Hexcrawl Issue3
Hexcrawl Issue3
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b tu
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By John M. Stater
— Beyond the Black Water —
Games
Frog God
Credits
Author Interior Art
John M. Stater Rowena Aitken
Developers Cartography
Bill Webb Robert Altbauer
Producer Playtesters
Bill Webb of Necromancer Games Frog God Games Staff
©2011 Bill Webb, John Stater, Frog God Games. All rights reserved. Reproduction without
the written permission of the publisher is expressly forbidden. Frog God Games and the
Frog God Games logo and Splinters of Faith are trademarks of Frog God Games. All rights
reserved. All characters, names, places, items, art and text herein are copyrighted by Frog
God Games, Inc. The mention of or reference to any company or product in these pages is
not a challenge to the trademark or copyright concerned.
Frog
God
Games
Tough
Adventures
for tough
players
2
Table of Contents
Beyond the Black Water ............................................................................... p. 4
Rumors .................................................................................................... p. 6
Encounter Key ........................................................................................... p. 6
— Hexes 0105, 0109 ................................................................................... p. 6
— Hexes 0113, 0116, 0122, 0202, 0210, 0218 ....................................................... p. 8
— Hexes 0301, 0321, 0408, 0414 ..................................................................... p. 9
— Hexes 0414, 0502, 0505, 0512, 0520, 0609 ..................................................... p. 10
— Hexes, 0612, 0713, 0716, 0719, 0804 ............................................................ p. 11
— Hexes 0810, 0818, 0822, 0921 ..................................................................... p. 12
— Hexes 1007, 1015, 1019, 1102, 1112 ............................................................... p. 13
— Hexes 1209, 1217, 1305, 1313, 1322 ................................................................. p. 14
— Hexes 1401, 1407, 1502, 1515 ...................................................................... p. 15
— Hexes 1520, 1612, 1703, 1706 ...................................................................... p. 16
— Hexes 1711, 1913, 2004, 2009, 2108 .............................................................. p. 17
— Hexes 2111, 2121, 2205 .............................................................................. p. 18
— Hexes 2303, 2308, 2405, 2409 ..................................................................... p. 19
— Hexes 2415, 2511, 2603, 2607 ...................................................................... p. 20
— Hexes 2618, 2713, 2716, 2804, 2810, 2903 ....................................................... p. 21
— Hexes 2914, 3017, 3101, 3109, 3113 ................................................................ p. 22
— Hexes 3120, 3204, 3402, 3407, 3413 ............................................................... p. 23
— Hexes 3517, 2521, 3609, 3802, 3805 ............................................................... p. 24
— Hexes 3815, 3821 ..................................................................................... p. 25
New Monsters ............................................................................................ p. 26
Legal Appendix ........................................................................................... p. 28
3
— Beyond the Black Water —
By John M. Stater
Among the reasons many adventurers choose to end their days in the in the manner of the sun in the land of the living. The souls of the
cannibal-ridden, hurricane-savaged isles of the south is the immense dead wash up on the land’s rocky shores as spirits made corporeal and
distance it puts between them and the terrible land beyond the Black Water. trapped in lifeless bodies. Some float up the river, for the Sluggish
The Black Water is a great inland sea filled with black, viscous water that River flows from the sea to the mountains, rather than the reverse.
sits as still as death. Nobody but a fool would willingly cross the Black Some souls animate their fleshy prisons in the form of zombies, others
Water, save for the strange men who sail the black arks, but many fools have escape as ghostly shadows and many are extracted and traded as
crossed those waters in search of a lost love or a secret taken to the grave, for commodities by the weird citizens of this terrible country. Zombies
beyond the Black Water and its grey shores lies the icy Land of the Dead. and shadows instinctively make their way north, as baby sea turtles
Though many a desperate man has sailed the Black Water and set instinctively head towards the sea after hatching, for beyond the jagged
foot on its noisome shores, only a handful have returned to speak Badlands is the Earthbound Paradise. Those souls that are captured or
of what they saw, and then only on their death beds. Some sages make their way up the river without escaping their bodies are claimed
have such a testament in their possession to wonder over in the bright by the Nine Petty Deaths, the self-proclaimed regents of this land. All
light of day. The scrolls tell of jagged peaks and white forests, spongy the lords and ladies of the land beyond the Black River serve the Nine
lake lands and black rivers, of barges stacked with corpses and a brisk Petty Deaths save the beyonders, who know their true nature.
trade in souls. Of the men who live in this land, they have been called The hexes on this map are 6 miles wide from one side to the
“the beyonders”, little is written or known, for they are not a talkative other. In open country, adventurers should be able to see from one
people and one does not easily extract themselves from their hospitality. side of the hex to another. In wooded hexes, vision is much more
What, then, wanderer of worlds, plunderer of tombs, slayer of dragons, restricted. Random encounters with monsters should be diced for
do you seek in the land beyond the Black Water? A departed friend or each day and each night, with encounters occurring on the roll of
lover, an enemy who took the ultimate escape to avoid your wrath or a 1-2 on 1d6. The exact monster (or monsters) encountered depends
secret sealed behind the shriveled lips of a dead man? More importantly, on the terrain through which the adventurers are traveling. Unlike
how do you plan to return? dungeons, in which the monsters on the upper levels are usually less
Beyond the Black Water is a hex-crawl, referring to the hex-shaped units powerful than the monsters on deeper levels, wilderness encounters
that divide the map. Just as dungeon adventures take place on a gridded are quite variable in their challenge, and low level characters face
map, wilderness adventures can be conducted on a hex map, allowing death every time they step out of the confines of civilization. Well
players the freedom to decide where their characters roam and giving them traveled adventurers will discover, however, that settled lands are not
the thrill of discovering the many places and people that have been placed as dangerous as the rugged wilderness.
on the map. This map represents a large area filled with numerous places
to discover and explore, and can be used as a campaign area in its own
right, or dropped into an existing campaign. Referees can place adventures
they have purchased or devised on their own into empty hexes on the map. The Land Beyond the
Black Water
Adventures in the The black arks are tall galleys with three levels of oars but lacking
Wilderness sails. As one might imagine, they are constructed from black wood,
sealed with tar and equipped with rams of black bronze. The arks are
rowed by untiring zombies and crewed by the mysterious beyonders.
The Land Beyond the Black Water is both of the mortal world and The beyonders are tall and hunched. They wear layers of gauzy black
beyond the mortal world, a nexus of the lands of life and death. The robes, veils and turbans and take great pains to keep their hands hidden.
country is always shrouded in twilight, with a moon that rises and sets Beyonders always carry curved blades at their sides. Some say that they
Roll Black Water Badlands Gray Steppe Noisome Moor White Woods
1 Black Ark (1) Ogre (1d4+2) Patrol (Necrophages) Giant Centipede (1d6) Orc (2d6+3)
2 Ghoul (2d6+6) Patrol (Embalmers) Centaur (1d4+3) Orc (2d6+3) Dryad (1d4)
3 Locathah (3d6+6) Zombie (1d2) Giant Ant (1d6+5) Zombie (2d4) Giant Boar (1d6)
4 Narwhale (1d4) Shadow (1d2) Giant Hyena* (1d6+2) Shadow (2d4) Zombie (1d4)
5 Nixie (3d6+6) Wights (1d3) Ghul (1d6+6) Ghouls (1d6) Shadow (1d4)
6 Sea Serpent (1) Ghouls (1d4+2) Shadow (1d4) Patrol (Swampers) Wolf (2d6)
7 Troll (2d6) Ghasts (1d3) Wolf (2d6) Ghasts (1d3) Giant Owl (1d4)
8 Zombie (3d6+6) Giant Lemur (1d6)* Zombie (1d4) Shambling Mound (1d4) Black Bear (1d6)
4
Beyond the Black Water
are zombies, ghouls or demons beneath their robes, others that they are yellow eyes. They grow their finger and toe nails quite long and decorate
merely shriveled, hideous humans. Most black arks carry two or three of their bodies with triangular metal charms hung on chains that pierce their
the beyonders and a complement of thirty skeleton warriors armed with flesh. As mentioned above, beyonders are always wrapped in multiple
spears and longbows. Each beyonder on a black ark can cast spells as a layers of clothing – cloaks over robes over tunics, etc. They wear dark,
cleric of level 1st to 6th and magic-user of level 1st to 4th. morose colors and always wear curved swords and daggers hanging
from chain shoulder harnesses. The beyonders value secrets above all
things, trading in secrets and knowledge the way others trade in coins and
Black Arks gems. In fact, coins and gems are not used at all by the beyonders and
found treasures of this kind are casually cast away by them. Instead, one
purchases things from a beyonder by telling them secrets – the more dire
The black arks are tall galleys with three levels of oars but lacking the secret and the more powerful person it is about, the more the secret is
sails. As one might imagine, they are constructed from black wood, valued. Beyonders might pay adventurers in rumors or secrets germane to
sealed with tar and equipped with rams of black bronze. The arks are a Referee’s campaign.
rowed by untiring zombies and crewed by the mysterious beyonders. The Embalmers are a race of bronze skinned men with raven hair and
The beyonders are tall and hunched. They wear layers of gauzy black violet eyes. They are short and stocky, the women voluptuous and the men
robes, veils and turbans and take great pains to keep their hands given to wide exaggerations and long melancholies. Male embalmers
hidden. Beyonders always carry curved blades at their sides. Some dress in woolen tunics and trousers and gray cloaks. They wrap their
say that they are zombies, ghouls or demons beneath their robes, lower legs in leather thongs and wear leather sandals on their feet and
others that they are merely shriveled, hideous humans. Most black intricately patterned conical wool caps on their heads. Women wear loose
arks carry two or three of the beyonders and a complement of thirty gowns, a wide leather belt wrapped just under their breasts, shorter cloaks
skeleton warriors armed with spears and longbows. and put their hair in braids. Warriors arm themselves with spear, shields
of wood and leather, short bows and long knives. The embalmers raise
Ochre Rains
sheep, trading wool and foodstuffs for fragrant oils and herbs used in their
embalming ritual, the aspect of their culture which gives it its common
name. The embalmers make mummies of their dead philosophers and
nobles, walling them into their temples and palaces that they may advise
Ochre rain is thick and yellowish-brown and there is a 1 in 6 chance
future generations through barred windows. Peasant corpses are burned
per day of it falling from the sky. It leaves a sticky, tarry substance on the
for heat in the furnaces of their palaces. Embalmer patrols may be
skin which, if not quickly washed away with fresh water, raises lesions
encountered on horseback (2 in 6 chance), in which case they are also
on the skin. These lesions reduce one’s charisma and constitution by 1d6
armed with long hammers. An embalmer patrol consists of 2d6+4 men-at-
points (half that with a successful save vs. poison), the abilities healing
arms led by a 3 HD sergeant.
at the rate of 1 point per week. In the days after an ochre rain, a race of
The Necrophages are fierce warriors who roam the rolling steppe with
short-lived toadstool men emerges from the ground. These toadstool men
their herds of cattle, riding in war chariots. The necrophages consume the
are like malevolent children, roaming in packs of 3d6 individuals and
flesh of their dead and of enemy casualties in war. They are berserkers
causing all the havoc they can in the few days they have life. They are
in combat, wear leather and ring armor, carry shields, leaf-bladed short
misshapen, with mismatched limbs, wide coral-colored caps spotted white
swords, spears and javelins and make use of scythe-wheeled chariots drawn
and pinched, wrinkled faces with deep, slit mouths that emit a poisonous
by giant hyenas. While one might expect berserkers to charge into combat
breath (see New Monsters for more information). Encounters with these
screaming, the necrophages fight in perfect silence. Clerics cast silence
toadstool men occur on a daily roll of 1-3 on 1d6 the day after the ochre
on the tribe’s war chariots, so that their charging armies make almost no
rain falls. This roll is made in addition to normal random encounter rolls.
sound as they sweep across a battlefield. Necrophages are tall and lean,
with pallid skin that they paint in grotesque patterns using burgundy paint
Men as a 1st level cleric, though undead that would be effected by this turning
can make a saving throw to resist. Gatherers are usually accompanied by
a breed of large, white swine that are used as mounts, pack animals and to
The principal human cultures of the land beyond the Black Water are sniff out herbs and funguses. A swamper village consists of a number of
the beyonders (the pilots of the Black Arks), embalmers, necrophages and stilt-houses, separated from the other houses of the village by an average
swampers. of100 yards and lit with lamps fueled by corpse oil. These “corpse lights”
Beyonders are human, but not wholly human (see New Monsters foil invisibility, especially the invisibility enjoyed by ethereal spirits.
below). They are never seen unrobed, which is fortunate for all involved A swamper patrol consists of 1d6+6 men-at-arms in leather armor with
since they are tall and hunched, with ghastly, hairless skin and leering spears and slings led by a 3 HD sergeant.
5
Beyond the Black Water
Rumors
When adventurers are seeking information or rumors in a settlement or from the lord of a castle, you can roll a random rumor from the table
below. Each rumor is either True (“T”) or False (“F”) and the hex number associated with the rumor is given in brackets.
Encounter Key read minds, and it will know if people are intruders or guests of Poro.
Poro’s treasure consists of 2,720 gp and a jasper worth 75 gp. It is
kept in a brass urn engraved with images of comets.
0105. Silicate Ooze: HD 12; AC 3 [16]; Atk 1 strike (1d6 plus desic-
The woods here are especially thick with ferns of a glossy green- cation); Move 9; Save 3; CL/XP 13/2300; Special: Desiccation
black color that cling to one’s clothing. The air is oppressively damp (lose 1d3 constitution; one point of constitution is regained
here and one breathes only with a bit of effort. Standing out among by drinking a gallon of water), slowed (as the spell) by water,
the white trees is a wooden tower of black, lacquered wood, about mimic form.
9-ft in diameter and rising 30 feet high. The tower is unique in that
the exterior is completely covered in doors. Forty-five doors (3 feet Gorovan, Magic-User Lvl 2: HP 5; AC 9 [10]; Save 14 (12 vs.
wide, 6-feet tall) line the exterior, and any one of them, when opened, spells); CL/XP 1/15; Special: Spells (1st). White robe, white
gives access to the tower. headband, dagger, spellbook. Swarthy skinned, black hair,
The interior of the tower is, much like the exterior, a collection brooding eyes. Facial tic appears when challenged.
of doors. There is no apparent means of ascending from the bottom
floor of the tower to its highest level. The rafters of the tower are Master Poro, Magic-User Lvl 9: HP 19; AC 8 [11]; Save 7 (5 vs.
occupied by a pack of large cats with tortoise-shell markings. The spells); CL/XP 10/1400; Special: Spells (5th). White robe, white
cats will hiss at intruders, but will not initiate combat. headband embroidered with gold (15 gp), dagger, spellbook.
The master of this tower is the wizard Poro. The doors of his tower Pleasant little chap, round face, large eyes, few remaining hairs
open into a network of corridors and chambers that adjust their plastered over his balding head, quick to jest and remarkably
positions depending on the time of day or the wizard’s emotional graceful for his rotundity.
state – he knows where to find things, but others must usually take
their chances when they open a door. The complex the doors open
into is set in place and dwarves will have the distinct impression that 0109.
it is quite far underground, based on the temperature, moisture and The ground at the center of this hex is as black as shadow. Easily
their general impression of the many tons of stone poised over their avoided in the dayime, the shadowy ground is impossible to see at
heads. The complex has five levels and approximately 50 chambers night. The shadowy ground is insubstantial, and stepping on it will
laid out in a haphazard fashion. send one falling into a benighted cavern below (30-ft fall).
Poro is an oracle by trade, who came long ago into the land beyond The cavern is oval in shape and contains a never-ending chariot
the Black Water to read its rocks. The tunnels and chambers of his race. In the center of the arena there is a raised platform of basalt,
complex are all carved from the living stone and unadorned that Poro 10 feet tall and home to a mummy priest called Veporth. Veporth
might speak with it as he likes. He records his findings on slates, was a priest among the embalmers, but not resides of an eternal race
carving with a diamond-tipped utensil that fits over his right pointer between two charioteers. The first is a shadow with shadow horses,
finger and decipherable only with a read magic spell. Poro has four the second a being of flame with horses of fire. The charioteers are
apprentices drawn from the embalmer culture. Three are aged 12 to fated to race for eternity in a dead heat. When one charioteer gets
15 and have attained the first level of magical competence, while the more than a length ahead of his rival, it is written that the end will
fourth, Gorovan, is 19 and a 2nd level magic-user. come (the Referee can do with this what he or she likes). People
Poro’s hideaway is guarded by an earth spirit that looks, at first falling into the arena will have but a few rounds to clamber to
glance, like a glittering black pudding. In fact, it is formed of black “safety” on the platform, for the charioteers have no compunction
silicates. The creature draws the moisture from those it touches. A fine about running obstacles down.
mimic, it can shape itself into a mirror image of those it encounters, Veporth is a priest of Ingueas with the ability to cast spells as a
retaining the look of black sand but taking on the form and shape of 6th level cleric. He sits enthroned on a seat of gold, his hollow
its subject. It appears to dwell within the earth itself, sliding silently
6
Beyond the Black Water
eyes following the racers as they move across his field of vision, Veporth, Mummy Priest: HD 6+4 (42 hp); AC 3 [16]; Atk 1 fist
but otherwise not moving a muscle. Six canopic jars surround the (1d12); Move 6; Save 11; CL/XP 7/600; Special: Rot, hit only by
throne, each holding the undead, disembodied brain of an acolyte. magic weapons, shield, ray of weakness, teleportation ray, cast
The acolytes can communicate with the Veporth and each is capable spells as 6th level cleric.
of seizing control of a visitor (per the spell charm person). Three of
the six are aligned with the fire charioteer and three are aligned with
the shadow charioteer. They will try to control visitors and set them
against the rival charioteer.
Veporth is wrapped in pristine, white bandages. A golden pyramid
floats above his head. The pyramid creates a permanent shield effect
for the mummy and is also capable of firing rays of darkness and
teleporting others. Each hit by a ray cuts the target’s strength in half
for 1 hour unless they pass a saving throw. Veporth is really more
of a philosopher than a threat. He has no treasure other than his
throne (worth 250 gp) and the golden pyramid above his head, which
operates only for chaotic clerics of 6th level or higher. There is no
way to escape the mummy priest’s arena other than by teleportation.
The mummy priest will provide such a service, but he will require a
service in return.
7
Beyond the Black Water
and their eyes burns with fervid malevolence.
0113. The interior of the large tower is divided into four floors, with the
A small village of stone huts hidden in a copse of black willows fist at the top being the ogre mage’s personal chamber of torture.
is home to a population of 60 mongrelmen. The leader of the The other floors are each divided into four identical chambers by
mongrelmen is called Ibler, and has a face that is half troglodyte parchment panels painted in scenes of human misery and defeat in
and half bugbear, a crabman arm and the legs of an ogre and troll. morose watercolors. Each of these chambers holds three bronze lion
Ibler is a skilled scout and thief. Other prominent citizens of the sculptures with a white smoke drifting out of its mouth, a low, round
village include Rennoc the leather-worker and Bibbi, the distiller of table holding a red candle and a porcelain tea set (worth 50 gp each)
shadows. Bibbi has the face of an elf on the torso of a troll with and mats for seating.
a stunted goblin arm and leg on one side and the arm and leg of a The lion sculptures are trapped to belch out an ethereal flame in a
sahuagin on the other. 15-ft long cone that is 10 feet wide at the base. The flame inflicts no
Bibbi owns several unique implements that allow her to make what damage on material objects, but freezes a person’s soul for 1d4 points
the mongrelmen call “shadow wine”. Her silver tuning fork makes of constitution damage. A person reduced to 0 points of constitution
no sound, but when struck against stone and pointed at an incorporeal has their spirit burst from their body in the form of a shadow. Lost
spirit it holds them (per the hold monster spell). She also owns a constitution returns at the rate of 1 point per day.
silver tube, about 3 feet long and hollow to which she affixes a bottle. Each of the aforementioned candles holds the souls of three
The tube can be inserted into the substance of a shadow and drains maidens. When lit, the maidens appear around the table as ghosts.
its essence into the bottle as a thin liquid – the shadow wine. This As the candle burns down, the maidens age, finally expiring and free
destroys the shadow. The wine is quite intoxicating, and it fills one’s to flee to the earthbound paradise. While in ghost form, the maidens
head with mad visions from the shadow’s life, imparting to them one can answer all manner of questions (per the spell legend lore), with
skill of the shadow from its life (roll 1d10: 1-5 it is a mundane skill each maiden offering one answer to one person each time the candle
like smithing or fishing; 6-8 it is skill at arms, giving the drinker a +2 is lit (but no more than one answer per hour). The candles burn out
bonus to hit; 9 it is the ability to cast spells as a 1d4 level magic-user; after eight hours of use (roll 1d8 to determine how many hours any
10 it is the ability to cast spells as a 1d2+1 level cleric). The skills given candle has left).
last for one hour. The ogre mage retains a veneer of civilization, and will not kill
intruders instantly (well, not all of them). He desires greatly the
0116. shadow distiller of the mongrelmen [0113], and may make a bargain
The steppe here is interrupted by a large sand pit. The sand pit is to obtain it. The ogre mage’s treasure consists of 1,770 sp, 640 gp and
inhabited by large, flat beetles; people who step into the pit will be a moss agate worth 100 gp.
set upon by 2d4 of the vermin. The bite of the beetles carries painful
venom that paralyzes a victim for 1d6 rounds unless they pass a Bugaboo: HD 6+1; AC 4 [15]; Atk 2 claws (1d6); Move 15; Save
saving throw. The sand pit is similar to quick sand; stepping into it, 11; CL/XP 7/600; Special: Fearsome, static shock.
one sinks about 1d3 feet per round (saving throw each round reduces
this to 1 foot of sinking). If the person sinks completely they will lose Ogre Mage: HD 5+4 (40 hp); AC 4 [15]; Atk 1 tetsubō (1d12);
one level and a new beetle will be born. The person will awake on Move 12 (F18); Save 12; CL/XP 7/600; Special: Magic use (fly,
the shores of the Black Water in a randomly chosen hex. A Referee invisible (self), darkness 10-ft radius, change into human form,
can put multiple victims in the same or different hexes, depending sleep 1/day, charm person 1/day, cone of frost (60-ft long x 30-ft
on how much trouble they want to cause for themselves and their base, 8d6 damage)).
players.
Sea Serpent: HD 30 (135 hp); AC 2 [17]; Atk Bite (4d10); Move Giant Ant (Soldier): HD 3; AC 3 [16]; Atk Bite (1d6 + poison);
0 (S18); Save 3; CL/XP 30/8400; Special: Swallow whole. Move 18; Save 14; CL/XP 3/60; Special: None.
8
Beyond the Black Water
6 chance per hour) must pass a saving throw or have their lungs
and throat singed, suffering 1d6 points of acid damage and losing Lhetoh the Marilith: HD 8 (36 hp); AC -3 [22]; Atk 6 weapons
the ability to speak or run vigorously for the remainder of the day. (1d8), tail (1d8); Move 12; Save 8; CL/XP 13/2300; Special:
The pools of heated water inside these geysers are home to a species Magic resistance (80%), +1 or better weapon to hit, demonic
of bloated, black sea stars. The creatures, though unthinking, are magical powers.
powerful psychics who pick up the thoughts of those within 200 feet
and project images of their loved ones above themselves, as though
the person is wading in the water. The images can be interacted with, 0321.
but they will behave the way the psyched person thinks they should A beached narwhale, just barely alive (3 hp) lies here, struggling to
behave, and each person in the area will see different loved ones. The breath. The animal swallowed a golden bracelet bearing the arms of
flesh of the starfish is poisonous if consumed, but the dried husks can a prince of the northern men (first introduced in Hexcrawl Chronicles
be burned to produce an acrid smoke that charms intelligent undead #1: Valley of the Hawks). The prince and his court were escaping
(per the charm monster spell). from their war-torn country by ship and were lost at sea. One of his
siblings would gladly pay for this proof of his death.
0301. 0408.
Nestled in a high mountain pass thronged by chattering black
mandrills and embraced by thick, chilly mists, is the stronghold of Buried beneath the mountains and only accessible after traversing
a mile of twisting caverns inhabited by troglodytes, minotaurs and
Heruldos, the petty death of murder victims and patron of assassins
variegated oozes, there is a hidden vault. The vault measures 20 feet
and poisoners. The stronghold is a modest castle of blue-gray stone
wide, 15 feet long and 13 feet tall, with a peaked, arched ceiling. The
and tall, gothic conical towers that disappear into the clouds. A
vault is clad in black marble, cut and placed by expert hands. Twelve
narrow path of crushed onyx leads up the pass to the entrance to the
pedestals, also of black marble and standing about 4 feet tall, line
castle, which effectively blocks movement through the pass.
the walls of the room. In the center of the room there is a statue of
The castle’s gatehouse has a tall, thin door of rusty iron that is, in
a headless woman carved from alabaster with a robe of many colors
fact, an iron golem disguised by a powerful phantasmal force. The
thrown over its shoulders.
gatehouse is guarded by a marilith demon called Lhetoh, who stands
On each pedestal there rests a perfectly preserved human head.
atop the battlements shouting challenges at those below, mocking
All of the heads are those of beautiful women, no to quite alike,
them and goading them to rush the iron door. Like most of the
but all seemingly related. Around each of the head’s necks there is
strongholds of the egotistical petty deaths, the castle is really just a
a silver gorget set with three fire opals. The fire opals glow with a
grand throne room surrounded by a collection of dusty chambers that
pale, flickering red light, which becomes fiercer when near a living
seem to exist solely to confuse and frustrate explorers – the deaths
body. These opals draw energy from the ether or from living bodies
and their retinues need neither food nor drink and so have no need for
to preserve the heads. The heads once belonged to twelve beautiful
kitchens or pantries, and their existence in this dimensional nexus is
sisters, the daughters of a archmage. When the archmage was
tenuous enough that sleep and comfort are generally unneeded. The
deposed, his body was torn apart and his daughters beheaded. The
deaths have control over their strongholds to the point that a room
surviving apprentices of the wizard, some quite powerful mages in
can be what a death desires it to be as needed.
their own right, used the silver gorgets (which had been designed
The throne room of Heruldos takes the form of a long torture
by the wizard before his death) to preserve the heads. The alabaster
chamber with a high, vaulted ceiling. Arrow-slits in the upper walls
body was carved that it might be animated by the heads. Originally,
permit the mists and chill of the high mountains to filter into the
it was planned that a separate body should be created for each sister,
hall and cause moisture to collect on the walls. A myriad of wheels,
but only one was completed.
screws, racks, bronze cages and iron maidens, braziers steeping red
The sisters shared the body, contentiously, of course, and forged a
hot pokers and other implements of pain and misery fill the room and
powerful kingdom in the land beyond the Black Water, before being
are invariably occupied by writhing souls, corporeal and incorporeal.
again deposed by a union of the petty deaths, who they foolishly
2d10 dretches shuffle about the chamber, seeing to the prisoner’s
sought to eclipse. Should a head be set again on the body, it will
agony and extracting from them a thin, oily liquid, smoky gray with
animate as a living statue. Each of the sisters has the abilities of a 6th
motes of brilliant emerald and ruby, filling glass tubes capped with level magic-user, though their grimoires have been stolen and they
lead stoppers. These bottles hold the essence of agony and form the might only have 1d4 spells prepared when they animate the statue.
principal fuel for Heruldos and his minions. Mortals that imbibe this
liquid gain the abilities of an assassin of equal level for 1 month (or, Alabaster Princess: HD 6; AC 4 [15]; Atk 1 slam (1d6+2); Move
if already assassins, they gain the abilities of an assassin 3 levels 9; Save 11; CL/XP 9/1100; Special: Immune to poison and dis-
higher) and then find themselves drowning in crushing despair, ease, immune to damage from piercing weapons, resistance to
losing 1d8 points of charisma permanently and another 1d8 points damage from edged weapons (50%), resistance to cold, light-
of charisma that return at the rate of 1 point per day. Characters ning and fire (50%), spells as a 6th level magic-user.
brought to 0 or fewer charisma points by this concoction become
misty shades that hide in the corners of Heruldos’ castle for eternity.
Heruldos takes the form of a cat-headed man, tall and languid and
clad in bone armor made from the remains of his younger sister (who 0414.
didn’t so much defy him as walk by him one day when he felt like A village of 20 beehive-shaped stone hovels interrupts the steppe
killing something). He is cheerful and cunning and without a drop here, surrounded by a tangled thicket and seemingly empty of
of mercy, though his sloth keeps him from being terribly dangerous. habitation. The village is inhabited by 45 ghuls, who dwell in
Heruldos is surrounded by a poisonous mist and has the abilities of a burrows beneath the hovels, which they decorate with wind chimes
12th level assassin and 9th level magic-user. He can use the following made of bone and dried sinew. The ghuls have no leader per se, but
magical abilities: Fear, invisibility (self), mirror image, phantasmal rather organize themselves along a “big man” system, following
force and silence (centered on anything in his line of sight). whoever seems to make the most sense at any given time. The ghuls
are accomplished, though rather slow, carvers of bone, trading their
Heruldos: HD 15 (75 hp); AC -3 [22]; Atk 1 sword (2d6); Move handiwork to the gnolls for zombies upon which to feast in strange
18; Save 3; CL/XP 22/5000; Special: +1 or better weapon to hit, ritual hunts on the steppe. The ghuls possess 220 sp, 795 gp, a
immune to cold, sees perfectly in any form of darkness, sur- tarnished bronze icon of a saint (3 gp), a copper pendant bearing an
prises on a roll of 1-9 on 1d10, assassin and magic-user abilities, eldritch sign (300 gp).
magical abilities, surrounded by 10-ft radius poison mist (save
or die). Ghul Warrior: HD 1; AC 7 [12]; Atk 1 weapon (1d6) or strike
9
Beyond the Black Water
(1d3 plus stun); Move 12; Save 17; CL/XP 2/30; Special: Touch converged upon by 1d3+1 shadows who will attempt to carry them
stuns (save negates) for 1d3 rounds. away into one of the aforementioned pillars. The other possibility is
a 1 in 20 chance of meeting Palocar, the master of this place. Palocar
is a shadowy figure who seems to grow taller as one grows closer.
0502. He coordinates the movements of the shadow demons and has an
Gohl, one of the nine petty deaths, dwells in this hex behind a tall intimate knowledge of the thousands of portals in the place. Palocar
copper door placed in the side of a great ridge. The door is guarded is not malevolent, but it is unfriendly and inhuman and regards
inside and out by two lion-headed cherubim encased in armor of people as tools and implements. It might aid travelers if it can discern
black, steel bands and grasping large falchions. Beyond the door some gain for itself.
there is a long tunnel, well lit by hanging lanterns of every color
under the sun – and quite shocking in a land of twilight. The tunnel Shadow: HD 3+3; AC 7 [12]; Atk 1 touch (1d4+strength drain);
extends for at least a mile, ending a second door, similarly guarded. Move 12 (F15); Save 14; CL/XP 4/120; Special: Drain 1 point of
Between the great doors are a number of tunnels, each closed by strength with hit, +1 or better weapon to hit.
an iron gate (always locked, difficult to pick). These minor tunnels
lead to a variety of chambers, all uniformly large with tall, vaulted The Palocar: HD 11 (36 hp); AC 2 [17]; Atk 1 touch
ceilings that are also illuminated with glass lanters. (1d6+strength drain); Move 15 (F18); Save 4; CL/XP 12/2000;
Some of these chambers hold dozens of ghostly scribes and Special: Drain 1d4 points of strength with hit, +1 or better
philosophers (the souls claimed by Gohl) chained to desks and weapon to hit.)
scratching out scroll after scroll, recording every bit of wisdom they
have ever learned (and a few bits they imagine that once learned).
The scrolls are collected by pudgy imps dressed in baggy trousers 0512.
and fez and stowed in niches that line the walls. Almost any question A herd of spindly centaurs with long faces, obsidian skin and
can be answered by these scrolls, assuming one has enough time to spiked, blue manes ranges over the lake lands here, mostly sticking to
sort through the unorganized knowledge and pays the imps enough the banks of the sluggish, morose river. The centaurs are encountered
to fetch the correct scroll. in groups of 1d6+6 on a roll of 1-3 on 1d6, or 1-5 on 1d6 if one is
Other chambers are filled with the mouldering remains of spent near the river. They are usually running down an antelope or walking
sages, bony fingers still wrapped around quills, imps in leather aprons cadaver. The centaurs hunt with bronzewood longbows and carry
blowing glass globes or making parchment from skins of uncertain curved swords. Their leader is Pasco, who has the ability to summon
provenance, wild eyed dreamers chained to walls and calling out up a variety of spells by speaking riddles while launching his bow.
their visions to any who will listen and groups of philosophers Three times per day he can cast magic missile with his longbow, two
working feverishly at solving the riddles of Gohl. Each soul claimed times per day he can cast web with his longbow and once per day he
by Gohl must answer a dozen of his riddles before he will usher them can launch a 5 dice lightning bolt with his bow. The centaurs shun
on to a higher plane. treasure, stomping it into the ground or tossing it in the river. They
Most days (or is it nights – hard to tell in a land of eternal twilight) a eat their meat raw, and though they don’t treat cadavers this way,
steady stream of souls is ushered through the tunnel and past the high they still cannot resist running down a walking corpse or scurrying
throne of Master Gohl, the psychopomp, traveler between worlds. shadow for the sport of it.
Gohl takes the form of an elderly man of athletic build, unclothed
and carrying a human head nestled in the crook of his arm. The head Centaur: HD 4; AC 5 [14]; Atk 2 kicks (1d6), weapon (1d8);
always resembles the person to whom Gohl speaks, and in fact he Move 18; Save 13; CL/XP 4/120; Special: None.
speaks through the head. Gohl can also take the form of a shadow,
and it is in this form that he travels between worlds. In shadow form, Pasco: HD 5 (33 hp hp); AC 5 [14]; Atk 2 kicks (1d6+1), weapon
his merest touch means death (save at -2 permitted to instead fall (1d8+1); Move 18; Save 12; CL/XP 6/400; Special: Spells (magic
into a deep slumber for 1d6 days). Gohl rarely speaks, save to learn missile, web, lightning bolt)
what a petitioner wants, what they know, and what they are willing
to do to obtain their desire. Gohl can cast spells as a 12th level cleric 0520.
and 12th level magic-user and can speak all languages and know the The skeleton of a marilith demon juts uncomfortably from a slab
alignment of any who meet his gaze. of granite, as though a teleportation went awry. Should one manage
to free the skeleton, they will discover that two of its hands, now
Gohl: HD 17 (70 hp); AC -1 [20]; Atk 1 touch (death or slum- embedded in the slab, carry two curved blades of a black, grainy
ber); Move 21 (F30); Save 3; CL/XP 24/5600; Special: +1 or bet- metal that, though dull in appearance, is remarkably sharp (+1 to
ter weapon to hit, resistance to cold, fire and lightning (50%), hit and damage). These swords, made of zenith metal, are capable
take shadow form, death touch (only in shadow form), magical of striking incorporeal creatures and absorbing their essence (i.e.
abilities. save or drained of one Hit Dice or level). When struck together, the
blades create a vibration that repels incorporeal creatures for 1d6
0505. rounds. After being freed from the stone, the skeleton will begin to
regenerate, with thin membranes and layers of muscle spreading over
You enter a long canyon that grows deeper as one travels further
them in the manner of a film of melting ice being run backwards. In
into the mountains. The canyon is filled with a petrified forest. About
one turn the creature, Skardrra by name, will be complete, though at
1 in 100 trees contains a door. The doors cannot be opened from
half normal hit points, and ready to retrieve her blades.
the outside. Knocking on a door brings forth an emerald eye that
appears outside the door and floating about 5 feet above the ground.
Skarddra the Marilith: HD 8 (46 hp); AC -3 [22]; Atk 6 weap-
The eye will regard the knocker and, if they are found worthy (roll
ons (1d8), tail (1d8); Move 12; Save 8; CL/XP 13/2300; Special:
1d20 under the knocker’s charisma), it opens. Magic resistance (80%), +1 or better weapon to hit, demonic
The doors open into a trans-dimensional palace of blinding white magical powers.
light and shadowy pillars placed much as the trees are placed in
the surrounding forest. Shadows flit between the pillars, carrying
messages back and forth between the planes. Living creatures 0609.
entering a shadow pillar lose one level and find themselves in some In the middle of the woodlands there is a large, man-made mound
random location, plane or dimension (per the desires of the Referee). of soil and granite blocks. Broad steps lead up to the top of the
Every hour one spends wandering this weird place carries with mound. Resting on the mound is a rectangular building – 10 feet
it two possibilities. The first is a 1 in 6 chance that they will be tall, 12 feet wide and 30 feet long. The buildings are studded with
10
Beyond the Black Water
rows of bronze doors, each one locked and giving entrance to a small using peacock feathers, and the imperial party in the central box. The
crawlspace that contains a cadaver. Each cadaver has been dyed imperial party consists of a crypt thing in imperial purple, a thick
a bright color; red, blue, yellow or green. Once a door is opened, golden crown on its head, and for feminine spectres in orchid silk
the cadaver animates as a 2 HD zombie and attempts to escape its gowns embroidered with golden flowers, also fanned by ghostly
ritual imprisonment. Two or zombies of the same color can merge servants.
to become a giant zombie (combine HD, increase AC by one). Up The crypt thing will teleport the adventurers into the arena, where
to seven zombies can so merge, with two becoming the size of an they will have to contend with the witherweed and three animated
ogre (4 HD), three a hill giant (6 HD), four a stone giant (8 HD), five elephant skeletons. The skeletons will appear to burrow up from the
a frost giant (10 HD), six a cloud giant (12 HD) and seven a storm ground and then charge. If the adventurers survive, the imperial crypt
giant (14 HD). In this form, the cadavers have an excellent chance of thing will toss them a bag of 300 large platinum coins bearing his
making it to the Earthbound Paradise, where they can un-merge and image. Femurs taken from the animal skeletons function as +1 clubs.
dwell in that peaceful land of natural splendor for eternity. There are
28 corpses in all, seven of each color. Cadavers of red and blue attack Witherweed: HD 5; AC 6 [13]; Atk 5 fronds (1d4 plus slow);
one another over other targets, likewise with yellow versus green Move 0; Save 12; CL/XP 6/400; Special: Death smoke, slow.
zombies. Should one attempt to communicate with the zombies, they
will discover that their minds work in reverse and communication Skeletal Elephant: HD 11 (49, 46, 41 hp); AC 6 [13]; Atk 2
with them (even if they have been destroyed and one speaks with stomps (1d8), gore (1d8); Move 15; Save 4; CL/XP 11/1700; Spe-
dead) leads to confusion (as the spell) unless one passes a saving cial: Undead, half damage from edged weapons.
throw. Inside each of the crawlspaces there is a small sphere of gold
held inside a black walnut that has been sealed with gray wax. Spectral Ladies: HD 7 (35, 30, 21, 19 hp); AC 2 [17]; Atk 1 spec-
tral touch (1d8 plus level drain); Move 15 (Fly 30); Save 9; CL/
0612. XP 9/1100; Special: Drain 2 levels with hit.
A flock of 1d4+4 gaunt night demons perch on a ridge here,
watching over the canyons below and snatching up travelers. Those Noble Wraiths: HD 4 (17, 12, 11, 11, 10, 10 hp); AC 3 [16]; Atk
unfortunates who are grabbed are carried into the gray clouds above Touch (1d6 plus level drain); Move 9; Save 13; CL/XP 6/400;
and dropped to the earth. Their livers are then stolen from the broken Special: Drain 1 level with hit.
bodies by the demons and devoured.
Imperial Crypt Thing: HD 8 (45 hp); AC 2 [17]; Atk 2 claws
Night Demon: HD 4; AC 5 [14]; Atk 1 clutch (1d4); Move 9 (Fly (1d6); Move 12; Save 8; CL/XP 11/1700; Special: Teleport other,
24); Save 13; CL/XP 8/800; Special: Fear aura, slow motion, +1 +1 or better weapon to hit, turn as 12 HD monster.
or better weapon to hit, immunity to cold.
0719.
0713. A thick clutch of white towers cluster along an obsidian shore here,
their domes gleaming in the eternal twilight. Windows framed by
You come across a lonely figure garbed in rust red armor, head
slung low and shield and lance held limply in its hands. The figure obsidian tiles interrupt the pearly array, their secrets hidden behind
rides a brilliant white charger that will snort at the approach of thick curtains. The towers are divided by streets of ashen dust,
travelers, rousing the rider from its reverie. The Rust Red Knight crowded by the beyonders wrapped in their cloaks, their platform
has been wandering the lands beyond the Black Water for many sandals making rectangular divots in the dust. The pedestrians carry
years, attempting to atone for unspecified behavior that was, he will birch brooms to sweep away their footprints. Birch trees complete
assure you, quite unforgiving for a knight. The Rust Red Knight – he (unsuccessfully) with the towers. Thick, black scaled serpents
will give no other name – is of the northern race, with light brown lounge in the boughs, raising a lazy head on occasion to watch the
skin, silvery white hair and black, pinpoint eyes. Although generally passersby. Other serpents are led by some beyonders on thin leashes,
morose and unresponsive unless roused to do battle, he will leer at or are draped across their shoulders. The city is surrounded by a
beautiful women and, if in their company for more than a day, prove sea of blackberry bushes, the berries being used to dye the cloth
quite a lecher. The Rust Red knight’s atonement will be complete of the beyonders. The city is called by its citizens Yondo. It has no
when, through clash of arms, his armor has been scraped of rust and rulership, the people dividing themselves into families that compete
once against gleams. for secrets, for secrets are the main trade of the beyonders, traded to
outsiders for gold and jewels. The families own the towers and the
Rust Red Knight, Fallen Paladin Lvl 8: HP 47; AC 2 [17]; Move fields of rye and poppies that are worked by reaping zombies. The
9; Save 7; CL/XP 8/800; Special: None. spiritual leaders of the beyonders are clerical hermits that mummify
themselves by drinking poison in small amounts over many, many
years. These mummies dwell in shrine towers, sitting atop golden
0716. settees and attended by younger priests who go unclothed save for a
Your travel across the steppe is interrupted by the presence of a simple kilt and armed with a black mace. Yondo has representatives
ruined colosseum. The origin of the great structure is a mystery. It is of all the normal trades, especially sages, and though they will accept
constructed of plain, yellowish stones, stacked almost like a child’s gold at triple the normal prices, they will also trade their goods and
building blocks with no ornamentation. The structure looks like it services for secrets. The city’s harbor is thick with black arks.
can see about 10,000 people and there are three large “boxes” for
luminaries, the central box being set higher than the other two. No
furniture persists in the strange arena, though a band of 12 ghouls 0804.
lurks in the tunnels beneath the collosseum, cracking the bones A great pile of timber blocks this gorge, apparently knocked down
of the large, horrific looking animal skeletons that litter the cages and carried here by a flash flood. A small, brackish reservoir now
beneath the arena floor. The arena floor is covered in patches of gray rests behind the makeshift dam, attracting swarms of mosquitoes
witherweed, the woody tendrils of the plants reaching up the walls and making east-west travel almost impossible. Some (2d6) of the
and into the stands and boxes. The tendrils that cover the central box mosquitoes are giant-sized. The mosquitoes now serve as prey for a
have also overgrown an alabaster box, about 1.5-feet high, long and flock of 2d4 gryphs, mutli-legged black birds with long, needle-thin
wide. beaks. At the bottom of the pile of timber there is the body of a magic-
Inside the box, assuming one manages to reach it, are the user, trapped and unable to complete its journey to the Earthbound
disembodied souls of 10,000 screaming fans, two parties of noble Paradise. The magic-user has a slim silver wand of sleep (now bent,
wraiths (six in all) in yellow togas, with ghostly slaves fanning them 4 charges) and a pouch containing a few small jewels (worth about
11
Beyond the Black Water
80 gp in all) and a copper obolus. The gryphs are clever enough that warriors and noblemen mounted on horses. The top terrace shows a
they will wait for people to be climbing over the timber and harried king enthroned and surrounded by bowing demons.
by the mosquitoes before they attack, usually trying to attack from
behind and implant their eggs before fleeing.
0822.
Giant Mosquito: HD 1; AC 4 [15]; Atk 1 touch (attach); Move The sea floor rises in this hex and the surrounding hexes such that
12 (F21); Save 17; CL/XP 2/30; Special: Drain blood (1d4 hit the water is only about 25 feet deep. A thick forest of kelp covers
points per round, sated at 12 hit points). the sea mount. The forest attracts the unwholesome fish of the
Black Water, and thus the creatures that prey on them. Encounters
Gryph: HD 2; AC 5 [14]; Atk touch (attach) or beak (1d8); with narwhals occur on a roll of 1 on 1d3 and with the sea serpent
Move 3 (F21); Save 16; CL/XP 5/240; Special: Attach, implant Maedain [0123] on a roll of 1 on 1d4.
eggs.
0921.
0810. A basalt sea mount juts up above the waves here at low tide. The
mountain is run through with dozens of tunnels and caverns that
Chunks of ice and freezing, flammable gasses pour out of hole in
the ground. Standing within 10 feet of the hole requires one to make serve as the lair of a coven of three eyes of the deep. The eyes of the
a saving throw each round to avoid suffering 1d6 points of freezing deep collect magical lore and magic items. Their servants are five
damage and another saving throw to avoid suffering 1d6 points of sea vampires, haggard humanoids that appear to be covered with a
wisdom damage from the fumes. Any open flame within 10 feet of thin layer of frost. If caught in the moonlight out of water, they turn
the hole has a 1 in 4 chance per round of causing a flash explosion of into ice sculptures, their hearts becoming large garnets worth 300
the gas, inflicting 3d6 points of damage to all within 20 feet (save for gp each. The sea vampires are weaker than their land-based kin and
half). Once an explosion has occurred, the gas will be cleared for 1 are rather stupid to boot. Hidden within their tunnels, the eyes of the
turn. The hole is about 20 feet deep and 3 feet in diameter, the interior deep have the following treasures: +1 spear, +3 vs elves (decreases
appearing to be composed of glass formed from extreme heat. At the the constitution of all living creatures within 10 feet of the owner,
bottom of the hole there is a small, bronze statue of an amphisbaena, increasing his hit points by one per stolen point of constitution),
about 1 foot in length. One mouth of the little statue slowly seeps +1 throwing hammer of darkness (creates darkness in 10-ft radius
the freezing gas, the other the flammable, wisdom-damaging gas. A when held aloft, only usable by males), scale mail composed of
small button on each head can stop the gas flow. turquoise crystals with a quartz pectoral (treat as +1 leather armor,
allows owner to speak to sea animals), a gorget of gleaming steel
(can only be worn by chaotics who have killed a fellow humanoid
0818. in cold blood, makes their voices sound like deep, rolling thunder
A granite hillside rising from the surrounding moors is carved and allows them utter a command once per day to one creature, per
with friezes of what appears to be a beyonder coronation. The hill the suggestion spell) and a potion of extra healing (clear with golden
is carved into three terraces, the lowest depicting large numbers of swirls, causes blurred vision for 1 hour after drinking).
common beyonders and a number of strange creatures that look like a
combination of giraffe, elephant and ibex. The middle terrace shows Sea Vampire: HD 4; AC 4 [15]; Atk 1 bite (1d6 plus level drain);
12
Beyond the Black Water
Move 12; Save 13; CL/XP 8/800; Special: Bite drains one level Roll Deadly Sin
(save negates), +1 or better weapon to hit, regenerate 5 hp/hour 1-3 Gluttony
while submerged, amphibious, assume form of shark or sea 4-6 Lust
urchin. 7-9 Greed
10-12 Despair
Eye of the Deep: HD 10 (48, 47, 37 hp); AC 4 [15]; Atk 2 pincers 13-15 Wrath
(2d4), bite (1d6) and eye rays; Move 3 (Swim 9); Save 5; CL/XP 16-18 Vainglory
13/2300; Special: Constrict, eye rays, stun cones. 19-20 Pride
Each time the holder succeeds on a saving throw, the pearl becomes
1007. a lighter shade. After seven successful saves, the pearl becomes white
The river here is unnaturally calm and clear. One can see gauzy and exudes a protection from evil, 10-ft radius spell.
spirits moving up and down the river, their vaguely humanoid
shapes barely discernible. People looking into the river will see Giant Komodo Dragon: HD 3; AC 5 [14]; Atk 1 bite (1d8 plus
their reflection slowly turn into that of a mouldering corpse that will venom); Move 12; Save 14; CL/XP 3/60; Special: Lethal venom
slowly reach out to them. Unless the person makes a saving throw, kills in 1d4+2 rounds.
they will be compelled to lean forward and accept the touch of the
river spirit. The spirit will steal away a small portion of the person’s
life force (1d6 hit points). For each hit point stolen, the river spirit 1102.
may impose one geas upon the person, be they restrictions or quests. The stately manse of Ingueas, petty death of priests and funerary
A person who follows these rules for one month has their hit points rites, stands atop a plateau surrounded by razor-sharp ridges and
restored; each time a rule is broken the hit point is lost permanently. overgrown with black willows. A winding path runs the circumference
of the plateau, finally passing through a marble arch bearing two
sculptures of headless maidens holding long, curved swords. Beyond
1015. the marble arch there is a path of crushed, pomegranate-colored stone
Standing or striding through this hex is a curious sight, even by the that runs through thick woodland of willows. The path leads to a
standards of this region. An iron golem in the shape of an elephant single-story marble palace (square in shape, approximately 1,000 ft
carries on its back a tower of thick wood. The wooden tower, 3 wide and 1,000 ft. long. The palace is opened to the air, really just
stories tall, is an abbey for a band of monks. The monks number 13 in consisting of a stepped base, a roof and hundreds of pillars, all in
addition to their abbot, and worship the petty death called Lewl. The white marble. The pillars divide the palace into a number of square-
monks of Lewl must take a vow of silence (which doesn’t prevent shaped chambers dedicated to the embalmer’s art, the storage of
them from casting their spells – they replace the verbal component of funerary vessels, crates of spices and exotic resins and waiting rooms
their spells with rapid eye movements) and poverty, casting away all for the souls she collects.
wealth except magic items. The monks cannot even permit precious Ingueas is the keeper of funerary laws and rites and the protector of
metals and stones to enter their tower, and they have trained their the dead. To her are allotted the souls of people who were improperly
colossal mount to do its part in stamping out the evils of wealth (i.e. buried. She takes the form of an adult woman with the head of a
adventurers laden with gold). While the monks dwell in the tower, coursing hound. Ingueas wears an elaborately patterned toga and
contemplating their idol of Lewl, their leader, Kazrabus, is often to carries scrolls and an ebony writing kit. She is always surrounded by
be found atop the tower, surveying his domain and interpreting the a gaggle of grim, impish clerks who take down the deeds of the souls
movement of the clouds to tell the future. On the back of the elephant she collects, re-animating their mortal forms into undead creatures
ride a pack of 12 hobgoblins with red faces, cruel, long tusks and to dole out proper vengeance on the improperly buried person’s
white, bushy hair. The hobgoblins wear chainmail and carry black relations and priests. Ingueas and her clerks are always in motion,
bows and axes. The hobgoblins hunt in the woods for the monks, passing from chamber to chamber, recording the deeds of the lost
using rope ladders to ascend and descend. souls and then snuffing out their existence when word reaches her
(via imps in the form of magpies) they have been revenged.
Iron Golems: HD 10 (80 hp); AC 3 [16]; Atk Stomp (4d10);
Move 6; Save 3; CL/XP 17/3500; Special: Poison gas (from Imp: HD 2; AC 2 [17]; Atk 1 sting (1d4+poison); Move 6 (F16);
trunk), immune to all weapons +2 or less, slowed by lightning, Save 16; CL/XP 6/400; Special: Poison tail, polymorph, regener-
healed by fire, immune to most magic. ate, immune to fire.
Monk, Cleric Lvl 1: HD 1; AC 3 [16]; Atk Weapon (1d8); Move Ingueas: HD 16 (78 hp); AC -1 [20]; Atk 1 bite (1d8) or spells;
12; Save 15 (13 vs. paralysis and poison); CL/XP 1/15; Special: Move 30; Save 3; CL/XP 22/5000; Special: Only +1 or better
None, rebuke undead. weapon to hit, casts spells as a 12th level cleric and 12th level
magic-user, immune to fear and all undead attacks and abilities,
Kazrabus, Cleric Lvl 9: HP 44; AC 3 [16]; Move 12; Save 7 (5 command undead as 20th level cleric.
vs. paralysis and poison); CL/XP 12/2000; Special: Spells (5th),
rebuke undead..
1112.
The White Wood breaks, revealing a vast meadowland of greenish-
1019. gray grass (as wholesome as this nightmare land can get) and
In this hex you are apt to encounter 2d4+1 giant komodo dragons red poppies. In the center of the meadow there is a large fortress
on the shore, lapping up the black foam and devouring the bodies that composed of massive stone slabs. The northern wall of the fortress,
wash up there, releasing the spirits as they do. The reptiles have a which is square in foundation, holds a large gate barred by a grate of
spark of intelligence, and are apt to pretend they do not see intruders white wood and usually left open. The fortress has three levels, each
on their grisly repast until those intruders are within striking distance. level smaller than the one below it and the uppermost level topped
Each komodo has a large, black pearl in its stomach. The pearl is by fierce battlements and a massive, golden gong. The meadow
worth 1d6x100 gp but possessed by the concentrated bad karma of appears to be littered with statues of animals and a few humanoids,
the souls that have passed through the dragon. Those holding such all seemingly carved in an approximation of life and motion.
a pearl must pass a saving throw each time they are tempted by one The castle is inhabited by 20 living statues called basilim. Each
of the seven deadly sins. Each pearl is possessed of a different sin, was born of the meadow, for those walking across it are eventually
determined randomly: turned to stone, though they may make a saving throw with each step
13
Beyond the Black Water
to resist the power. The first failed saving throw turns the person’s captains (6 HD, one per 5 sergeants) of the dwarves wear platemail
heart to stone, stripping them of sympathy and emotional attachment, and often have weapons edged in silver. The priests number 30 and
the second failed saving throw actually petrifying them. So they are all clerics (roll 1d6 for level) in platemail and wielding heavy
stand on that meadow as statues for many years, until their will to lead maces traced with silver. The chief of the priests is an elderly
live finally asserts itself over their frozen forms and they become man called Clovis. Clovis has a braided beard so long that it is borne
basilim. Animals are not so lucky, explaining the presence of many behind him by two pages. His teeth are crooked and his eyes are wild
more animal than humanoid statues. The basilim believe that their with the fervor of his belief.
great gong causes the will to live to rise in their future kin, and so The crimson dwarves are, as was previously mentioned, mad, and
strike it a resounding blow at sundown each day. The basilim have attempts to read their minds or carry on long conversations with them
little to fear from adventurers, and will make no attempt to check end in confusion for 1d6 days unless a saving throw is passed. They
their progress across the meadow, though they will resist entry into are immune to mental affects.
their fortress. They have a treasure of 1,500 sp, 60 gp and a pair of
platinum earrings worth 3,000 gp. Crimson Dwarf: HD 1; AC 3 [16]; Atk Weapon (1d8); Move 6;
Save 17; CL/XP 1/15; Special: Confusion from mind reading,
Basilim: HD 2+2; AC 5 [14]; Atk 2 slams (1d6); Move 9; Save 3; dwarf abilities.
CL/XP 3/60; Special: Madness, half damage from non-magical
weapons.
1313.
The warlord Erlike, a fourth-category demon (i.e. nalfeshnee)
1209. commands a small army of 120 giant boar mounted orcs wearing
Atop a wide dais of swirled pink and white marble there is a blackened chainmail and carrying horseman’s axes and bolos (the
massive statue of a giant centipede composed of clear crystal. In the balls are made of ivory and carved to look like skulls – the orcs are
middle of the giant centipede there is embedded a silver two-handed quite proud of this and will take great pains to show them off to
sword. The crystal can be shattered with a blow from a bludgeoning victims and discuss the craftsmanship). Erlike looks like an aged man
weapon that inflicts 9 points of damage. If this occurs, the crystal with a wrinkled though muscular body, the face and tusks of a pig
statue collapses into thirty shards that turn into a giant centipedes. with black eyes and bushy, steel-gray eyebrows and a long mustache.
The sword will continue to hand 8 feet above the ground in mid-air Erlike and his army are camped outside the walls of a town called
until one grasps the handle and declares themselves to be the sword’s Cuth. The men of Cuth are worshipers of a large, demonic, scaled
master. The sword is edged in silver and otherwise acts as a +1 two- lion called Nergal. Cuth is a massive tower keep with walls 80 feet
handed sword, +3 vs. vermin. If the holder of the sword is struck by tall built of polished obsidian and sloping out from top to base.
bright light, he acts as though feebleminded. Within the structure dwell 580 men, women and children. The stores
are almost run out, and their “god” has taken to devouring the old,
Giant Centipede: HD 1d2; AC 9 [10]; Atk Bite (1 + poison); young and others considered unfit for war. Each day, the men of
Move 13; Save 18; CL/XP 2/30; Special: Lethal poison (+4 save) Cuth ascend to the tops of their walls, sound brass horns and then
blacken the skies with their arrows. Many orcs (1,200 in all) have
perished from these assaults, but still Erlike waits. When the shower
1217. of arrows ends, the orcs use their engines of destruction to hurl great
The skeleton of a colossal frog lies half buried in the muck here. The stones at the walls of the keep, to little effect. The treasury of the
skeleton is covered in vines. Should one move within the beast’s rib keep holds a shield made of living black metal. The shield carries
cage, the vines will form a cage and the skeleton will arise from the a +2 enchantment and has an ego of 13. It is possessed by the spirit
muck, trapping the explorer. The skeleton will begin to hop away in a of an ancient, cruel king who will attempt to drive the bearer of the
random direction, carrying the hapless adventurer 1d6 hexes away in shield to greater and greater conquests and slaughters. In addition to
a single day. If moving more than 3 hexes in a day, others will be hard its basic enchantment, the shield has the ability to cloud minds (treat
pressed to keep up. Once it has reached its destination (which might as invisibility) once per day and forced non-magical weapons that
be under water), the frog skeleton falls apart and releases its victim. strike it (i.e. weapon attacks that missed hitting the bearer by 3 or less
The skeleton has an Armor Class of 3 [16] and withstands 8 dice of points) to save or be absorbed into the metal. Each metal weapon so
damage before falling apart. The person inside the ribcage can escape absorbed can be launched as a metal sphere one round later. These
by making a successful open doors roll. spheres have a range of 30 feet and deal damage as the weapon they
absorbed.
1305.
Atop a peak in this hex there is a clan of crimson-skinned dwarfs Erlike: HD 11 (41 hp); AC -1 [20]; Atk 2 claws (1d4), 1 bite
laboring on a massive tower that uses the mountain as its foundation (1d6+2); Move 9 (F14); Save 4; CL/XP 13/2300; Special: +1 or
and has so far been built to a height of 500 feet. The dwarfs are better weapon to hit, magic resistance (65%), +2 on attack rolls,
obsessed with the notion of reaching the moon, where, they assure immune to fire, magical abilities.
visitors, nuggets of mithral tumble down silvery rivers from the
gray mountains. The dwarves are, of course, quite mad. They have Nergal: HD 9 (65 hp); AC 0 [19]; Atk 2 claws (1d6), bite
hollowed out the upper portions of the mountain quarrying stone for (2d6+1); Move 18 (F9); Save 6; CL/XP 12/2000; Special: Roar
their tower, which now houses 600 dwarves, some of the clans living (all who hear must save or suffer -1 penalty to all attacks for 1
so far apart as to hardly know the dwarves constructing the portion turn), cast spells as 10th level cleric.
of the tower opposite their own. The dwarves are ruled by a council
of priests who worship the moon (the Silvery Face That Blesses the
Heavens, as they put it), wearing large silver talismans stamped with
1322.
A small island – really just an octagonal tower keep poised atop a
the face of the man in the moon and wearing black robes. The dwarf rocky outcropping – is located in this hex. The island is surrounded
priests shave their heads (and bodies) of hair, whereas their subjects by a number of other vicious looking rocks that suggest a stone claws
are not permitted to cut their hair as long as they live. As a result, the reaching out of the water to grab the fortress and pull into beneath the
dwarves have long beards that they braid and wear wrapped around waves. One enters the fortress through an iron door located roughly
their bodies and tucked into their belt. This mass of hair (it takes two 15 feet above the surface of the water. This door is unlocked. The
full days to wash) provides them an additional +1 bonus to AC, but door leads into an outer hallway that runs completely around the
slows them to a movement rate of 3. fortress (a circuit of about 75 feet, given that the diameter of the
Dwarf warriors in the clan wear chainmail and carry round, white fortress is approximately 40 feet and the outer walls are 8 feet thick.
shields and crescent axes. Sergeants (3 HD, one per 10 dwarves) and
14
Beyond the Black Water
The floors and ceiling of this passage are composed of amber stone, quietly watching the antics of the assembled high born shades. Lewl
though in one place there are 20 copper rods embedded in the ceiling. stands 12 feet tall. He has plum-colored eyes, blue skin and a long,
Should any one of these be anointed with fresh blood (human or pointed nose. His arms and fingers are unnaturally long, and can
animal), they will descend as a staircase, opening up an entry into the stretch up to 12 feet when he desires. He mostly uses this power to
upper gallery of the fortress. snatch the unruly shades and inhale their essence into his own. Lewl
The upper gallery runs around the perimeter of the fortress and looks wears robes that reflect the night sky and he carries a golden scepter.
down on an octagonal library 20 feet in diameter. The eight walls of Despite his fondness for consuming souls, Lewl is well spoken and
the library contain wooden shelves piled high with books, papers and gentile. He is happy to entertain guests, but will warn them not to
scrolls (see sidebar for precise composition). One hundred volumes partake of the feast, lest they become as vainglorious and useless as
are present in the room. Accompanying the books and scrolls on the his shades. Lewl is quite the gossip about his fellow petty deaths, and
shelves are twelve porcelain dolls, all showing some wear and tear is apt to become fond of adventurers with a ready wit and impeccable
and all staring at the figure in the center of the room with unblinking manners.
glass eyes. Above the gallery there is a vaulted ceiling and thick
rafters. The domed ceiling/roof of the room, hidden from the outside Lewl: HD 12 (65 hp); AC -1 [20]; Atk 1 +1 scepter (1d8+1);
by the thick amber walls, is composed of thin alabaster, allowing a Move 12; Save 3; CL/XP 14/2600; Special: Only harmed by +1
small measure of light to filter through into the chamber, which is or better weapons, immune to fear, stretch arms (10-ft), drain
otherwise unlit. levels or Hit Dice from shades.
In the center of the room, sitting at a reading desk, is a skeletal figure
in a copper-red robes, chin propped on a hand and ghostly green
eyes moving back and forth over the page of a dusty, leather tome
1407.
As soon as a party of adventurers enters this hex, they will be
regarding the mystical formulae to be derived from the migratory stalked by an ancient manticore, its broad face possessed of gray
patterns of gulls. This scholar is the lich lady Adrimiret. Obsessed whiskers and gleaming white eyes, some of its teeth broken. The
with the collection of knowledge from across the world, she will pay manticore has a lair in this hex, a depression surrounded by ancient,
little heed to visitors unless they attack her or her books. Her friends weathered stones covered with alabaster moss. Within the lair are the
(see below) are perhaps overly protective of her, and might attack skulls of its many kills, scattered about rather recklessly. His treasure
with little or no provocation. is kept buried and consists of 2,270 sp and 290 gp. The manticore is
Adrimiret’s friends are the porcelain dolls. The dolls are not exceptionally grumpy, the skulls of its past kills having a tendency
animated, but they are possessed by powerful, malevolent spirits to chatter all night long. The talking skulls are a way for a Referee to
called moppes. introduce rumors (or lies) to the players.
Moppe: HD 1; AC 11 [8]; Atk none; Move 0; Save 17; CL/XP Manticore: HD 6+4 (34 hp); AC 4 [15]; Atk 2 claws (1d3), bite
3/60; Special: Spells. (1d8), 6 tail spikes (1d6); Move 12 (F18); Save 11; CL/XP 8/800;
Special: Flight, hurl spikes 180 feet.
Adrimiret, Lich: HD 12 (52 hp); AC 0 [19]; Atk 1 hand
(1d10+paralysis); Move 6; Save 3; CL/XP 15/2900; Special: Ap-
pearance causes paralytic fear, touch causes automatic paraly- 1502.
sis, spells as 12th level magic-user. The well worn pages of a spellbook are plastered against damp
cliffs that overlook a rushing stream in this hex. If collected, one
will find most of the pages damaged beyond recognition. Those
that remain readable contain 1d3 level one spells. All of the pages,
Random Knowledger whether readable or not, will animate if folded into animal shapes
and can be used to carry messages or scout ahead. If sent ahead as
Roll Ephemera scouts, they return within the hour and unfold, the sights they saw
1 Book (5 lb) being written on the paper in a beautiful, flowing script.
2 Tome (10 lb)
3
4
Scroll (3 lb)
Loose Folio (1 lb)
1515.
Stretching across the wretched plain is a column of slaves driven
by whining and cackling gnolls. On closer inspection, one will
Roll Knowledge
discover that the slaves are zombies, chained at wrist and ankle, and
1 History
linked to their fellows by leather collars and tongs. At the head of the
2 Geography
column there is a albino gnoll, a shaman, sitting atop a crude wooden
3 Magic (arcana)
palanquin carried by eight zombies. The shaman feeds on delicate,
4 Theology (religion)
though macabre, morsels with a silver fork, and imp strumming
5 Cosmology (the planes)
lightly on a miniature mandolin sitting at his feet and intoning weird
6 Nature
songs in a surprisingly deep voice. In all, there are 20 gnolls, 100
zombies and the aforementioned shaman. The gnolls have patchy,
golden-brown fur, wear crude ring armor and carry black flails and
battered wooden shields. One out of every 10 gnolls is an overseer
1401. equipped with a barbed whip – the whips do little to motivate the
zombies, but they satisfy something particularly dark and savage
The top of a mountain peak here has been carved into a stepped
in the overseers – and a silver dagger. The gnolls are middle men
pyramid. Each stage of the pyramid measures 22 feet wide and the – forming a trade link between the villages of the steppe and the
next step is seven feet above. In all, there are five steps. On each of swamp people. They are currently heading east to Hex 2409.
the four lower steps there is a long table of marble and benches of
golden wood. Atop the table there are cups of fragrant incense and Zombie: HD 2; AC 8 [11]; Atk Strike (1d8); Move 6; Save 16;
platters heaped high with empty boasts and unrealistic dreams that CL/XP 2/30; Special: Immune to sleep and charm.
appear as candied plums to the shades that feast on them. The shades
of the pyramid are the property of Lewl, the petty death that claims Gnoll: HD 2; AC 5 [14]; Atk Bite (2d4) or weapon (1d10); Move
the souls of nobles and aristocrats. 9; Save 16; CL/XP 2/30; Special: None.
Lewl himself is enthroned atop the pyramid. Grim as death he sits,
15
Beyond the Black Water
Gnoll Overseer: HD 4; AC 5 [14]; Atk Bite (2d4) or whip (1d6 + here, pouring from the mouth of a large, quartz head.
stun); Move 9; Save 13; CL/XP 4/120; Special: Whip stuns for 1 The water causes anything it touches to become permanently
round (save to negate). insubstantial (per oil of etherealness) – a hand might fade into
nothingness, invisible and unable to grasp anything in the material
Grxxx, Gnoll Shaman: HD 5d6; AC 5 [14]; Atk Bite (1d6); world, but the hand’s owner can feel it nonetheless. Lodged inside
Move 9; Save 12; CL/XP 5/240; Special: Cast spells as 3rd level the mouth and partially blocking the flow is the infamous Helm of
cleric. Darkness, an artifact of the land beyond the Black Water sought after
by the petty deaths and their followers.
The Helm of Darkness can grant invisibility to its wearer at will, and
1520. gives the wearer the ability to see in darkness, see invisible creatures,
This hex and those around it host an unwholesome coral reef. The speak to dead and grants them a +2 bonus to save vs. illusions.
reef is based around the remains of a sunken black ark, and a number Dwelling in the pool is a seven-headed hydra with shining golden
of beyonder skeletons remain embedded in the reef. The primary scales that, once it emerges from the inky water, fills the cavern with
inhabitants of the reef, aside from the white, slimy fish of the Black bright light. On the end of its seven necks are cherubic faces that can
Water, are giant moray eels. Encounters with the 1d6 of the eels open their mouths unnaturally wide, bearing serpentine fangs.
occur on a roll of 1-3 on 1d6 each day one spends plumbing the
cracks and crevices of the reef. There is the potential (percent chance Giant Bats: HD 4; AC 7 [12]; Atk Bite (1d10); Move 4 (F18);
each day equal to highest wisdom score in the group) of finding 1d4 Save 13; CL/XP 5/240; Special: None.
x 100 gp worth of treasure while exploring the reef.
Celestial Hydra: HD 7 (40 hp); AC 5 [14]; Atk 7 bites (1d6);
Giant Moray Eel: HD 4; AC 7 [12]; Atk 1 bite (2d6); Move o
Move 9; Save 9; CL/XP 9/1000; Special: Regenerate 2 hp per
(S9); Save 13; CL/XP 4/120; Special: None.
round, double damage to chaotics.
1612. 1706.
Travelers through this hex have a 2 in 6 chance per day of
An ancient royal tomb is hidden in this hex. It can be entered by
encountering a floating death altar. The death altar appears as a
a narrow cleft in the cliffs overlooking the infant river, a cleft so
construction of onyx stone, a platform 20 feet in diameter topped by
cleverly hidden by the surrounding undulations of the stone as to be
a rectangular sacrificial altar that glows with a reddish light. Around
the equivalent of a concealed door. The entry passage zigzags back
the sides of the platform there are set five large bloodstones, each
a ways, eventually reaching a junction containing a secret door (A).
worth 700 gp. These bloodstones emit cones of reddish light (60 feet
The door is opened by putting pressure on the top and pivoting the
long, 40 feet wide at base) that cause a person’s blood to boil. The
door just enough to allow one to crawl through.
cones of light inflict 4d6 points of damage, though a target can make
B – This room is the antechamber the false crypt. The antechamber
a saving throw to save for half damage. Creatures that suffer more
is decorated in yellowish-gray marble and has piles of soot piled in
than 15 points of damage from this light gain a permanent reddish
the corners and charred bones in the center. A scorched chain also
tinge to their skin and lose all of their hair. Creatures that suffer more
hangs in the center. On the walls opposite the charred bones and
than 25 points of damage from this light permanently lose 1d6 points
scorched chain there are two deep bas-reliefs of dragons in bronze
of wisdom and intelligence (roll separately for each).
fastened to the walls, their mouths wide open. The mouths are trapped
Aboard the death altar are fifteen drunken satyrs and a nymph
to breath cones of fire that inflict 6d6 points of damage to anything
dressed in orange robes covered with silk embroidery that resembles
in the center of the room. The trap is armed as soon as the doors to
peacock feathers. On the palm of her left hand she has painted a
the false crypt are opened and tripped when something steps on a
toothy mouth and on the right a bloodshot eye. Touching a creature
pressure plate in the center of the room. The chain actually disarms
with the left hand causes damage as per a cause light wounds spell.
the trap and reveals the secret door behind the one dragon’s mouth.
Touching with the right hand forces the person to live out their worst
C – This false crypt contains a parliament of skulls – 200 in all.
memory, per a phantasmal killer. The death priestess can also cast
The skulls have glass gemstones implanted in them and sealed with
spells as a fourth level cleric. Her satyr followers suffer a -2 penalty
wax. When anything enters the crypt, the skull’s “eyes” light up and
to hit from their drunkenness. All of them carry short bows with
they emit a hissing sound. The gas is highly psychoactive, causing
barbed arrows. A creature that takes maximum damage from such
an arrow has it lodged in their armor and flesh. The arrow inflicts bizarre hallucinations for 1d4 hours. The skulls and their gems are
1d4 points of damage when removed, and lowers the armor’s bonus completely worthless.
to Armor Class by one thereafter. Until the arrow is removed, the D – One reaches this chamber by crawling through the dragon’s
afflicted always goes last in combat. mouth. It is a tight fit for anything but a goblin or halfling. The
chamber is clad completely in thick tiles of black glass. The glass
Satyr: HD 5; AC 5 [14]; Atk 1 weapon (1d8); Move 18; Save 12; covers a pool of black water inhabited by a dozen floating eyes. The
CL/XP 6/400; Special: Magic resistance (50%), concealment. middle of the room is open to the water. The black glass tiles and
black water make this difficult to discern, and folks walking through
Death Nymph: HD 6 (37 hp); AC 9 [10]; Atk none; Move 12; the river have a 3 in 6 chance of falling into the water (elves and
Save 14; CL/XP 10/1400; Special: Sight causes blindness or dwarves have only a 2 in 6 chance). A golden talisman hangs on
death, cast spells as 6th level cleric. the wall opposite the entrance. The wearer of this amulet must pass
a saving throw or imagine plunging through the earth as though
insubstantial. In fact, they will begin rolling around on the ground
1703. like a fool, increasing their chance to fall into the water to 5 in 6.
In the upper regions of a place where two razor-sharp regions
meet there is a large gash in the side of the mountains, a cave that Floating Eye: HD 1d6; AC 3 [16]; Atk 1 bite (1d2); Move 0
suggests a gaping maw of rotten teeth. A tiny, black rivulet pours (S24); Save 18; CL/XP 1/15; Special: Hypnotic gaze, surprise on
from the “mouth”, splashing down the narrow valley and collecting a roll of 1-5 on 1d6.
in a number of pools that sparkle with the movement of tiny, silver
fish. Beyond the “mouth” there is a cave complex composed of a E – This is the true crypt’s antechamber. It walls are lined with
number of limestone caverns the wind through the interior of the six empty suits of armor hanging on wooden skeletons. The suits of
mountains. The ceiling of this cavern is home to a swarm of 20 giant armor have helms with demon masks. The demon masks have crystal
bats. The black rivulet runs through most of the caverns, originating eyes that, if looked into, force a person to don the helm and take up
in a hemispherical cavern of rose quartz. The black river originates arms against the tomb robbers.
16
Beyond the Black Water
F – Behind the bronze door of the crypt there is a pink-orange flock of pearly white pseudo-dragons that roost atop the tower and
marble slab carved to look like a coiled dragon. Sitting atop a flit in and out of the large, round portals that serve as windows. The
tall saddle on the dragon’s back is the mummified remains of an pseudo-dragons’ only weakness is music and song, which forces
embalmer king. The king is clad in ceremonial armor of gold scales them to make a saving throw or be entranced. Nakwathaz’ treasure,
(worth 300 gp) and holding a razor-sharp pole arm in each arm. The disguised as a vat holding paraffin wax, consists of 4,900 gp, a
pole arms are actually connected to the dragon. When one steps into banded agate worth 45 gp and a terracotta chalice worth 5 gp – it was
the tomb, they trigger a trap. In exactly 3 minutes, the stone dragon owned by his mother and is a treasured keepsake.
and its rider begin to spin rapidly in the center of the room. Anyone
near the strange funeral slab must pass a saving throw or suffer Pseudo-Dragons: HD 2; AC 2 [17]; Atk 1 bite (1d3), tail sting
2d6 points of damage from the dragon and glaives. Moreover, the (1d3+poison); Move 6 (F25); Save 16; CL/XP 5/240; Special:
spinning stirs up a thin layer of red tomb dust. Anyone in the chamber Poison (catalepsy for 1d4 days), magic resistance (25%).
must pass a saving throw or breathe the dust into their lungs. The dust
is composed of miniscule shards that lacerate the lungs, causing 1 Twin Apprentices, Magic-User Lvl 1: HP 2 each; AC 9 [10];
point of constitution damage each day (no save). After half a person’s Move 12; Save 15 (13 vs. spells); CL/XP B/10; Special: Spells
constitution has been lost, they will begin coughing up blood. The (1st). Black tunic, white leather belt, wavy-bladed dagger.
dust can only be defeated through the use of a cure serious wounds
spell and remove curse spell cast one directly after the other. The Nakwathaz, Magic-User Lvl 10: HP 29; AC 9 [10]; Save 6 (4
tomb contains two bolts of purple silk (each 50 yards, 6 lb, worth 500 vs. spells); CL/XP 11/1700; Special: Spells (5th). Equipment,
gp), crates of salt bricks (30 pounds, 150 gp), 1,700 sp and 680 gp spellbook.
1711. 1913.
A charming tower like an ivory flute rises from the brambles and Across several acres of the murky, chilly swamp there are scattered
blackberry bushes that carpet this hex. The tower rises 50 feet and thirty wattle-and-daub huts atop 10-ft tall stilts. The huts sit on a
emits a low hum into the countryside, a hum that causes people’s platform large enough to afford the inhabitants a 3-ft wide ledge.
sanity to slowly slip away (lose 1 point of wisdom per hour unless These ledges are cluttered with clay pots and dried gourds containing
a saving throw is made; at 0 wisdom the character is struck with herbal mixtures. The interior of each hovel is home to 1d4+3
permanent confusion). The owner if the tower is the magic-user swampers, along with their pets (usually non-venomous serpents,
Nakwathaz, a handsome, well-proportioned man dressed in a leather sometimes dull, gray toads). The tribe’s giant swine live on dry bits
loincloth and harness. Nakwathaz is above all a trickster, and very of land in wooden pens and guarded by the old warriors of the tribe,
skilled with the spell phantasmal force (opponents are -2 to save vs. men in coats of tarnished copper rings and carrying spears and slings.
his illusions). Nakwathaz has two apprentices, twins, taken from the All of the swampers are skilled herbalists and about 1 in 6 has the
swampers. The twins have had their heads shaved and wear black abilities of 1st to 4th level druid.
tunics and white, leather belts. Nakwathaz’ tower is guarded by a The unacknowledged leader of the swampers is a tall, elderly
17
Beyond the Black Water
woman called Zepheret, with exceptionally long hair woven
into dozens of thin braids that cling to her ample frame.
Zepheret is a bit senile, but still commands the respect
of the others, not least of which because of her ability to
summon mud men from the bottom of the swamp. She keeps
400 gp in her hovel sealed inside a dozen dried gourds with
wax, as well as 20 pounds of salt (worth 5 gp per pound).
The gourds are strung together and hang from the ceiling.
Zepheret keeps three vipers in her hovel as guard animals
and companions, and they seem to have rubbed off on her,
for she has a serpent’s cold stare and speaks with a sibilant
lisp. Zepheret’s latest project is an old, leathery corpse that
lies in the middle of her hovel. She has traced hundreds of
swirling lines on its skin, covering about 80% of it, using
an ink mixed from rare herbs and acids. When finished, she
believes her handiwork will animate the corpse as a zombie
servant.
2004.
Atoda is the petty death who takes charge of those who
die from old age or unfortunate accidents. He dwells in
a manor of gray brick and white wood with thick-paned
windows. Each window is home to a ghostly doppelganger
that takes the form of any that look into its window and
then arises to destroy them. From the outside, the manor
would appear to contain many rooms, but it is in fact one
large chamber. Dozens of shades, bent and feeble, shuffle
around the chamber under the watchful eyes of Atoda,
who sits like a nomadic despot upon a throne of shadows
surrounded by a circle of spears thrust into the wooden
floor.
Atoda wears a silk deel of gray emblazoned with golden
chrysanthemums. In the morning, he appears as a young
man, but ages as the day proceeds. In all forms he is short and
wide-chested and in place of hair has long spines like those
of a sea urchin. He has ruddy skin and large, umber eyes. On
his lap he holds a crossbow that fires magic missiles (3/day)
as though from a 15th level magic-user. Atoda knows the
destiny of gods and men, and even shares this information
in return for a favor. He can assume the form of a giant tiger
at will.
2009.
A giant, spectral tree rises from the forest here, its branches
piercing the gray clouds above. Ghostly rats can be seen
crawling up and down the tree (at least 1d8 will attack
anyone attempting to climb the tree). The upper portion of
the tree grants access to another dimension, an infinite, glassy
obsidian plain on which rainbow hued warriors engage in
eternal war. There is a 1 in 6 chance that an obsidian axe
or dead body will plummet from the clouds, with a small
chance of it landing on standing beneath it.
18
Beyond the Black Water
retinues and each without decoration or ornament. Each tunnel-like
2108. entrance leads into a triangular pit with a tall throne on a tall pedestal
You perceive three boatmen poling a barge of grayish wood up the (a narrow set of stairs winds around the circular pedestal to give
river. The barge is stacked with what appear to be corpses, stacked access to the throne) for the petty death or their representative – the
like cord wood and held to the barge with chains. Two the boatmen, rest of the retinue stand in the pit. A second iron door leads into the
in simple brown hooded robes, pole the boat, while a third sits atop pit, through which souls collected in the harbor below are sent to
the grisly mound armed with a crossbow. If one watches long enough, be collected by the proper petty death. Most of the souls are simple
they will perceive the crossbowman launch his missile toward enough to categorize, but a few spark great debates and shouting
something in the water, often something reaching out of the water matches between the deaths and their retinues, debates which are
and then disappearing as the bolt strikes them with a squishy thud or then voted on by the three judges, their words being final. The judges
just splashes into the water near them. The boatmen are wraiths, and sit atop a central pillar, each in their own throne. The pillar can be
there is a 1% chance that a body sought by the adventurers is stacked rotated by a team of zombie giants at the direction of the bailiff, a tall,
on their barge. angelic figure of grim humor wearing robes of copper and black and
carrying a golden shield and sword.
Wraith: HD 4; AC 3 [16]; Atk 1 touch (1d6+level drain); Move
9 (F24); Save 13; CL/XP 6/400; Special: Drain 1 level with hit.
2303.
A tall, crooked pillar stands in a crossroads here. Sitting on the
2111. pillar there is a skeleton holding a golden ear horn. Should one ask
On the banks of the river there is a large, square building of stone it directions to a location, it will lean down a bit holding the horn to
blocks with ever-burning chimneys. Inside the hellish building its skull. One will have to climb 10 feet up the pole to be heard, at
there is a great forge. A clan of dour dwarves, ashen-skinned with which point it will point its bony finger in the direction they wish to
wrinkled, hairless faces, work day and night minting copper coins. go. The skeleton has a mere 3 hit points and is easily destroyed, but
The copper coins, called obolus, provide safe passage for souls will re-assemble itself the next morning and climb back on the pillar.
traveling up the river, but they must be purchased with secrets, dark
and dangerous secrets. In turn, the dwarves can trade these secrets to
the great families of the beyonders, or send them via carrier pigeons 2308.
to associates across the Black Water to make other uses of them. The A village of 200 miners of the embalmer culture dwells here in a
clan consists of 20 dwarves, their leader being Groturk, a wizened number of thatched huts nestled between two foreboding limestone
character with a slightly oversized glass eye that can cast fear once karst ridges. The miners are insular and rude, and react violently
per day as a 30-ft cone. Groturk and his clansmen (no women are to visitors until given a demonstration of their power. During the
in evidence) wear thick leather aprons and carry sledge hammers, daytime, the miners are to be found digging into one of the ridges,
tongs, chisels and other tools of the minter’s trade. A ton of copper expanding the natural limestone caves therein following iron
nuggets fill the corners (worth about 200 gp). The copper is mined deposits. They prepare the stone by building great fires with the
in the north. twisted white trees that fill the gaps between the ridges. This causes
the stone to crack, making it easier to pick apart. The miners refine
Dwarf: HD 1+1; AC 8 [11]; Atk 1 weapon (1d6+1); Move 6; some of the iron themselves, turning it into tools, weapons and armor.
Save 17 (15 vs. magic and poison); CL/XP 1/15; Special: Dwarf The remainder is passed on to their king in Hex 2409. The village
abilities. is ruled by a blustering reeve called Kopos, a black-bearded giant
with a glass jaw. He commands 10 soldiers armored in chainmail and
Groturk: HD 6+6; AC 8 [11]; Atk 1 weapon (1d8+1); Move 6; armed with shield, javelins, short sword and dagger. The miners fight
Save 11 (9 vs. magic and poison); CL/XP 7/600; Special: Dwarf with picks and slings if called to do so.
abilities, cause fear with glass eye.
Kopos the Reeve: HD 4 (13 hp); AC 4 [15]; Atk 1 weapon
(1d10); Move 12; Save 13; CL/XP 4/120; Special: None.
2121.
The black sea churns here, descending into a whirlpool. The
whirlpool is actually the maw of a leviathan, a giant whale some 300 2405.
feet long. The beast sucks in water for a week, and then expels it for Gangs of 1d8 strange children might be discovered in this valley
a week. The whirlpool is large enough to suck in a large ship. Once of brambles. There are 32 children in all. They are scrawny little
inside the beast, one might find themselves in good company, for the things, with gray, almost translucent skin, knobby knees and elbows
creature’s digestion is quite slow and many have fallen prey to it. and large, pleading eyes. The children are actually immature
These castaways now dwell in the beast’s digestive system, living off doppelgangers. The infant doppelgangers have miniscule filaments
the fish that are sucked into the leviathan. on their fingertips. By touching a person (they have surprisingly
strong grasps) they absorb the life force from a person, growing
larger as they do so and taking on the person’s appearance and
2205. memories. Each round an infant doppelganger maintains a grapple,
The winding river ends here in a subterranean harbor ringed by it drains one level from its victim, adding it to its own total. Each
battlements, towers and quays of black stone staffed by shuffling level drawn from a magic user carries with it 1d6 spell levels worth
zombies in white tunics and bronze pectorals, their fleshed tattooed of spells, while clerics simply lose 1d6 spell levels of spells. When
with queer symbols. Above the dome of iridescent limestone fully grown to 4 Hit Dice, the now mature doppelganger releases its
containing the harbor there is a stout, black tower – a counting house weakened victim (who must save or fall into a sleep for 1 hour per
of souls, center of judgment in the land beyond the Black Water. lost level) and departs the hidden valley for the wide world beyond.
Corporeal souls are herded into dark pits to await judgment, being The children live in little hollowed out areas within the brambles,
hauled from their confinement by kytons waiting on ledges above and here one might find an odd bit of treasure or two scavenged from
and awaiting instruction via bronze tubes that crisscross the weird kills.
fortress. Incorporeal souls enter the place via trade and are usually
stored in glass containers which are transported by imps garbed in
costumes of satin and lace. 2409.
Dwelling in this fortification are the three judges Minos, This hex holds a cliff city of the embalmers overlooking meadows
Rhadamanthus and Aeacus and their retinues. The central chamber of grayish-green grass grazed on by sheep. The wool of the sheep
of souls has nine entrances, one for each of the petty deaths and their and rams is black on the right side and white on the left. The city is
19
Beyond the Black Water
populated by about 2,000 people. The embalmers are sheep herders, ceramic jars and other regalia important to it in life.
raising them for their wool, milk, cheese and meat. The highest caste
among the people is the herdsmen – even the king keeps a herd Embalmer Warrior (200): HD 1; AC 4 [15]; Atk 1 weapon
looked over by young men attached to his court – followed by the (1d8); Move 12; Save 17; CL/XP 1/15; Special: None.
priests and philosophers and then the warriors. Male embalmers
keep the herds, shear the wool, butcher the animals (never before Embalmer Priest (20): HD 3; AC 4 [15]; Atk 1 weapon (1d8);
their third year), milk them and prepare the cheeses while the women Move 12; Save 14; CL/XP 4/120; Special: Cast cleric spells, turn
weave. The food of the embalmers comes almost entirely from the undead.
sheep and from the fields of gray wheat grown in the highlands
surrounding their cliff city. A typical meal includes stewed hog and Mummy: HD 6+4 (40 hp); AC 3 [16]; Atk Fist (1d12); Move
mutton, blocks of powerful smelling cheese and large, round loaves 6; Save 11; CL/XP 7/600; Special: Rot, only hit by magical
of gray, unleavened bread made of wheat and bone meal and topped weapons.
with a drizzle of grease and a dab of butter.
The embalmer priests wear black robes and weave black beads into Queen Sulani: HD 2 (9 hp); AC 9 [10]; Atk 1 dagger (1d4);
their hair and beards. Priestly men embalm the dead and sing their Move 12; Save 16; CL/XP 2/30; Special: Cast spells as 1st level
hymns while priestly women weave their hair of corpses into carpets, magic-user.
cloaks and slippers, dying these articles with extracted humors and
turning them into magic items. They wear wicker holy symbols King Svarius: HD 6 (35 hp); AC 2 [17]; Atk 1 mace (1d8); Move
and learn to command the undead, rather than destroy them. They 9; Save 11; CL/XP 6/400; Special: None.
primarily pray to Ingueas [Hex 1102], but also pay homage to Gohl
[Hex 0502]. The temple of the embalmers is placed adjacent to the
palace, high on the cliffs and fronted with a large set of double doors
2415.
A forest of giant stinkhorn mushrooms grows in this hex. The
of black, glossy wood inlaid with silver. The priests trill on bagpipes mushrooms stand anywhere from three to eight feet in height, with pink,
in their rituals, and two priests are always in attendance at court irregular stalks and topped with what appear to be six or seven tendrils
to announce their visitors (and purify the throne room due to their colored coral and white. The tops are covered in a sticky slime that
foreign presence) with these pipes. smells truly awful (per the troglodyte stench ability). The slime attracts
The king of the cliffs is Svarius, a swarthy, stock bull of a man with the attention of giant flies, who buzz around the stinkhorns. Adventurers
bright, violet eyes and a curled blue-black beard. He wears a magic picking their way through the forest have a 2 in 6 chance of being attacks
cloak and magic slippers woven from corpse hair and necklaces of the by 1d6 giant flies. Those who touch the slime will find themselves
bronzed teeth of his fallen enemies. On his chest is a golden pectoral, covered with the mushroom’s spores. Within one day, the spores grow
on his head an iron crown with gilded ram horns. Svarius’ palace into what look like bowling ball sized eggs in 24 hours, and then in 24
occupies a full third of the cliff dwelling and secret passages provide more hours sprout into full-sized giant stinkhorns. The eggs are easily
him access to many of the homes of his people. Every room of the removed, so the rapid growth shouldn’t threaten anyone’s life.
palace is covered in bas reliefs of manticores, serpents, warriors,
scorpion demons and other strange creatures locked in battle or Giant Flies: HD 1+1; AC 6 [13]; Atk 1 bite (1d4); Move 12
groveling at the feet of a king with a blue-black beard and diamond (F18); Save 17; CL/XP 1/15; Special: Bite has 10% chance of
eyes. Under the palace there is a furnace that sends heat through the causing disease (save negates).
hollow floors and walls, fueled by sheep dung and the bodies of dead
peasants. The throne room measures 20 feet in width and 40 feet in
length and is tiled in alabaster and lapis lazuli, the vaulted ceiling 2511.
held aloft by pillars of brass engraved with pomegranate trees and On a steep hillside you come across a herd of rams and sheep. The
bloated toads. Barred windows line the walls of the throne room. animals are black on one side and white on the other and have horns the
The windows connect to tiny alcoves in which reside mummified color of dusty sunbeams. The animals are herded by a young embalmer
philosophers and kings, the privy council of Svarius. Svarius throne in long, turquoise colored robes, saffron slippers and a traditional, horn-
is made of blackened wrought iron and surrounded by large, golden shaped head covering, also of saffron. The lad carries a spear and sling
pillows for the members of his court. His wife, Queen Sulani, stands and a ram’s horn is slung around his chest and a golden stone, round, is
behind the throne, whispering words of advice while her fingers sooth hung around his neck on a leather thong. The boy is accompanied by
her husband’s brow. Sulani is taller than her husband, with a harshly his sheepdog. He is currently trying to extract a strange, silvery object
beautiful, angular face and strong lips colored deep purple. Like from a narrow crevasse. The object is ovoid in shape and the merest
most embalmer women, she lightens her skin with special oils. She touch causes the skin to turn white and sends an anemic feeling rushing
wears flowing gowns of spider silk and wears beads of gold, silver through one’s body (saving throw or constitution reduced by half, with
and precious stones in her long, blue-black hair. The palace rests at lost constitution returning at the rate of one point per day). The object is
the highest level of the cliff city and is fronted by broad terraces something akin to an egg, holding within it what can only be described
supporting gardens of anemones and long lily ponds inhabited by as an anti-phoenix, a bird shrouded in freezing mists that eventually turns
sleek fresh water rays with silvery skin. The walls of these terraces into ice and, once it melts, reveals a new egg hidden within its body.
are crenellated to allow for a defense by archers. Once hatched, the anti-phoenix grows quickly, reaching full size within
three days and three nights, and then goes on a rampage of destruction.
The mummies of the embalmers should not be confused with those
Once the creature has absorbed 1,001 souls, it finds a tall mountain top
of the ancient Egyptians or Incas. In the embalmer culture, a corpse is
and turns to ice, gradually melting over the course of 100 years.
initially prepared in a way similar to the Egyptians, using a fragrant
oils and a conglomeration of herbs in a secret formula. After steeping
Anti-Phoenix: HD 12 (60 hp); AC 2 [17]; Atk 2 talons (2d6),
in this formula, the skin of the mummy peels away. Its organs are
beak (3d6+level drain); Move 12 (F24); Save 3; CL/XP 16/3200;
then removed and placed in funerary urns. The corpse is them
Special: Drain 1 level with beak, immunity to cold, magic resis-
methodically dipped in beeswax, the color of the wax depending on
tance (25%), +2 or better weapon to hit.
its rank and position in life, with a deep purple-crimson wax being
used for kings and a saffron wax for philosophers. A jet imbroglio
depicting the corpse as it looked in life is placed under the tongue, 2603.
it is dressed in flowing robes of black, a gold, conical hat is placed A canyon cuts through the mountains here, the walls of the canyon
on its head and the ritual to animate the corpse then takes place. The composed of glassy quartz and an icy stream rushing through it.
corpse is animated in its closet to keep it from spreading mummy rot Desperate men formed of magma attempt to climb from the cold
to the priests. The closet also contains the mummy’s organs in their river, but find it impossible to scale the slick cliffs.
20
Beyond the Black Water
one level for every point of difference and is granted nothing but a
2607. dismissive laugh.
The stronghold of Egygddedrol, one of the nine petty deaths, is Should one request any other favor from the goddess, they will
located in this hex. The stronghold is a pit, inky black, 300 feet in be asked to step forward and taste her apple. A similar roll to
diameter and 500 feet deep. At the bottom of the pit there is a dome of that described above must be made, the result compared to their
black glass, shiny and cool. The dome can only easily be entered (but constitution. One who rolls above their constitution by less than their
not exited) by shades and those invited by Egygddedrol. Invaders can level is granted this boon (within reason). Those who roll above their
bypass the glossy dome with a wish spell or similar magic. constitution but by more than their level are granted the boon they
Within the dome, the stronghold takes the form of three levels of seek, but their soul is given over to the petty death. Such a person
chambers and hallways, all composed of the same glossy substance suffers a -1 penalty to all saving throws against death and forfeits the
and all hard right angles. Shades wander the halls taking their chance of being returned to life after death. Those who roll beneath
frustration out on corporeal visitors, angry that they may never escape their constitution drop dead on the spot, their shades floating up from
the dome and reach the earthbound heaven. The main servants of their bodies and into the pit of green fire.
Egygddedrol are kobolds with gray and black scales and long, white Egygddedrol’s eyes can project cones of energy that project portals
beards sprouting from their chins. These kobolds are aware of the against walls. Her white eye can send petitioners back to the world
hidden spaces between the walls in the fortress. One can only enter above, while her black eye can send them to planes and world’s
these spaces via concealed magic portals and they can only enter by beyond. Egygddedrol claims the souls of explorers and seekers of
closing their eyes and holding their breath. The kobolds are avoided knowledge.
by the shades, and they primarily work as wall polishers, disposers
of dead adventurers, collectors of discarded loot and soldiers of the Egygddedrol: HD 14 (75 hp); AC -1 [20]; Atk 4 strikes (1d6+1)
petty death. The kobolds wear silvery hide armor and carry poisoned or spells; Move 30; Save 3; CL/XP 20/4400; Special: +1 or bet-
swords and throwing knives (save or paralyzed for 1d4 rounds). ter weapon to hit, casts spells as a 10th level cleric, immune to
Besides kobolds and shades, one can find other incorporeal undead fear and all undead attacks and abilities, command undead as
and strange traps in the chambers of the dome. 20th level cleric, animate shadows, open portals with eyes.
Among the chambers of the upper level of the dome there are
three magic pools that allow access to the middle level. One pool is
silver in color, another gold and the last a dull, iron gray. People in 2618.
possession of the aforementioned metals will find the surface of the A gang of lacedons (aquatic ghouls) that look like squat men and
pools rubbery but not yielding. Discarded metals are gathered by the women with gray, blotchy skin and bloated faces with rotted away
dome’s kobold servants. noses bathe in the moonlight on the shore. 3d6 lacedons will be
In the center of the middle level of the dome there is a large, encountered, some of them feasting on recently arrived corpses. One
round chamber with a vaulted ceiling. Hanging in the middle of this lacedon wears a platinum pectoral decorated with images of coatls.
chamber is what appears to be a black sun. The surface of the sun is The lacedon is worth 1,200 gp.
always agitated, sending arcs of black flame throughout the chamber.
The sun is terribly cold, and every minute spent in the room inflicts Lacedon: HD 2; AC 6 [13]; Atk 2 claws (1d3), bite (1d4); Move
one point of cold damage to those not properly attired. Within 10 feet 9; Save 16; CL/XP 3/60; Special: Immunities, paralysis, breath
of the sun, all metal is affected per the spell chill metal and damage water.
increases to 1d4 per minute. To pass to the lowest level of the dome,
one must plunge themselves into the black sun, suffering 1d6 points
of cold damage.
2713.
A weird, bloated, silvery animal like a hairless bear crossed with
Those who enter the black sun will find themselves in one of four a puffer fish has its foot caught in a steel trap. The beast is being
circular rooms, sitting unclothed and unequipped in a shallow pool tormented by five imps with flaming brands. If released, the beast
of chilly water. Above them, the ceiling is covered with a mosaic floats into the heavens and each rescuer finds a ceramic token in their
representing a black sun. Two doors exit these rooms, leading into the pouch or pocket. These tokens can be crushed or broken, summoning
labyrinthine passages of the lower level, all of which lead inexorably a single moon bear to their aid for 6 rounds.
to the grand central chamber wherein Egygddedrol sits enthroned.
Egygddedrol takes the form of a tall, leggy, mature woman with Imp: HD 2; AC 2 [17]; Atk 1 sting (1d4+poison); Move 6 (F16);
bright, yellow skin and a multitude of writhing arms. One of these Save 16; CL/XP 6/400; Special: Poison tail, polymorph, regener-
arms carries a round, black shield held horizontally like a platter. ate, immune to fire.
Upon the shield there sits a blood red apple. As notable as this
shield and apple are her eyes. Both are large and round, but one is Moon Bear: HD 7 (21 hp); AC 0 [19]; Atk 1 touch (1d6
as black as night and the other as brilliant as the sun. Egygddedrol’s frost+poison); Move 18; Save 9; CL/XP 11/1700; Special: Poison
temple contains a pit of green fire that flickers with unnatural sloth (save or have 1 point of wisdom per day turned into a point of
and tend to entrance those who are weak of will. The walls of the charisma, wisdom cannot go below 3 nor charisma above 18),
temple, unlike those of the rest of the dome, are ancient, pitted white immunity to cold, magic resistance (30%).
limestone. The green fire casts long shadows against the walls, and
Egygddedrol can animate these shadows to attack with the power of
stone giants. 2716.
As one enters the temple, the petty goddess, standing on the other A night hag called Hepzibah and mounted on a nightmare is
side of the fire, will glare at the intruders with her awful eyes. She leading a caravan of three white wagons pulled by white oxen and
will say, in a voice commanding and melodic “What will you have driven by goblins with blue skin and swathed in white wraps and
of me?” wearing necklaces of human teeth around their necks (they believe
Should one request the soul of a loved one, she will command them the necklaces protect them from humans). Inside each wagon there
to step through the green flames. Those who do so must roll 1d20 and are glass jugs packed in rags. Each jug appears to be empty save for
compare the result to their wisdom score. A person who rolls higher a mild glow. These jars contain souls, extracted through a process
than their wisdom score by less than their own level is granted the known only to the night hags. The hags trade them upriver to the
soul they seek, and that soul is restored to corporeal form. A person great tower in Hex 2205. The essences, when consumed, act as
who rolls higher than their wisdom, but by more than their level are potions: Choleric humors make one quick to anger and acts as a
granted an audience with the requested soul in the form of a shade, potion of lightning bolt (3 dice bolt, erupts from one’s mouth when
and are given the opportunity to pass into the underworld with that first they speak words of anger); Melancholic humors make one
shade. A person who rolls beneath their wisdom suffers the loss of despondent and act as a potion of slow; Phlegmatic humors make one
21
Beyond the Black Water
unemotional and act as a potion of remove curse; Sanguine humors barbed harpoons. On any attack roll with this weapon that beats the
make one amorous and act as a potion of charm person. victim’s AC by more than 5, the barbs of the harpoon dig into their flesh.
Hepzibah currently has one of each vial on her person. The goblins carry The valkyrie can then slowly (10 feet per round) pull them closer or yank
daggers and pellet bows. Possessed of sublime calm, these goblins are the barbs out of their flesh, inflicting 1d6 points of damage. The escaped
immune to fear and enjoy a +5 bonus to save vs. mind-affecting spells. valkyrie, called Gjalla, has dug herself a hideout amidst the trees of the
forest. She is loathe to leave her hiding place, but will do so to confront
Goblin Driver: HD 1d6 (4 hp); AC 6 [13]; Atk 1 weapon (1d6); any who approach too close. Gjalla wishes to quit the land beyond the
Move 9; Save 18; CL/XP B/10; Special: None. Black River and journey into the southern lands as an adventurer.
Nightmare: HD 7 (30 hp); AC -4 [23]; Atk 1 bite (1d8), 2 hoofs Pteranodon: HD 8 (32 hp each); AC 4 [15]; Atk 2 claws (1d6),
(2d6); Move 18 (F35); Save 9; CL/XP 10/1400; Special: Breathe bite (2d6); Move 6 (F18); Save 8; CL/XP 9/1100; Special: None.
smoke, become incorporeal.
Dark Valkyrie: HD 8 (45 hp); AC 4 [15]; Atk Longsword (1d8);
Hepzibah, Night Hag: HD 8 (35 hp); AC 8 [11]; Atk 1 bite (2d6); Move 12; Save 8; CL/XP 8/800; Special: Cause fear 1/day, turn
Move 10; Save 8; CL/XP 11/1700; Special: Magic resistance undead as 8th level cleric.
(65%), +2 or better weapon to hit, magical abilities.
2914.
2804. You discover a vast field of stone pillars, conical in shape and
The ground gives way here into a deep chasm. The chasm begins standing 9 feet in height. A hole in the top of each stone emits a
narrowly, the entrance appearing to have been carved by a rushing rivulet steady stream of reddish water, sickening sweet, which feeds a
that is now dry (though there is a 5% chance that it will be flowing after growth of giant sundews around the base of the stone. The stones are
or during a strong rain). Climbing into the chasm is quite treacherous for placed about twenty feet apart, and the ground between the stones is
non-thieves, and requires spikes and ropes and still might take the better covered in a reddish muck that supports tangled networks of spurge.
part of a day to accomplish safely. The chasm is formed of basalt and is The field of stones is 3-miles in radius, centered on the center of the
devoid of all life save a stinging insect (distracting, imposes a -1 penalty hex. At odd intervals of the day or night, a giant female form appears
to all d20 rolls while in the chasm). The chasm runs narrow for about in the midst of the field, seemingly materializing out of thin air.
half a mile and then begins to widen, with shallow, stagnant pools of The giantess (a titan, actually) surveys the lands around the strange
water (or fresh pools, if it is raining) often blocking one’s progress. The garden and casts giant sundew seeds from a leather sack on her hip.
ground here is often covered in a layer of black sand which sometimes She is clothed in a bluish-purple mist and has a thick mane of black
(each traveler must pass a saving throw, +2 if using a 10-ft pole) gives hair that falls to the small of her back. The titan, called Chloe, knows
way to pockets of quicksand that can swallow a person in a single round. something of the secrets of this strange realm, though her reasons for
This quicksand not only suffocates, but also desiccates a body, visiting it or tending this garden she will not speak of.
inflicting 1d4 points of damage each round. One might discover a dried
corpse in these pockets. About one and one half miles into the chasm, Giant Sundew: HD 3; AC 6 [13]; Atk 4 tentacles (1d3+glue);
from either end, travelers finally come upon the shores of a shallow, Move 0; Save 14; CL/XP 3/60; Special: Those struck by the
black lake. The lake bubbles slightly, releasing a sickening sweet odor creature’s tentacles are stuck fast, escaping with an open doors
into the air that proves mildly intoxicating to halflings (saving throw or check.
exhibit drunkenness). Floating over the lake and gibbering incessantly
are 1d4+1 allips. The allips seem drawn to the center of the lake as Chloe, Titan: HD 18 (80 hp); AC 1 [18]; Atk 1 weapon (2d8); Move
though moths to a flame, but likewise are unable to approach the exact 21; Save 3; CL/XP 20/4400; Special: Spells (2 magic-user spells per
center of the lake. Lying about 7 feet below the surface of the lake, at level from 1st to 7th, 2 cleric spells per level from 1st to 7th).
its center (the lake measures 200 feet in diameter) is a crystal skull.
The skull attracts all undead within 120 feet, but also creates a barrier
that undead creatures with fewer than 6 HD cannot pass, and which 3011.
more powerful undead can only pass if they succeed at a saving throw Amidst the white woods you spy the shattered remains of a hall. What
with a -3 penalty. The bearer of the skull can, once per day, attempt to remains of the hall are three walls of gray stone with a large meteorite
command undead within 120 feet as though a cleric. Non-clerics make lodged in the tiled floor. What remains of the lord of this feast hall lie
their command undead check as though 2nd level clerics, while clerics underneath this meteor, which was summoned by a disgruntled old
make their check as though 2 levels higher. woman, a worker in magic, who was refused entry into the hall. The
lord’s knights were transformed into a pack of carrion wolves with
Allip: HD 4; AC 5 [14]; Atk 1 strike (no damage, 1d4 points of patchy fur and gaunt builds that still haunt the ruins (4 in 6 chance
wisdom lost); Move F6; Save 13; CL/XP 7/600; Special: Drains of encountering 4d4 wolves each day one spends in the ruins). The
wisdom, hypnosis. guests of the lord, stuffing their faces with sweets and savories while
the old woman went hungry, were burnt to a cinder in the meteoric
2810. conflagration and rose as three cinder ghouls who rise like smoke from
the floor if the meteor is touched. The lord’s body was crushed and
A herd of 1d10+10 wild, carnivorous mountain ponies with shaggy
burned – only a few fragments of charred bone remain – but his ring of
coats and wolf-like teeth roam the high meadows here. They are not
shooting stars can still be found lodged in the rock.
easily domesticated.
Carnivorous Pony: HD 1+1; AC 7 [12]; Atk 1 bite (1d4); Move Carrion Wolf: HD 2+2; AC 7 [12]; Atk 1 bite (1d4+1); Move 18;
18; Save 16; CL/XP 2/30; Special: None. Save 16; CL/XP 2/30; Special: None.
22
Beyond the Black Water
Minotaur: HD 6+4; AC 6 [13]; Atk 1 butt (2d4), bite (1d3),
3017. weapon (1d8); Move 12; Save 11; CL/XP 6/400; Special: Never
The remnants of villa are carved into the sides of a crater. A tangled lost in mazes.
vineyard of black grapes grows thick on the crater floor. The grapes
of the vineyard are mildly narcotic and used to make a black wine
favored throughout the region. The villa is now home to a ragged band 3120.
of halflings. The halflings look like chubby children with wide grins, A chalk pyramid of the stepped variety lies at the center of a village
sparkling eyes and fingers and toes stained black from the grapes. of 200 ghuls. The ghuls live in burrows dug around the perimeter
Deep purple pseudo-dragons also live amongst the vines, sometimes of the pyramid. At the top of the pyramid there is a cistern. A silver
frolicking with the halflings, other times tormenting them. The halflings statue of a woman in a robes and holding aloft a sword is submerged
feast on the grapes and on the giant rats that crawl out of the ground in the temple, the upper portion of the sword rising above the surface
to sample the vines at night. These rats are split down the middle and of the water. The ghuls avoid the upper portion of the pyramid and
filled with a stuffing of mushrooms and grape skins and then roasted. seem to fear silver, though it does not particular harm to them. The
ghuls live as hunters and gatherers on the steppe, their main prey
being, of course, the zombies that seek the earthbound paradise or
3101. any living creatures foolish enough to wander the land beyond the
Wihiedro might be the most wicked of the petty deaths. She Black Water. They are led by a council of elders, three men and a
appears as a wide-hipped crone with pallid skin and slitted, blue eyes woman who wear black robes and multi-colored mantles and have
that burn with malevolence. Wihiedro’s forehead is large and domed, large, wooden hoops in their ears. Like most ghuls, the people of the
her silver hair hangs in long, thick braids. She wears no clothing village have skin the color of tallow that is drawn tight over their
and carries a +2 herculean club bound in bands of studded bronze. thin, unwholesome frames. Their lips are pulled back from their
Wihiedro is surrounded by an aura of menace that claws at the hearts large teeth and their noses are tiny and pointed. The hunters of the
of decent people (lawful and neutral characters must pass a saving tribe carry short bows and curved short swords and wear leather
throw or become bestial in manner and desire, turning into trolls in a armor. The ghul’s treasure, kept in a secret chamber in their pyramid,
number of rounds equal to their wisdom scores divided by 3). Trolls consists of 515 large gold coins (worth 6 gp each).
and ogres in Wihiedro’s presence cannot resist her commands.
Wihiedro dwells in a massive, cavernous vault with a roaring court Ghul Warrior: HD 1; AC 7 [12]; Atk 1 weapon (1d6) or strike
of 20 ogres and 10 trolls, all especially large and savage specimens. In (1d3 plus stun); Move 12; Save 17; CL/XP 2/30; Special: Touch
the center of their court there is a circle of silver, 20 feet in diameter, stuns (save negates) for 1d3 rounds.
into which the shades of the wicked and false are thrown. Inside the
circle, the shades take a semi-corporeal form and can be tormented
by the whips and stones of the giants. 3204.
Wihiedro - Goddess of evil, she takes the form of a tall, wide-hipped Emntrix, the petty death that claims the soul of soldiers and
crone – the matron made barren with time – with pallid skin and servants, keeps a vast training yard here. She has complete control
slitted, blue eyes and a domed forehead. Wihiedro wears no clothing of the environment within the yard, being able to bring wind and
and carries a herculean club topped with bands of bronze. Wihiedro rain into it, cause pillars of earth to rise suddenly from the ground or
is served by a roaring court of trolls and ogres. She is surrounded crevasses to run like rivers across it, etc. In this mile wide yard she
by an aura of malice that claws at the hearts of decent people. She conducts mock battles, much to the chagrin of the shades under her
claims the souls of the wicked and false. charge, who only wish a moment of peace after lives of war and toil.
The walls of the yard are 30 feet thick and 70 feet tall, and taper from
Wihiedro: HD 15 (85 hp); AC -1 [20]; Atk 1 +2 club (1d12+1); top to base. Narrow doors of thick glass, 25 feet tall, grant access
Move 9; Save 3; CL/XP 18/3800; Special: Only harmed by +1 or to the yard and are placed in the four cardinal directions. The doors
better weapons, immune to fear and cold, aura of menace, com- only open for warriors, though non-warriors can follow a warrior
mand trolls and ogres. into the yard.
Emntrix is a 9-ft tall woman with the tail of a scorpion, her body
3109. covered by a glossy black carapace, over which she wears blue,
gladiator-style armor, her helm surmounted by a black horsehair
On the terraced hillsides of a tall hillock there is a settlement of hidden
crest, her breastplate bearing the image of scorpion. Her arms are
people called skulks. The skulks are naturally invisible. They grow vines
clad in dozens of bronze bangles and bracelets (worth a total of 100
of jasmine, feeding on their scents each night. The skulks know many
gp) and she carries a +2 warhammer that seems to absorb light. The
secrets (1d6 rumors) and will trade them for a blood oath to rid the land
warhammer claims the soul of any warrior it slays, rejecting the souls
of the petty deaths. The skulks precede their coming to the land beyond
of non-warriors.
the Black Water and relish the day when they are no more.
Emntrix is always found at the center of her battles, for they are
done for her amusement alone. At noon and midnight, a great bell
Skulk: HD 2; AC 6 [13]; Atk 1 weapon (1d6); Move 12; Save 17;
is rung and the battle stops. At this point, a stooped figure of a man
CL/XP 2/30; Special: Surprise on 1-4 on 1d6.
makes his way across the battlefield carrying a goblet of wine on a
tray and a stool for his mistress, that she may take refreshment. The
3113. man is Ravensworth, her valet and butler. He is dressed in a black
As the adventurers walk through the woods, they notice the trees velvet doublet and trousers, with plentiful lace ruffles and carries a
becoming more angular, the branches coming out at right angles to the simple dagger.
trunk and the leaves becoming perfect, silvery circles. Eventually they
come to a path of silver bricks (no, not real silver). As one proceeds down Ravensworth: HD 4 (16 hp); AC 6 [13]; Atk 1 dagger (1d4);
the path, they trees begin to display carvings of angelic faces. White owls Move 12; Save 13; CL/XP 6/400; Special: Back attack – save or
are seen roosting in the branches and silver foxes lurk on the edges of the death.
path. One finally comes to a golden stair that seems to ascend into the gray
heavens. The stairs are actually an illusion, being composed of dingy gray Emntrix: HD 16 (100 hp); AC -3 [22]; Atk 1 weapon (1d8+2)
stone and descending rather than ascending. When one reaches the “top” or sting (1d6 plus poison); Move 15; Save 3; CL/XP 19/4100;
of the stairs, they will believe they are looking out at a celestial meadow Special: Only harmed by +1 or better weapons, immune to fear,
of unicorns and golden-throated cranes. In fact, they have arrived in a vast gaze causes warriors to go berserk unless they pass a saving
slaughter house. The slaughter house is run by a gang of eight minotaurs, throw; berserkers are +1 to hit and damage and attack random
who process their victims into fat sausages and bags of bone meal. targets for 1d3+3 rounds.
23
Beyond the Black Water
through their own noses. They are especially brutish, wearing furs
3402. and pelts (+1 bonus to AC) and carrying clubs and cast off weapons.
Uddeso, the petty death of famine who claims the souls of people Among the orcs there are three sub-chiefs (2 HD each) and a large
who have died unfulfilled, dwells in this hex in a stronghold of black leader with an iron fist (literally – its hand has been replaced by a iron
towers. There are eight towers in all, seven smaller outer towers fist that strikes as a heavy mace). The leader is called Grubrut. Within
surrounding a larger central tower. The arched ceiling of each tower his iron fist there is an entrapped soul in a crystal bubble. The spirit
is illuminated in gold and silver paint, depicting gaunt, drawn saints belonged to a temptress, and it now whispers in Grubrut’s ear, trying to
living in barred cells and visited by all manner of strange animals. turn him into a great leader who can eventually return her to a corporeal
The outer towers are stocked with piles and piles of food – barrels existence in some other woman’s body. The orcs have a single guard
of nuts, heaps of fruit and vegetables, joints of beef and mutton beast who serves as their “totem” as well – a tigrilla chained to a tall
hanging from hooks, loaves of bread in every imaginable shape, etc. post. Captives are thrown to the tigrilla as an offering, as are wounded
All of this food looks delectable, but turns to ashes in one’s mouth. orcs. The orcs possess 2,700 sp and 1,410 gp
The central tower is the court of Uddeso, a black-skinned woman
with a narrow build and the sunken in eyes of a corpse. Uddeso wears Orcs: HD 1; AC 6 [13]; Atk 1 weapon (1d8); Move 12; Save 17;
scale armor composed of glossy, red hexagons stitched together with CL/XP 1/15; Special: None.
sinews on a backing of leather made from the footpads of pilgrims who
died before reaching their destination. She carries a bronze buckler Grubrut: HD 6 (26 hp); AC 3 [16]; Atk 1 weapon (1d8+2); Move
that bears half a human skull and +1 godentag (a sort of spiked club 9; Save 11; CL/XP 6/400; Special: None. Wears a brass chain
common to rebellious peasant armies) that invokes a hunger so terrible worth 145 gp.
in the creatures it touches that they must pass a saving throw or spend
the next 1d6 rounds scavenging for food. Victims who fail their saving Tigrilla: HD 5 (30 hp); AC 5 [14]; Atk 1 bite (2d6), 2 claws
throws by more than 6 points will be possessed with a cannibalistic (1d8); Move 15 (Climb 9); Save 12; CL/XP 5/240; Special: Rake
hunger. The walls of the central tower are covered with hundreds of with claws for double damage if both claw attacks hit in same
perches for a vast murder of crows, the servants of Uddeso. round.
24
Beyond the Black Water
Swine: HD 3+3; AC 7 [12]; Atk 1 gore (2d4); Move 15; Save one of the strongholds of the nine petty deaths.
14; CL/XP 4/120; Special: Continues attacking 2 rounds after The right fork of the tunnel continues downward, eventually ending
death. in a dusty vault containing thousands of thick, leather bound tomes,
each one containing a single large, complicated seal that is the true
Dryad: HD 2; AC 9 [10]; Atk 1 wooden dagger (1d4); Move 12; name of a great soul – kings, queens, wizards, angels, greater demons
Save 16; CL/XP 3/60; Special: Charm person at -2 save. and dukes of Hell. The librarian of the chamber is a lich, a pathetic
looking bag of bones hunched over a simple library table, a dozen
books stacked upon it, its bony finger tracing a seal, endeavoring to
3802. understand it. The lich, a very old soul called Alu, perhaps the first
A dusty, abandoned mine shaft burrowed into the limestone magician among mankind, will, after some time or if confronted, raise
mountains here gives access to a vast maze of passages and his heavy, cobwebbed head and deal with the intruders. The lich has
chambers. The complex was dug by massive, four armed creatures a treasure of 15,830 sp and 2,550 gp kept in 20 small wooden cubes
known as kruks, and consist of tall, round chambers connected at with no apparent way to open them and a helm of fiery brilliance
varying levels by square tunnels, usually 10 feet tall and wide and hidden in a cache in the ceiling of the vault.
running no more than 150 feet. A tunnel one enters from the floor
of a chamber might end at ceiling level in another chamber, making Tenebrous Worm: HD 10; AC 2 [17]; Atk 1 bite (2d6); Move 3;
the maze a matter of up and down as well as north-south-east-west. Save 5; CL/XP 12/2000; Special: Acid, poison bristles (paralysis,
The maze is carved from the limestone, though one might also run chance to avoid equal to armor bonus on 1d10).
into veins of schist and marble. Some chambers are partially flooded
by underground springs, with a ledge provided around the pool of Gloomwing: HD 5; AC 0 [19]; Atk 2 claws (1d4), bite (1d8);
water to allow bathing and the filling of waterskins. Other chambers Move 3 (F15); Save 12; CL/XP 9/1100; Special: Confusion,
contain bronze cages hung from the ceiling by chains that can be implant, weakness pheromone, summon gloomwings.
raised and lowered via winches. These cages once held prisoners, for
the kruks were infamous slavers. Very few of the kruks now dwell Giant Spider: HD 2+2; AC 6 [13]; Atk 1 bite (1d6+poison);
in their maze complex, usually in large chambers fortified with iron Move 18; Save 16; CL/XP 5/240; Special: Lethal poison, sur-
doors and containing sleeping alcoves and a barred slave pit for their prise on 1-5 on 1d6.
remaining slaves. Such a chamber houses 2d6 kruks and 3d4 slaves
(humans, dwarves, elves, etc). Alu, Lich: HD 18 (89 hp); AC 0 [19]; Atk 1 hand
The more worrisome inhabitants of the mazes are minotaurs, (1d10+paralysis); Move 6; Save 3; CL/XP 21/4700; Special: Ap-
dusky-skinned men with the heads of white bulls who devour the pearance causes paralytic fear, touch causes automatic paraly-
living and paint garish designs on the walls with the blood. The kruks sis, spells as 12th level magic-user.
are said to know a way through the underworld to the Earthbound
Paradise beyond, but others say they merely know of passages that
descend ever deeper into the earth. 3815.
A troupe of seven pallid mystics is making its way across the steppe
Kruk: HD 6+2; AC 5 [14]; Atk 4 slams (1d6); Move 12; Save 11 in search of secrets. Each mystic has the ability to speak with dead,
(6 vs. spells); CL/XP 7/600; Special: +5 save vs. spells. and uses it to gather secret from the departed, tattooing these secrets
on their own skin in a strange runic alphabet. The mystics are now
Minotaur: HD 6+4; AC 6 [13]; Atk 1 head butt (2d4), bite (1d3), covered in varying amounts of blue-black ink, which they keep
weapon (1d8); Move 12; Save 11; CL/XP 6/400; Special: Never hidden beneath black slops and gabardines and ivory stockings. The
gets lost in labyrinths. mystics cover their platinum hair with floppy felt hats decorated with
twisting, twiggy branches in place of feathers. Each mystic wields
a curved silver long sword with great skill. The mystics are very
3805. protective of their secrets, but are willing to share their knowledge
The trees in this hex become much larger than most trees in these of the lands beyond the Black Water, provided their questioners are
woods, with bloated white trunks and branches that reach up for the willing to pay in silver.
moon and create a canopy at least 300 feet in diameter. Gloomwings
place their larvae in these trees, the boughs often being born down Mystic Warrior: HD 9 (50 hp each); AC 2 [17]; Atk 1 sword
by fat, tenebrous worms. The eggs are valued highly by the peoples (1d8+1); Move 15; Save 7; CL/XP 10/1400; Special: Speak with
of the land beyond the Black River for their medicinal value, and dead, always win initiative.
although the beasts cannot be tamed the worms are sometimes kept as
dangerous guard beasts. Encounters with 1d4 of the worms occur on
a roll of 1-4 on 1d6 each day, while encounters with 1d6 gloomwings 3821.
occur on the roll of 1-2 on 1d6. One of the larger trees in this hex A tribe of 10 merrow (aquatic ogres) and 50 mermaids dwells just
is hollowed, an armored skeleton resting there. The skeleton is not beneath the waves here in a massive abalone shell. The material of
animated, though it can speak with a rough, gravely, tired voice. The the shell is stronger than iron. It is divided into a hundred chambers,
skeleton will answer no more than one question per person, and has each entered through a curtain of shells. The mermaids dwell within
a good knowledge of this strange land. The skeleton once belonged the shell, only leaving it during what passes for the daytime to brush
to an avenging knight, who, set upon by a trio of ravenous worms their hair and seduce passing ships. The mermaids have rounded
one night was killed and discovered that his spirit, while not strong faces and black, silky skin with golden-red hair. Their eyes are
enough to animate or escape, was too strong to fade away. Beneath grayish-green and emit a faint light. The merrow are monstrous
the skeleton there is a small hole that can be expanded by removing creatures, with thick, black, scaled skin imprinted with red geometric
a few stones. patterns, gaping mouths and bulbous, cloudy fish eyes. Within the
This tunnel descends at a steep slope about 100 feet before forking. abalone shell the merrow and mermaids have 390 sp, 770 gp and a
The left fork of the tunnel leads into a triangular cavern about 40 feet large tourmaline worth 1,250 gp.
long with the ceiling peaking about 18 feet above the floor, which is
roughly 10 feet wide. Thick webs fill this cavern, home to a dozen Mermaid: HD 1; AC 7 [12]; Atk 1 tail slap (1d4); Move 1 (Swim
giant spiders and hiding in their midst a web of silver. This web, 18); Save 17; CL/XP 1/15; Special: Breathe water.
when spoken over by certain words of power and traced by a finger
anointed with a mixture of wine, honey and grave dirt, allows instant Merrow: HD 4+1; AC 5 [14]; Atk 1 weapon (1d10+1); Move 9;
transportation for a magic-user and any holding on to his robe to any Save 13; CL/XP 4/120; Special: Breathe water.
25
New Monsters
Basilim Ghul
Basilim are warriors that have been petrified by basilisks or Ghuls are humans that have acquired a taste for human flesh.
sorcerers. Over the centuries, by force of will, they become living Their wickedness and depravity have infused them with a portion
statues. Most are quite mad and can save against mental effects every of negative energy. Although they remain alive, they can be turned
round until they succeed. Many basilim have levels in the fighting- as though undead with 3 extra Hit Dice. A ghul’s touch stuns an
man class, being able to attain the 5th level of experience. opponent for one round unless they pass a saving throw. Stunned
creatures drop anything they are carrying in their hands and are
Basilim: HD 2+2; AC 5 [14]; Atk 2 slams (1d6); Move 9; Save 3; unable to attack. Although a stunned creature can defend themselves,
CL/XP 3/60; Special: Madness, half damage from non-magical their opponent receives a +1 bonus to hit them. Ghuls usually fight
weapons. with a weapon in one gauntleted hand, leaving the other hand empty
and bare to make unarmed, potentially stunning attacks. Warriors
might wear leather or ring armor, while leaders will wear chainmail
Beyonder or, rarely, platemail. Ghuls can take levels in fighting-man (up to 8th
level), magic-user (up to 5th level) and cleric (up to 7th level).
Beyonders are semi-humans that dwell on the shores of the land Ghul: HD 1; AC 6 [13]; Atk 1 weapon (1d8) or one fist (1d2
beyond the Black Water. They are tall, hunched humanoids with plus stunning); Move 12; Save 17 (15 vs. spells); CL/XP 2/30;
pallid, hairless skin and yellow eyes devoid of warmth. Beyonders Special: Stunning touch, bonus to save vs. spells.
grow their finger and toe nails long and decorate their bodies with
triangular metal charms hung on chains that pierce their flesh. They
wear multiple layers of clothing and robes, always in dark colors.
Beyonder warriors wear scale and ring armor, rarely chainmail, and
carry curved swords and daggers. Beyonders care little for material
Kruk
wealth, preferring instead to trade in secrets. For this reason, ignore Kruks are a tall race of white-skinned humanoids with four arms,
treasure generated for beyonders that is not in the form of objects, duck-like bills and tall, bony crests which allow them to communicate
magical or otherwise. over long distances with rumbling roars. They dwell in subterranean
caverns they have carved into perfect squares, with each cavern
Common Beyonder: HD 1d6; AC 7 [12]; Atk 1 weapon (1d6); connected to others via underground canals filled with oily water.
Move 9; Save 18 (14 vs. poison and magic); CL/XP 1/15; Spe- Kruks trade humanoid flesh and slaves in markets well attended by
cial: Cast one cleric or magic-user spell per day. other creatures of the underworld.
Beyonder Leader: HD 4d6; AC 7 [12]; Atk 1 weapon (1d6+1); Kruk: HD 6+2; AC 5 [14]; Atk 4 slams (1d6); Move 12; Save 11
Move 9; Save 13 (9 vs. poison and magic); CL/XP 5/240 or (6 vs. spells); CL/XP 7/600; Special: +5 save vs. spells.
6/400; Special: Cast cleric and magic-user spells.
26
New monsters
Moppe
Moppes are malevolent spirits that inhabit dolls. They cannot move,
but they can use the following spells, once per round: Fear, invoke
emotion (save or be possessed by terrible despair or unthinking rage),
hideous laughter (save or double over laughing for 1d6+1 rounds),
psychic pain (paralyzed with pain, suffer 1d4 points of intelligence
damage and 1d6 points of hit point damage, save for half and to
negate the paralysis; for each additional moppe using the power on a
victim, the victim suffers an additional -1 penalty to save).
Night Demon
Night demons are gaunt humanoids with black, rubbery skin,
membranous wings sprouting from their shoulders and ankles and a
ridge of bumps that runs from their forehead to their tiny, worm-like
tail. Any creature seeing a night demon must pass a saving throw
or freeze in terror, dropping whatever he is holding. Night demons
attack by swooping down on a victim and grabbing them tightly.
Once in the nght demon’s grasp, the victim is squeezed for 1d4 points
of damage per round. Twice per day, a night demon can use slow (as
the spell) on any creature within sight.
Toadstool Man
Toadstool men are misshapen, with mismatched limbs, wide caps
colored coral and spotted white and pinched, wrinkled faces with
deep, slit mouths. They are like malevolent children, roaming in
packs of 3d6 individuals and causing all the havoc they can in the
few days in which they have life. Toadstool men emit a poisonous
breath that causes all within a cone 10 feet long and 10 feet wide at
the base to make a saving throw or suffer 1d6 points of damage. They
can breathe this cloud once per day.
27
legal appendix
Hex Crawl Chronicles: Beyond the Black Water is written under every copy of the Open Game Content You Distribute.
version 1.0a of the Open Game License. As of yet, none of the material 11. Use of Contributor Credits: You may not market or advertise the Open
first appearing in Hex Crawl Chronicles: Beyond the Black Water is Game Content using the name of any Contributor unless You have written
considered Open Game Content. permission from the Contributor to do so.
12. Inability to Comply: If it is impossible for You to comply with any of the
OPEN GAME LICENSE Version 1.0a terms of this License with respect to some or all of the Open Game Content
due to statute, judicial order, or governmental regulation then You may not
The following text is the property of Wizards of the Coast, Inc. and is Copy- Use any Open Game Material so affected.
right 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. 13. Termination: This License will terminate automatically if You fail to
1. Definitions: (a)”Contributors” means the copyright and/or trademark comply with all terms herein and fail to cure such breach within 30 days of
owners who have contributed Open Game Content; (b)”Derivative Material” becoming aware of the breach. All sublicenses shall survive the termination
means copyrighted material including derivative works and translations (in- of this License.
cluding into other computer languages), potation, modification, correction, 14. Reformation: If any provision of this License is held to be unenforce-
addition, extension, upgrade, improvement, compilation, abridgment or other able, such provision shall be reformed only to the extent necessary to make
form in which an existing work may be recast, transformed or adapted; (c) it enforceable.
“Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly 15. COPYRIGHT NOTICE
display, transmit or otherwise distribute; (d)”Open Game Content” means the Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
game mechanic and includes the methods, procedures, processes and routines System Reference Document Copyright 2000-2003, Wizards of the Coast,
to the extent such content does not embody the Product Identity and is an Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy
enhancement over the prior art and any additional content clearly identified as Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff,
Open Game Content by the Contributor, and means any work covered by this Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and
License, including translations and derivative works under copyright law, but Dave Arneson.
specifically excludes Product Identity. (e) “Product Identity” means product Swords & Wizardry Core Rules, Copyright 2008, Matthew J. Finch
and product line names, logos and identifying marks including trade dress; Monster Compendium: 0e, Copyright 2008, Matthew J. Finch
artifacts; creatures characters; stories, storylines, plots, thematic elements, Monster Encyclopaedia Volume 1 copyright 2004, Mongoose Publishing
dialogue, incidents, language, artwork, symbols, designs, depictions, like- Ltd.
nesses, formats, poses, concepts, themes and graphic, photographic and other The Grand OGL Wiki, http://grandwiki.wikidot.com Copyright 2008-2010
visual or audio representations; names and descriptions of characters, spells, Purple Duck Games; Authors: Mark Gedak, Alex Schroeder, Joel Arellano,
enchantments, personalities, teams, personas, likenesses and special abilities; George Fields, Yair Rezek, Mike Whalen, Shane O’Connor, Mike Rickard,
places, locations, environments, creatures, equipment, magical or supernat- John Whamond, Bill Browne, Eric Williamson, Slatz Grubnik, Charles R.
ural abilities or effects, logos, symbols, or graphic designs; and any other Wenzler Jr, John Fraser, Jonathon Thompson, Thomas Boxall.
trademark or registered trademark clearly identified as Product identity by Pars Fortuna, Copyright 2010, John M. Stater
the owner of the Product Identity, and which specifically excludes the Open Tome of Horrors Copyright 2002, Necromancer Games, Inc.; Authors: Scott
Game Content; (f) “Trademark” means the logos, names, mark, sign, motto, Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christof-
designs that are used by a Contributor to identify itself or its products or the ferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill
associated products contributed to the Open Game License by the Contribu- Webb; Based on original content from TSR.
tor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, Crypt Thing from the Tome of Horrors, Copyright 2002, Necromancer
modify, translate and otherwise create Derivative Material of Open Game Games, Inc.; Author Scott Greene, based on original material by Roger
Content. (h) “You” or “Your” means the licensee in terms of this agreement. Musson.
2. The License: This License applies to any Open Game Content that con- Eye of the Deep from the Tome of Horrors, Copyright 2002, Necromancer
tains a notice indicating that the Open Game Content may only be Used under Games, Inc.; Author Scott Greene, based on original material by Gary
and in terms of this License. You must affix such a notice to any Open Game Gygax.
Content that you Use. No terms may be added to or subtracted from this Li-
Gloomwing from the Tome of Horrors, Copyright 2002, Necromancer
cense except as described by the License itself. No other terms or conditions
Games, Inc.; Author Scott Greene, based on original material by Gary
may be applied to any Open Game Content distributed using this License.
3.Offer and Acceptance: By Using the Open Game Content You indicate Gygax.
Your acceptance of the terms of this License. Gryph from the Tome of Horrors, Copyright 2002, Necromancer Games,
4. Grant and Consideration: In consideration for agreeing to use this Li- Inc.; Author Scott Greene, based on original material by Peter Brown.
cense, the Contributors grant You a perpetual, worldwide, royalty-free, non- Tenebrous Worm from the Tome of Horrors, Copyright 2002,
exclusive license with the exact terms of this License to Use, the Open Game Necromancer Games, Inc.; Author Scott Greene, based on original material
Content. by Gary Gygax.
5.Representation of Authority to Contribute: If You are contributing origi- Tigrilla from the Tome of Horrors, Copyright 2002, Necromancer Games,
nal material as Open Game Content, You represent that Your Contributions Inc.; Authors Erica Balsley and Scott Greene
are Your original creation and/or You have sufficient rights to grant the rights Witherweed from the Tome of Horrors, Copyright 2002, Necromancer
conveyed by this License. Games, Inc.; Author Scott Greene, based on original material by Simon
6.Notice of License Copyright: You must update the COPYRIGHT NO- Eaton.
TICE portion of this License to include the exact text of the COPYRIGHT Tome of Horrors II Copyright 2002, Necromancer Games, Inc.; Authors:
NOTICE of any Open Game Content You are copying, modifying or dis- Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey
tributing, and You must add the title, the copyright date, and the copyright Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger,
holder’s name to the COPYRIGHT NOTICE of any original Open Game and Bill Webb; Based on original content from TSR.
Content you Distribute. Hex Crawl Chronicles: Beyond the Black Water, Copyright 2011, Author
7. Use of Product Identity: You agree not to Use any Product Identity, in- John Stater.
cluding as an indication as to compatibility, except as expressly licensed in
another, independent Agreement with the owner of each element of that Prod-
uct Identity. You agree not to indicate compatibility or co-adaptability with
any Trademark or Registered Trademark in conjunction with a work contain-
ing Open Game Content except as expressly licensed in another, independent
Agreement with the owner of such Trademark or Registered Trademark. The
use of any Product Identity in Open Game Content does not constitute a chal-
lenge to the ownership of that Product Identity. The owner of any Product
Identity used in Open Game Content shall retain all rights, title and interest in
and to that Product Identity.
8. Identification: If you distribute Open Game Content You must clearly
indicate which portions of the work that you are distributing are Open Game
Content.
9. Updating the License: Wizards or its designated Agents may publish up-
dated versions of this License. You may use any authorized version of this
License to copy, modify and distribute any Open Game Content originally
distributed under any version of this License.
10. Copy of this License: You MUST include a copy of this License with
28