AT hp
3/2 THAC0 19 38
Dmg ld6+1/1d6 #AT
17 16
Dmg
11
STR 15 1d6/1d4 (hand axe, both)
DEX 16
CON 17 STR 12 13
INT DEX 12 11
WIS 9 CON 12 12
CHA 14 INT 11 11
10 WIS 11 11
CHA
Ishknut, from the Ice People of the Upper Panak, is ranger of some re- 5 5
nown throughout the lands of Northern Hosk, as much for his re-
sourcefulness and skill as for his unusual travelling companions, Phrycc and Phracc are an oddity in the goblin world. Not only are they
Tolaqua the Ogre and the goblin twins Phrycc and Phracc. identical twins, they are also both essentially good, a true rarity among
the goblins. They have fallen in with Ishknut and support him totally.
More than most, Ishknut is a wanderer, an explorer by trade and in- On the other hand, they find nearly everyone else, including Tolaqua,
clination. Unlike so many of the Tamire who are familiar only with irritating and stupid. While they constantly appear to be bickering
their homelands, Ishknut has ranged far from his original birthplace on with each other, its much more likely that they are conspiring to com-
the tundra to explore all but the most remote corners of Northern mit some mischief.
Hosk. His knowledge of land, languages, and people extends to the
Tamire (both Uigan and Elf Clan sides), Big and Little Ilquar, the Ring TOLAQUA
Mountains and, of course, the Upper and Lower Panak. He is less
knowledgeable about the strange Shining Lands and the Boli Gnomes, Ogre
although he has heard of them and is quite curious to see them. Fighter 6
Neutral
As impressive as his knowledge of places and things is, Ishknut has
interesting gaps in his knowledge. He has been to a town (Rudil) once AC 5
in his life, not an experience he found particularly pleasant. He cannot MV
read any language, although he is reasonably fluent in all of those in 9
Northern Hosk. He knows little to nothing of civilization and what hp 25
it has to offer (and isnt particularly interested, either). Finally, he dis- THAC0 12 (due to Str)
likes being underground and has a mild case of claustrophobia. The #AT 1
thanoi are his chosen enemy, although he has little love for most truly 1d6 + 8 (due to Str and race)
evil creatures. Dmg
Ishknut is a cheerful, likable fellow, a trait of so many of his people. STR 18/00
While he appears friendly, open and trusting, he is actually quite DEX
watchful and cautious. He has learned from experience that the unwary CON 9
quickly meet unpleasant ends. Even at his most trusting and unwary, INT 10
Ishknut always has some ace up his sleeve. His minds not one suited to WIS 12
planning, but improvisation. He is likely to enter a suspicious camp CHA 10
just to see what kind of reaction hell get. 7
Magical Items: Rod of alertness, arrows +1, (x12), elven chain mail +2 Tolaqua is an ogre of the Abaquan people. Abandoned by his people in
his youth (they considered him sickly), he was found and raised by
Spells Normally Carried: Ishknut. The two have developed a caring father-and-son relationship,
although it is tinged by the clear and obvious differences between
First Level: Entangle, pass without trace, animal friendship them. Nonetheless, Tolaqua loves and protects his father with great
Second Level: Charm person or mammal, speak with animals devotion. As for Phycc and Phracc, Tolaqua would be much happier if
Third Level: Snare they were just gone, but since they serve Ishknut, he does not mind.
©1989 TSR, Inc. All Rights Reserved. 1051-6
INVENTIONS OF THE GNOMES
THE STEAM CANNON plodes, causing 3-30 points of damage to Lava Projectors 60 yards
all within 10 from the scalding steam Mounted 1 per 3 rounds
The principle of the steam cannon is and metal fragments. 3
quite simple. A vessel (called the pressure Range: 19
kettle) of their unmeltable alloy is Steam Cannon Rate of Fire: 3-30
mounted on a pivoting carriage. The barrel Crew:
end is closed by a thick plug of wadding, Range* : 500 yards THAC0: 20 yards
creating an airtight seal at that end of the Damage: 1 per round,
barrel. A water line enters the kettle from Rate of Fire: 1 per turn 5 shots maximum
the rear. The entire kettle is superheated by Portable 2
direct contact with lava that flows through a Crew: 5 Range: As per firer
heating chamber underneath. Rate of Fire: 2-20
THAC0: 20
To fire the cannon, a plug of wadding Crew:
is tamped solidly into the barrel by the Damage: 6-60 (6d10) minus 1d10 THAC0:
rammer. The loader than hefts in a shell, Damage:
usually a ball of cast slag. The cannon is per 100 yards
then sighted and ranged, using the han-
dles and pulleys to aim the contraption. *Range modifiers are not used.
(The gun crew must wear thick insulated **The chance to hit is always 20 if fir-
outfits to protect themselves from the
searing heat.) Once set, a valve on the wa- ing at small groups or lone targets of
terline is opened to flood the kettle with a Huge size or less.
predetermined amount of water, the
range of the shot determines the amount LAVA PROJECTORS GNOME FLYERS
of steam pressure that must be built up.
The water hits the superheated metal and Two other weapons developed by the These simple gliders are a common fea-
explodes into steam. The plug (if it works gnomes are the mounted and portable ture of the gnomes of Hitehkel. Capital-
correctly) holds long enough for all the lava projectors. While generally sound izing on the powerful air currents rising
water to convert to steam. When the pres- designs, these have not been overly suc- from Hitehkel, the gnomes have devel-
sure is high enough, the steam blows cessful. In their eagerness to design the oped a variety of single seat hang gliders.
wadding and ball from the barrel, firing weapon, the inventors neglected the fact The two basic models are the ordinary
the cannon. The firing process (once that the principle enemies of the glider and the rarer steam flyer. Each re-
loading and aiming are done) only takes a gnomes-the fire minions-are immune quires a pilot proficient in gliding and no
few seconds. to the harmful effects of fire and lava! larger or heavier than an unarmored
gnome.
Although effective, the steam cannons The projector works by the same sim-
are difficult to use. First, they require a ple principle-lava is pumped to build Gnome Glider
carefully trained gun crew. The rammer up pressure then released through a small Max. Speed: 24
must select the right type of plug for the nozzle. The mounted projectors are fit- Maneuverability Class: C
desired range and drive it in just so. The ted into carriages similar to the steam Notes: Gliders can only accelerate
loader must judge the weights of the balls cannons, which they resemble. The port-
and choose the right size. The surveyors able lava projector is a two-gnome opera- by diving.
must choose the right elevation and di- tion. One gnome, the firer, carries the
rection to aim the cannon, while the gun tank and projector. Behind him is the Steam Flyer
captain must know the precise amounts pump-gnome who works the bellows that Max. Speed: 15
of water to release to achieve the desired creates the pressure needed. The portable Maneuverability Class: D
effect. Only when a crewman proficient version has several drawbacks. First, the
in each step is present can the cannon be insulating pad is of limited effectiveness. Notes: Unlike gliders, steam flyers
used correctly. After about 20 minutes (two turns), the are powered by steam-powered flap-
tank becomes too hot. The crew must ping wings. (Water is heated by small
Second, steam cannons are somewhat stop and replace the pad with a cool one amounts of lava stored in insulated
dangerous to use. Whenever a 1 is rolled (carried by the pump-man) or the firer tanks.) Steam flyers can accelerate up
on the chance to hit, the steam cannon suffers 1-6 points of damage per round. to 3 movement factors per round. The
must roll a saving throw vs. crushing Second, there is a risk of tank rupture. If steam tanks provide two hours of
blow. If this is failed, the cannon ex- this happens, the poor firer suffers 10- flight. In emergencies, these can be
100 points of damage from the intense jettisoned and the flyer flown like a
heat. The projecter crew is heavily en- glider.
cumbered.
©1989 TSR, Inc. All Rights Reserved. 1051-7
INVENTIONS OF THE GNOMES
THE FIRE FLEET sides (see Steam Cannon for details). All three parts: a breathing helmet, back-
living quarters are sealed, including the pack scrubber, and foot pumping system.
Considered one of the masterpieces of observation dome and the gangways to The helmet seals to the clothing, block-
gnomish engineering, the fire fleet ships reach it, to protect the gnomes from the ing outside gasses. Air is sucked in
of the gnomes are fast vessels capable of poisonous gasses of Hitehkel. through the bellows-like shoes (powered
sailing across the Burning Sea, the vast by the gnomes walk), forced through the
ocean of lava at the center of Hitehkel. Fire Fleet War Galley scrubber where poisonous fumes are re-
moved, and then blown into the helmet.
The fire fleet ships, however, are far Crew: 20 The scrubber cleans the air by forcing it
different from normal sailing vessels. Passengers: 300 through several different combinations of
First, they are made of special lava- Range per Tank: 500 miles fluids and chemicals. A scrubber has a life
resistant alloys developed by the gnomes. Top Speed: 10 mph of about 100 hours (1d2080), after
These materials are essential: wood, the which the expensive fluids must be re-
normal ship-building material, would The second ship pictured is a smaller placed.
not survive more than an instant in the and slower scoop wheeler. Unlike the war
burning temperatures of the lava. Sec- galley, the scoop wheeler is driven by a The greatest drawback of the breather
ond, the ships of the fire fleet do not rely simple steam engine. Again, water in the is that the wearer must continually walk
on the winds for their propulsion. This reservoir is heated by lava. However, this around to provide the power to the
was certainly possible, since Hitehkel is time the steam powers the paddlewheel pumps. This leads to the curious sight of
swept by fierce storms generated by the that drives the ship through the water. gnomes steadfastedly marching in place
molten lava, but such a non-mechanical Most of the steam is condensed back to to keep their breathers running.
method did not appeal to the gnomes. water and recycled through the system.
Instead, they drew upon the heat of the The chimneys at the top are the exhausts AUTOMATIC
lava itself to provide their motive power. for the emergency pressure releases on the
water reservoir. Because it recycles its wa- WALL-SCRUBBER
The galley shown is operated by steam ter, the scoop wheeler is able to venture
propulsion. The principle feature of the greater distances, especially into un- The steam powered wall scrubber is a
ship is the large dome-like section amid- known territories. A scoop wheeler is typ- fine example of good intentions gone
ships. This is the water reservoir or ket- ically fitted with a single steam cannon. awry. Originally designed as a labor-
tle as the engineers call it. Heated by the saving device, it quickly proved itself to
fiery temperature of the lava, the water in Scoop Wheeler Merchantman be a nuisance and hazard. Comical disas-
the reservoir quickly comes to a boil. The ters are described of experiments in resi-
steam is allowed to build up pressure and Crew 10 dential areas were the device got out of
is then routed to the exhaust pipes at the Passengers 20 control, stuck, worked too fast, or
back of the ship. This provides a simple Ranger per Tank 5000 miles scrubbed too hard. Those who have expe-
form of jet propulsion to drive the ship Top Speed 6 mph rienced the device have learned to go vis-
forward. iting whenever the tests are announced.
SELF-CONTAINED AIR The inventors, while stung by these fail-
This method has its drawbacks. Be- ures, have only redoubled their efforts to
cause the water is boiled away, these ships PURIFIER produce a successful model. Impromptu
can only be used between known ports or tests are often carried out throughout the
for predetermined journeys. Running out Another necessary feature for the crews citadels.
of water in the middle of the Burning Sea of the fire fleet is the contained breathing
can have serious consequences. Second, system. The gasses released by the lava of
there have been instances in which the Hitehkel can be very poisonous and cer-
reservoir has built up too much pressure tainly damage health in the long term.
and the tank has exploded. The gnomes Therefore, the gnomes have designed a
assure their passengers that this is a rare simple breathing apparatus. It consists of
event and they should not worry, how-
ever.
The galley shown is a war vessel, part of
the fleet that invaded the Tower of
Flame. It can carry a company of 300
gnomes in cramped gnome-sized quar-
ters. Four steam cannons are fitted on the
©1989 TSR, Inc. All Rights Reserved. 1051-8
NORTHERN HOSK
THE TAMIRE PANAK TIDERUN
2 Brass dragon 2 Selkie 2 Bronze dragon
3 Locust swarm 3 White dragon 3 Weed eel
4 Giant spider 4 Giant owl 4 Elves
5 Merchant caravan 5 Walrus man (thanoi) 5 Dragonfish
6 Goblin war party 6 Ice bear 6 Giant catfish
7 Wolves 7 Polar bear 7 River pirates
8 Uigan or Elf Clan raiding party 8 Ice People hunting party 8 Uigan raiding party*/
7 Wild horses 9 Nasif (reindeer) herd
10 Deer or small game 10 Nasif herd League patrol**
11 Uigan or Elf Clan hunting party 11 Wolves 9 Peasants
12 Uigan or Elf Clan hunting party 12 Kazar raiding party 10 Merchant ship
13 Uigan or Elf Clan village 13 Ogre 11 Merchant caravan
14 Uigan or Elf Clan raiding party 14 Giant weasel 12 Large hawk
15 Steppe tiger 15 Wolverine 13 Herd animal
16 League scouting patrol 16 Frost giant 14 Giant frog
17 Alan-Atu hunting party 17 Saqualaminoi 15 Elf Clan raiding party* /
18 Kazar raiding party 18 Ice toad
17 Ogre raiding party 17 Remorhaz Minotaur ship
20 Ankheg 20 Winter wolf 16 Giant gar
17 Leech swarm
ILQUAR MOUNTAINS RING MOUNTAINS 18 Greenhag
19 Goblin raiding party* I
2 Forest troll 2 Green dragon
3 Steppe tiger 3 Scorned dwarf Adventurers
4 Gurik chaahl 4 Boli gnome 20 Killer frog
5 Trapdoor spider 5 Saqualaminoi
6 Elf Clan war party 6 Forest troll * North shore only
7 Merchant caravan 7 Mountain lion ** South shore only
8 Goblin war party 8 Abaquan ogre hunting party
9 Goblin hunting party 9 Wolves SHINING LANDS
10 Goblin hunting party 10 Deer
11 Deer or small game 11 Black bear 2 Hobgoblins
12 Giant spider 12 Fire beetle 3 Boli gnomes
13 Wolves 13 Bats 4 Skrit
14 Ogre 14 Badger 5 Horax
15 Alan-Atu hunting party 15 Cave bear 6 Huge bats
16 Wyvern 16 Centaur 7 Manticore
17 Pegasus 17 Copper dragon 8 Glass Sailor ship
18 Hill giant 18 Bulette 9 Gazelle herd
19 Green dragon 19 Red dragon 10 Giant centipedes
20 Hippogriff 20 Silver dragon 11 Gazelle herd
12 Hyenas
13 Jackals
14 Cheetah
15 Giant lizard
16 Brass dragon
17 Falcon
18 Fire lizards
19 Scorned Dwarf merchants
20 Sandling
©1989 TSR, Inc. All Rights Reserved. 1051-9
SPHERES OF THE GODS
Deity Sphere
Branchala A n i . A s t . Charm C o m . C r e a t . D i v . Ele. Guard. H e a l . N e c . P l a n t . Pro. S u m . Sun Wea.
Chemosh — —— — M——— * — M—— M M
Chislev — M— M—————M * —— m —
Gilean M — — * — —— — M — — — — m M
Habbakuk
Hiddukel * M * m M M — —m — — M — m —
Highfather M——— M * M—————— m—
Kiri-Jolith —— — —— M— M— * — — M m—
Majere
Mishakal —M * M Any * ——— m—
Morgion M m— Mm
Paladine * M M——M——————M m—
Reorx — M Mm M M——M M— * — M—
Sargonnas — M—————— M— M—— m—
Shinare — M M m — * — M———M—M—
Sirrion
Takhisis ——— M M—M—————— M—
Zeboim — M M M * —— — M — — * M m —
Zivilyn
—— M—M——M———M—m—
——— M———M M———M m—
— M— * * ——M———M M m—
M———M—M——————m M
— M———M———M M——m —
Spheres are defined in the 2nd Edition rules. * The deity has limited powers to grant spells in this sphere. Spells granted are
M The deity grants major access to this sphere. left to the DM’s discretion based upon the immediate need. Thus, Hith grants
m The deity grants minor access to this sphere. the ability to animate dead to his Thenolite priests so they can fill their armies,
but does not allow them access to the majority of necromantic spells.
NAMES OF THE GODS IN TALADAS
Ansalon Name Taladan Name(s) Ansalon Name Taladan Name(s)
Branchala Not normally worshiped Morgion Not normally worshiped
Chemosh Not normally worshiped Nuitari** Angomais (League), Ne’ugiar
Chislev Jijin (Uigan), Quoyai (Elf Clan) (Uigan), Orgentos (Scorned)
Gilean Graylord (League) Paladine Not normally worshiped
Habbakuk The Sea Lord (Armach), Han-Yagas Reorx Reorx (Gnomes, Dwarves)
(League), Blindel the Dolphin Lord Sargonnas Sargonnas (Minotaurs)
Hiddukel (Baltch) Shinare Nuran (League)
Hiteh (Tamire/League), Hith Sirrion Udras the Alchemist (Gnomes)
Highfather (Thenol), Usa the Mighty (Armach), Solinari* * Solais (League), Toyaqual (Uigan),
Kiri-Jolith Usk-Do (Hobgoblins) Auros (Scorned)
Lunitari** Highgod (Glass Sailors) Takhisis Erestem (Uigan), Mwarg
Majere Qu’an the Warrior (Uigan) (Hobgoblins)
Mishakal Lunias (League), Ferros (Scorned) Zeboim Not normally worshiped
Not normally worshiped Zivilyn Not normally worshiped
Mislaxa (general), Ildamar the
Earthspirit (Armach) * * Not considered a deity proper, but a powerful spirit. 1051-10
©1989 TSR, Inc. All Rights Reserved.
SOUTHERN HOSK
THE LEAGUE LANDS ARMACH BLACKWATER GLADE
2 Ogre 2 Sylvanaes noble and entourage 2 Catoblepas
3 Gnomes 3 Sylph 3 Weed eel
4 Huldrefolk 4 Dryad 4 Poisonous frog
5 Kender 5 Minotaur emissary/merchant 5 Black dragon
6 Porcupine 6 Human noble and entourage 6 Bakali
7 Merchant caravan 7 Giant spider 7 Hydra
8 Army patrol 8 Sylvanaes hunting part 8 Giant crocodile
9 Farmers 9 Human merchant 9 Swamper hunter
10 Farmers 10 Human hunting party 10 Swamper hunter
11 Herd animal 11 Peasant 11 Water beetle
12 Herd animal 12 Deer 12 Crocodile
13 Peasants 13 Huge spider 13 Giant leech
14 Farmhouse 14 Poisonous snake 14 Giant eel
15 Minotaurs 15 Centaur 15 Giant frog
16 Adventurers 16 Kender exploring party 16 Dragonfish
17 Skunk 17 Satyr 17 Electric eel
18 Poisonous snake 18 Pixie 18 Muckdweller
19 Troll 19 Wichtlin 19 Will o wisp
20 Will o wisp 20 Dwarf emissary / merchant 20 Shambling mound
THE NEW MOUNTAINS THENOL STEAMWALL
2 Ettin 2 Bakali 2 Red dragon
3 Forest troll 3 Marak kender 3 Silver dragon
4 Ogre 4 Dire wolf 4 Huldrefolk
5 Ankheg 5 Hobgoblins 5 Choke creepers
6 Giant ants 6 Spectre 6 Hill giant
7 Armach elf hunting party 7 Zombie army unit 7 Marak kender scouting patrol
8 Huldrefolk 8 Fanatics of Hith 8 Fianawar dwarf merchant caravan
9 Human hunting party 9 Peasants 9 Hobgoblin headhunting party
10 Stag beetle 10 Peasants 10 Giant rats
11 Black bear 11 Deer 11 Huge scorpion
12 Herd animals 12 Giant rats 12 League merchant caravan
13 Wild boar 13 Thenolian merchant caravan 13 Giant toad
14 Wyvern 14 Giant spider 14 Stirges
15 Brown bear 15 Lords Company 15 Giant scorpion
16 Trapdoor spider 16 Lord and entourage 16 Giant ants
17 Centaur 17 Priests of Hith 17 Giant ant lion
18 Wichtlin 18 Two-headed troll 18 Copper dragon
19 Bulette 19 Wight 19 Adventurers
20 Green dragon 20 Huge bats 20 Dragonne
©1989 TSR, Inc. All Rights Reserved. 1051-11
GOVERNMENTAL OFFICE LEVEL
This level of a typical gnome citadel made dour and almost windowless to in- filled with cabinets of documents. The
shows one of the higher layers devoted to spire respect (and a little terror), the Hall staff present is small since most of the fil-
the functions and trappings of high of- of Justice is were most of the major suits ing is handled by an amazing collection
fice. As befits its importance, the archi- are filed and heard. Most of the hall is gears, cables, pulleys, and clamps de-
tecture here strives to be grand and taken up by chambers for the judges signed to file and unfile. Of course, the
majestic, dominating in size. This means (those with windows) and offices for their chance of getting the right document on
that doors, windows and ceilings tend to secretaries. However, there is one major the first (or fifth) try is almost non-
be scaled to human heights instead of the audience hall where particularly popular existent.
standard gnome configurations. or important cases are heard.
5. OFFICES
Unlike other levels of the citadel, the sep- 3. MINISTRIES
arate buildings and offices here are open These dreary, dingy little spaces are nor-
to the air. The entire level is a broad These buildings are the offices and meet- mally crammed with the desks of five to
plaza, partially covered by a roof. A low ing rooms of the different bureaucratic ten minoi civil servants. The offices are al-
railing (about 18 high) protects unwary ministries needed to run the citadel. All ways piled high with papers, ledgers, and
gnome children from toppling over the are staffed by non-descript, gray little dangerous little minoi devices meant to
edge. Large displays of potted plants and functionaries and civil servants. Different make the work easier. (Copying machines
a reflecting pool give the airy plaza a ministries include the Board of Trade, the are particularly sinister.) Any character at-
parklike feel. Water Council, the Treasury, the Board of tempting to find or learn anything
Invention and Registration, the Charita- through the little gnomish bureaucrats
I. ELEVATOR ble Relief Organization, and the Guild of will invariably be told: Its not my job,
Scribes. talk to him, or Sorry, thats the office
This is the standard gnome screw eleva- next door.
tor. An emergency stairwell is carved into 4. RECORDS
the side of the shaft.
The gnomes, being builders, produce vo-
2. HALL OF JUSTICE luminous amounts of paper-patents,
proposals, lawsuits, and edicts. All these
The most significant building on the are carefully kept and filed by the detail-
level is the Hall of Justice. Intentionally minded gnomes. The records halls are
©1989 TSR, Inc. All Rights Reserved. 1051-12
DOCK/FOUNDRY LEVEL
The foundries, common to all the citadels smelly, and hot 24 hours a day. The garri- 6. FOUNDRY FLOOR
with access to the Lava Sea, are a bustle of son duty is rotated to a different outfit
activity day and night. Here the gnomes every month. Each barracks room holds The main floor of this level is a hubbub of
seek to smelt enough usable ore from the 3-18 gnome warriors at any given time. energy. Here is where much of the metal-
molten slag for casting purposes. It takes The small rooms are the officers quar- smelting work is carried out. Lava is
a great deal of lava to produce a single bar ters. pumped from the basin or diverted into
of usable iron. small canals to places where it can be sep-
3. BERTHS arated, purified, and cast into workable
This level is also the docking bay for the bars of metal. There are cauldrons of the
ships that sail the Lava Sea. Thus, it is one These areas are the docking bays for the boiling stuff being hauled on overhead
of the main entrances to the citadel. Due fire fleet ships. Both troop and cargo tracks, open casting molds being filled,
to the threat of fire minion attack, the ships dock here. Unloading equipment centrifuges and other machines in con-
main gates are heavily guarded. cranes, pulleys, hooks, etc. for han- stant operation.
dling cargo-hangs in lofts over each bay.
Unlike some levels of the citadel, the ceil- When a ship arrives, the cargo is loaded The equipment here is heavy duty,
ings here are exceptionally high to accom- onto pallets lowered from the ceiling and sound, and generally well-tested. It can-
modate the huge pieces of machinery and then hoisted into warehouses on the floor not be damaged except by powerful
the fire fleets that use this level. above. The gnomes working this equip- magic and is naturally immune to fire. If
ment jokingly refer to themselves as spi- it should take damage, there is a percen-
I. REDOUBTS ders. tile chance of catastrophic failure equal to
the amount of damage taken. Such fail-
Projecting out over the lava are these de- 4. STOREROOMS ures result in explosions, smoke, and lots
fensive points, designed to serve as firing of noise, enough to encourage all but the
platforms for the gnomish warriors These unlit rooms hold amazing collec- most dim-witted to run like crazy.
against attackers from the lava. Each re- tions of junk and useful items. No one,
doubt is fitted with an air filtration sys- not even the gnomes who work on these 7. LAVA SCOOPS
tem and firing slits for crossbows and floors, is certain of what can be found
magical spells. The slits can be shuttered here. These conveyor belts of buckets are part
and sealed when not in use, leaving open of the lava transport system. In constant
only periscope-like viewing ports. Each 5. ELEVATOR SHAFTS motion, they scoop buckets of the stuff
redout is manned at all times by 2-3 from the basin and dump it into the
gnome sentries. These are elevators for personnel; freight pumping system. From there it is di-
elevators are located elsewhere on the verted throughout the citadel to power
2. BARRACKS floor. In one shaft, the screw turns up- equipment and provide heating.
wards. In the other, the screw wind down,
These rooms are the quarters for the creating one up and one down elevator.
foundry guards. The duty is an unpopu- There are no emergency exits from these
lar one because the foundry is noisy, elevators.
©1989 TSR, Inc. All Rights Reserved. 1051-13
FUNGUS FARMS LEVEL
These levels are broad cavern-like areas, three feet deep. They provide the water The machine shop is occupied by 2-8
hewn out of natural rock. The air stinks of needed for the muck sprinklers. gnomes (including at least one gnomoi).
manure and mold, not suprising since They are all workmen-engineers and ag-
much of the waste from the residential 4. FERTILIZER TANKS riculturists.
levels is pumped here for fertilizer.
These metal columns hold waste from the 8. GRANARY
Normally calm and peaceful (indeed a fa- upper levels for use in the muck sprin-
vored spot for relaxing contemplation by klers. Any tank that sustains 50 or more This hall is piled with carefully sorted
those who can endure the air), the farms points of damage will rupture, flooding a stacks of fungus-divided according to
become a clatter of noise and chaos dur- 30 radius area with foul liquid. size, color, and type. Just inside the door
ing major harvests, which occur about hang several breathers. These arent nec-
once a month. Then, the gnomes bring 5. WATER PIPES essary so long as the fungus is not dis-
out their favorite machines, new and im- turbed. However if the mushrooms are
proved from the last test, and begin a tu- These pipes supply water to the reservoir violently handled, they release choking
multuous attack of steam-powered system. They are not under pressure, rely- clouds of spores.
pickers on the innocent fungus crop they ing on gravity to move the water from the
have grown. upper level cisterns. Each pipe can with- 9. STOREROOM
stand 30 points of damage. If ruptured, a
I. ELEVATOR SHAFTS pipe releases a powerful spray of fresh wa- This chamber is filled with an incredible
ter capable of knocking characters off assortment of junk-gears, cogs, u-
The twin shafts here are for the up and their feet. joints, coils of cable, tubing, sprinkler
down elevators that service this level. heads, broken pistons, and more.
When one is going up, the other is auto- 6. PUMPING STATION
matically going down. A sign between IO. SORTING HALL
the doors lists the arrival time of the next The machines in these areas control the
car (3-18 rounds) and also lists the fertil- muck sprinklers. Steam operated, the This hall is where the fungus is sorted ac-
izing schedule for the farm. This last is to pumping stations mix water and waste, cording to type and spores for new plant-
serve as a warning for when the muck then send it to the sprinkler heads. ing are collected. This is one of the few
sprinkler will be turned on. Amazingly enough, this is one of the few operations the gnomes have deliberately
machines the gnomes tend to leave be. chosen not to mechanize. Despite all
2. FUNGUS FIELDS They have developed a sound design and their efforts, poisonous fungi still grow in
someone has been insightful enough to their fields. Not willing to risk the health
The main floor of the cavern is overgrown leave it alone ever since. of their citizens to undependable ma-
with stands of highly productive and nu- chines (as challenging as the design pro-
tritious mushrooms bred by the gnome 7. MACHINE SHOP ject might be), the masters of the citadel
myconologists. The mushrooms typically require all sorting be done by hand.
grow three to four feet in height. Narrow This large room is the storage area and
paths wind between some fungus patches workshop for the fungus harvesting ma- The sorting hall is only in use during the
while in other areas there are broad open chines. Parked near the doors are the ma- brief periods immediately after the har-
areas of ground being prepared for the chines, strange combinations of spider vest. Then there are always 21-40 gnomes
next spore-sowing. The ground compris- legs, scoops, hands, oversize suits, and present. All wear breathers since the air is
ing the fungus fields is heavily mucked even one model that looks like a vacuum thick with fungus spores. Those without
from the fertilizer sprayers mounted in cleaner mounted on a pogo stick (its be- such gear cannot even enter the chamber
the ceiling overhead. These sprayers ing dismantled for parts). Behind the due to the choking clouds.
(much like fire sprinklers) release a com- equipment are workbenches filled with
bination of water and waste, a vital nutri- tools, broken parts, scrap metal, boxes of
ent to the fungus. screws, and half-finished projects.
Grease-stained plans are nailed to the
3. RESERVOIRS walls or buried under junk. A few per-
sonal decorations hang from the walls. At
These pools contain stagnant, filthy wa- the center of the back wall is a small forge
ter unfit for drinking. Colorless algaes for doing simple ironwork.
grow on the surface. Each pool is two to
©1989 TSR, Inc. All Rights Reserved. 1051-14
GNOME RESIDENTIAL LEVEL
Unlike some other areas of a gnome cita- shaftsone going up and the other entire extended family of gnomes, each
del, the halls and ceilings of the residen- down. Because of the heavy use of the ele- usually having a chamber entirely to
tial areas are scaled to gnome heights. vator system, the number of tubes at each themselves.
The main passages are approximately 10' elevator station is larger. Posted outside
wide and have spacious 6 high ceilings. each pair of tubes is a sign listing the As with all things however, the size and
The majority of passages are only 4½ scheduled stops for each car going up and comfort of the warren is determined by
high and 5 wide. down. the wealth of the family. Small warrens
are normally those of small families (new
Residential Encounter Table The elevator shafts here are equipped branches of an old family or one that is
with emergency ladders in case of acci- slowly dwindling in size) or of those that
2 Cultist of Hith dent. These can be reached by using the cannot afford anything better. The ma-
3 Dwarf visitor trapdoors in the floor and ceiling of each jority of the warrens are for middle-class
4 Gnome nobleman car. gnomes. A few large warrens belong to
5 Gnome repair crew the wealthy, however, most of the well-to-
6 Unscheduled test of wall scrubber 2. PARK do gnomes, the nobility, make their
7 Pack of gnome teenagers homes higher up in the governmental
8 Gnome infant playing Built around the elevator station is a large levels.
9 Gnome brat (by gnomish standards) area of parkland.
10 Gnome hausfrau This is a carefully cultivated expanse of 4. COMMONS
11 Gnome gossip trees, flowers, and grass growing in a bed
12 Gnome spinster of natural earth. A system of ducts and The commons areas are large meeting
13 Gnome workmen coming or going mirrors is used to provide natural light halls and markets. Crowded with chil-
14 Constables from outside. Not only do the plants (and dren and housewives during the day and
15 Magistrate and guards gnomes) get sunlight, but the light whole families at night, they are the
16 Fence shifts, sets, and rises according to the out- meeting places for neighbors and friends.
17 Thief side world. The gnomes have found this
18 Lost minoi inventor is better for their own mental health and In these areas can be found plants, water
19 Human guest doesnt hurt the plants any. cisterns (there is no running water
20 Cultist of Hith throughout the warrens), waste disposal
3. WARREN centers, market stalls, tavern tables, and
I. ELEVATORS quiet cozy corners. There is no privacy
Most of the space on the residential levels here, only less notice in some areas. As
Like the other elevators throughout the is devoted to the warrens. Each warren with all groups, the commons have their
citadel, the system here is a pair of forms a separate community from all the cliques, gathered in little corners, exclud-
others. Within a warrens confines live an ing others.
©1989 TSR, Inc. All Rights Reserved. 1051-15
ARMORY/WATER CISTERN LEVEL
I. ELEVATORS all personal possessions are carefully edge. Now they can build up momentum
locked away. The door to the room is also by taking a short run. Originally the
This bank of elevators includes the stand- kept locked if the room is unoccupied. ramps were lightly greased to reduce fric-
ard personnel shafts, one always going up tion, but this was discontinued after sev-
and the other down. A sign is posted next 6. STORAGE eral bad accidents.
to these listing scheduled stops. In addi-
tion, there is a special large freight eleva- These rooms contain piles of useful gear IO . CATCH NET
tor. The car in this shaft is assigned to the and unusual junk, a trait that seems com-
armory levels for moving large groups of mon to most storerooms of the gnomes. A standard feature of all launch bays is
men and material around in case of at- There are parts for flyers and gliders, rolls of the catch net, where gliders are supposed
tack. Thus, there is a 50% chance the car balloon fabric, extra tools, broken gears, to land. Once upon a time, the gliders at-
will be present at any time. bobbins of thread, spools of wire, and tempted to land directly in the bay, how-
mounds of tattered netting in need of re- ever after several messy crack-ups the net
2. ARMORY pair. No one bothers to lock these doors be- method was devised. Now pilots try to
cause nothing here is considered vital. touch down in the soft strings of the catch
These rooms are stocked with the excess net. Sometimes, experimental improve-
weapons of the gnomes. None of the 7. MACHINE SHOP ments are added to the net without ade-
weapons are magical, but there are de- quate notification. The latest of these was
vices such as lava projectors (empty) and This machine shop is much like those the automatic unloader-a trigger that
other more bizarre items. There are also found on other levels, with long wooden flipped the full net back into the launch
suits of good metal armor and shields. All workbenches strewn with tools and cur- bay. After several pilots were suddenly
of the equipment is sized for gnomes. rent projects. At the back wall is a small launched into the bay by the system, the
The doors are kept locked and the keys forge for blacksmithing. In addition, apparatus was removed.
are held by the officers in room 5. there are floor to ceiling treadmill-
operated sewing machines and an experi- II. GUARD ROOM
3. CISTERNS mental steam-driven armor press (which
so far has made more noise and steam This chamber houses the situation room
These spaces are the bottom sections of than usable armor). Since the war with for the lookout stations. In it is a large ta-
the huge water-holding tanks that fur- the fire minions has subsided, work in the ble, a desk, and several chairs. On one
nish the citadel with fresh waster. Most of shop tends to be slow. Normally, there wall is a large display with numbers hang-
this is collected from rainwater run-off. are only 2-5 gnome workmen present. ing on pivots. Each number matches a
The openings to these reservoirs can be lookout. If that lookout hits an alarm, a
reached from upper levels. 8. LAUNCH BAY signal bell rings and the number flips
over to the other side. There are always
4. BARRACKS This area is a huge, high-ceilinged cave two gnome officers and four aides
open to the outside. It is from here that present.
Each barrack hall houses a squad of gliders, flyers, and war ballons are
twenty gnome warriors and all their per- launched. During the day, the hanger is I2. LOOKOUT
sonal items. The ceilings are high, almost normally busy with pilots and crews- es-
10, to allow for the three-tier bunkbeds pecially since the nobles have discovered Each lookout point is occupied by two
needed to quarter all the soldiers. During the concept of sport flying. During the gnome guards at all times. Their task is to
the day, most of the rooms are empty and day there are normally about 3-18 watch the surrounding countryside and
all personal possessions are carefully gnomes and assorted vehicles and ballons signal anything unusual they might see.
locked away. At night, most are occu- in the bay. The job is incredibly boring and most of
pied, although at least one squad will be the gnome guards spend their time nap-
on guard duty in the hanger bay. 9. LAUNCHING RAMP ping, playing cards, and reading. Only
occasionally do they bother to look out
5. OFFICERS QUARTERS The launching ramps are downward- the window.
sloping, slick runways intended to aid
This room houses the junior officers in flyer and glider pilots in takeoff. They are Each lookout has a signal button. When
command of this section. There are 2-5 one of the latest improvements in the pressed, it rings a loud alarm bell and al-
officers quartered here. Only 0-3 will be launch bay. Before, pilots launched erts the guard room (11) which lookout
present at any given time. Like the men, themselves by simply leaping off the sounded the alarm.
©1989 TSR, Inc. All Rights Reserved. 1051-16
CITY WHARF KEY
At the end of the street called The Break- 4. Warehouse gling, kidnapping, forged documents,
water lies the citys Sea Gate and the Most of the buildings near the docks bribery. An understanding with local
wharf area. Here, cargo ships from all authorities prevents the Saiones from
over the known world unload their pre- are warehouses to store goods arriving in closing the tavern down.
cious cargos. Kristophan. These are usually made of
wood, and are locked at night to keep out 8. Master Balthuus House
1. The Sea Gate Towers thieves. The district is irregularly pa- Master Balthuus is an ex-sea captain
These massive towers guard the Sea trolled by the Saiones, and private watch-
men can also be hired at the local taverns minotaur, now a prosperous merchant.
Gate, one of the most important trade to guard particularly valuable cargoes. He has a keen nose for a bargain (or a
entrances to the city. Four stories tall, and trap) and has built a lucrative import
equipped with powerful bolt throwers, 5. Wharf Area Constabulary business. He seldom voyages himself any
each tower is manned by a full company This is the wharf precinct headquar- more, but might be persuaded to finance
of regular military troops. an expedition (for a return of 50% of the
ters of the Saione constabulary. This profit).
2. Wall Tower sturdy two-story brick building has hold-
This tower is typical of the defensive ing cells for civil offenders. A small tower 9. Voyagers Inn
on the roof allows a view of the docks, Travelers who need accommodations
towers found at intervals along the city and contains a bronze bell that is rung in
wall. Made of worked stone and armed case of fire or other civil danger. in the wharf area are often directed to the
with bolt throwers and boiling oil, each Voyagers Inn, where the rates are reason-
tower can hold out as an independent for- 6. The Barrelstave Pub able, the beds are soft, and breakfast is
tress for over a month, if need be. The This modest establishment is run by provided. The common room has a ships
tower walls are more than 15 thick at the figurehead, a bull minotaur.
base and four stories tall. Each tower can Orin Barrelstave of the Fianawar. The
hold a full company, although the stand- dwarf runs a friendly pub, with a famous 10. Antillas Grog Shop
ard peace-time garrison is two to four drinking contest each week. He also Not only is this a well-stocked shop,
squads. keeps a collection of maps and nautical
charts, gathered out of curiosity, for use but Antilla is the foremost information
3. Customs Office by his friends. broker in the wharf area. This is the head-
This building is the administrative quarters for the Groggers gang, who have
7. Telgrans Dive continual run-ins with Telgrans gang.
center of the wharf area. Port regulations This is a dangerous tavern run by Antilla is a part-time spy for Thenol, and
are posted here, as well as the tax office is involved in smuggling contraband and
(usually 5%), cargo scales, and shipping Telgran, a renegade elf. The weather- weapons to the Thenolites.
schedules. Imperial licenses and routine beaten outside matches the dingy,
official paperwork is handled here. smoke-filled interior. Most clandestine
activities can be arranged for here: smug-
©1989 TSR, Inc. All Rights Reserved. 1051-17