Savage Swords of Athanor
Savage Swords of Athanor
of Athanor
By Douglas Easterly
A Rules Supplement and Campaign Setting For
Swords & Wizardry: Core Rules
Introduction
This supplement for Swords and Wizardry includes rules variants, new
monsters, new races, and a new character class. Inside these pages a variant
magic system, a simple psychic powers system, combat options, and a
simple skill system. This book is also a guide to the Savage Swords of
Athanor campaign, a mix of swords and sorcery, planetary romance, and
horror elements all in a single pulpy package.
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Men and Magic
The following rules are for players and dungeon-masters alike, and
present new rules options to customize the feel and style of an Anthanor
campaign. Races of Athanor
Dwarves, Elves and Halflings do not exist on Athanor. Instead, Athanor
has its own races for players to choose from.
Human
• The tall, muscular, black-skinned, red-haired warriors of Duma are
distrustful of Ancient Technology. They live in walled towns guarded by
their warrior caste and depending on their agricultural caste to breed
and control their great dinosaur herds. They are renowned musicians,
artists, historians, and metalworkers. They are matriarchal in times of
peace and ruled by male warriors in times of war. They tend toward
collectivism, distrust outsiders, and care little about outside nations.
• Ghuls are superstitious, cannibalistic savages who live in small, insular
clans. They are ruthless raiders who are known for not taking prisoners.
They regard non-Ghul as little more than animals, and consider only
other Ghuls as human. They worship chaos and believe that might in
combat and a glorious death are the highest ideals. Ghuls have
transparent flesh, organs and blood, with only their bones and eyes
clearly visible. This is a terrifying sight to most others, which the Ghuls
use to their advantage. They prefer great, curved swords.
• The short, stocky, yellow-skinned, black-haired, black-eyed people of
Khitai are insular and distrustful of outsiders. Foreigners only tend to
interact with Khitai as merchants or ambassadors. Males wear long
tunics, loose pants, slippers or boots, and broad sashes. They tend to
have heads shaved except for a long braid. Officials and military men
tend to wear neatly-cropped beards. Women wear their hair long, but
pin it up in coiffures that are more ornate the more important the
woman is. They tend to wear silk robes with loose pants, slippers, and
sashes.
• The red-skinned, black-haired people of Zamora are known for their
hot-headed and passionate natures. They are known as duelists, political
schemers, and romantic idealists. Zamorans will be the default culture
for the campaign.
Mal’Akkan
The people of Mal'akka have shiny green, leathery skin and bright
brown eyes. They stand about seven feet tall, and are thin with graceful
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movement. Though generally human-like in appearance, they are mobile,
intelligent cacti, and their skin is covered with long needles. The Mal'akkans
lack needles on the palms of their hands and the bottoms of their feet, but
are otherwise covered with needles. They are merchants and desert caravan
masters known for their devotion to the desert god Shem.
Mal'akkans are grown in sandy soil before gaining their mobility. Unlike
the Throon, the Mal'akkans never become sessile with age, and their bones
are wooden rather than silicate. They do photosynthesize, and need very
little water, but they also gain nutrients through eating plant and animal
matter, much like humans.
Alemanian
Alemanians are blue-skinned, hairless, human-sized arthropods. They
have both an endoskeleton and an exoskeleton, have large complex eyes
much like humans, and small, vestigial antennae resembling stubs of horns.
Their mouths are complex, with multi-part mandibles. They have two arms
and two legs with multiple articulations, with two-toed feet and hands with
four fingers evenly spaced at the end of their wrists. They move with a jerky,
inhuman gait and appear emotionless and cold at all times.
Alemanian national ideology focuses on the superiority and
homogeneity of the Alemanian people. They support a strong sense of
collectivism, a strong central governmental authority in order to protect the
stability of the Motherland. Their society is divided into several castes:
scholarly, military, merchant-industrial, and agrarian. Each of theses has a
place in the parliamentary structure of Alemania, serving the High
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Chancellor. Alemanians are atheist, devoting themselves to their nation and
their people instead.
Alemanians have highly advanced medical technology that incorporates
Ancient technology. They maintain this edge by maintaining horrible death
camps where medical experiments are performed on all sorts of captured
peoples, often of other races. This means that many fear and hate the
Alemanians, even if they depend on their advanced technology.
Throon
Throon are nomadic barbarians who live as a variety of tribes. The
Throon tend to fight with each other as well as with the people of the Five
Kingdoms. Some act as bandits, others raid civilized outposts regularly. Still
others live at peace with the Five Kingdoms. They have their own martial
code of honor, but are not beholden to the ways of the Five Kingdoms.
Throon are ochre-skinned and hairless, and stand some seven feet tall.
Though they are human in general form, they are actually mobile and
sentient fungi, with silicate bones and thick, fibrous flesh.
Though Throon eat and drink as humans do, they also are able to
absorb nutrients from decaying matter and from rich soil. Their children are
born from spores that they produce once per year. Few Throon children
grow to adulthood. As Throon get older, their flesh gets tougher, and the
elderly become unable to move, and are settled into sacred Elder Groves.
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Earthman
In my mind, Athanor exists in the distant future of Earth, long after it has
faded from glory. If humans survive, they do so beyond the scope of travel
to Athanor. However, it is true that the alien nature of the campaign or
players’ desire for a familiar character type to run may make it hard for some
players to get into playing an Athanoran character.
Earthmen on Athanor have arrived through some sort of temporal or
dimensional portal. Most will be from some point in the 20th or early 21st
century, arriving through strange portals such as are found in the Bermuda
Triangle, by wormholes as astronauts, or by magical or weird-science
accidents. They may want to return to Earth, but this would be a major story
arc and will not be intended to be an easy goal! Earthmen are standard
humans in all respects except as follows:
Character Classes
The following changes are made to the standard Swords and Wizardry
character classes for the Savage Swords of Athanor campaign.
Cleric
The Cleric class is not available in Athanor.
Fighting-‐man
The Fighting-man class functions normally in Athanor.
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Magic-‐User
Magic-users function normally in Athanor, but q.v. “Magic in Athanor”.
Rogues
Rogues, short for Rogue Magic-Users, are untrained practitioners of the
magical arts. Mountebanks, rebels, or wild talents, rogues have found ways
to teach themselves magic. They are jacks-of-all-trades, flexible and
adaptable.
Table 1 describes the advancement of rogues, noting Level (lvl),
Experience Points needed to advance (EXP), hit dice (HD), hit bonus in
combat (HB), Saving Throw (ST), and spells the rogue may prepare of each
level.
Table 1: Rogue Advancement
Spells/Level
Lvl Exp. HD HB ST 1 2 3 4
1 0 1 +0 15 0 - - -
2 1,500 2 +0 14 1 - - -
3 3,500 3 +1 13 2 - - -
4 6,500 4 +1 12 2 1 - -
5 14,000 5 +2 11 2 2 - -
6 30,000 6 +2 10 2 2 1 -
7 60,000 7 +3 9 2 2 2 -
8 110,000 8 +3 8 3 2 2 1
9 165,000 9 +4 7 3 2 2 2
10 225,000 8 +5 6 3 3 2 2
11 290,000 +2 h.p. +5 5 3 3 2 2
12 360,000 +4 h.p. +6 5 3 3 3 2
13 430,000 +6 h.p. +6 5 4 3 3 2
14 500,000 +8 h.p. +7 5 4 3 3 3
15 570,000 +10 h.p. +7 5 4 4 3 3
16 640,000 +12 h.p. +8 5 4 4 3 3
17 710,000 +14 h.p. +8 5 4 4 4 3
18 780,000 +16 h.p. +9 5 5 4 4 3
19 850,000 +18 h.p. +10 5 5 4 4 4
20 920,000 +20 h.p. +11 5 5 5 4 4
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• Spell Casting: Rogues have a limited number of spells to learn and cast,
just like magic-users. They do not begin with a spell book and must
trade, steal or discover spells to learn magical spells.
Skill System
Characters do not only have the skills afforded them by their training—
they have spent their time learning professional skills that they begin play
knowing, and may develop more over time. Characters generally do not
need a skill to attempt an action. Rather, having a skill gives the character a
bonus to their actions.
Skill
Checks
Saving throws are used to determine a character’s success with any
skilled actions. The DM may assign a penalty or bonus based on
circumstances. Unless noted otherwise below, skills grant a +4 bonus to
saving throws that involve that skill.
Determining
Skills
Characters may choose one background skill from group I or two from
Group II as listed on Table 2: Skill Groups. Earthmen may also choose one
skill from group III instead.
Skill
Group
I
• Alchemist (Requires INT 9+): Alchemists can identify potions, poisons,
and chemical compounds if they have access to a laboratory or an
alchemical kit. An alchemical kit costs 20 gold pieces. In addition,
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alchemists may make alchemical compounds, though it takes 1d8 days
to make 1d3 alchemical creations and costs 20+3d10 gold pieces to pay
for reagents, equipment, and the like and the character must be able to
set up a laboratory. Only trained alchemists may attempt alchemy, and
this skill grants no bonus to the saving throw.
• Aristocrat: Aristocrats are skilled in court intrigue, recent history,
politics, and gossip. Aristocrats also start play with an additional 2d10
gold and a finely crafted weapon equal to a +1 weapon.
• Assassin (Requires STR 9+, DEX 9+): Assassins are skilled in disguise,
the use of poison, and setting up surprise attacks. Assassins gain a +1 to
surprise rolls when alone or with other similarly stealthy characters and
wearing leather or no armor.
• Merchant (Requires WIS 9+): Merchants are skilled at appraising goods,
haggling for lower prices, and managing money. Merchants start the
game with trade goods (player's choice) worth 2d6x10 gold pieces.
• Priest: Priests are broadly educated in history, philosophy, theology,
and mythology. Priests are connected to powerful factions and have
great social influence.
• Scholar (Requires INT 9+): Scholars are broadly educated in history,
natural philosophy, legends, and lore. They may try to identify monsters,
magic items, or historical background of any place and gain a bonus to
understanding or using Ancient devices.
• Thief (Requires DEX 9+): Thieves are skilled at stealth and burglary.
They may use their skills to overcome locks and traps and to scale walls.
Thieves gain a +1 to surprise rolls when alone or with other similarly
stealthy characters and wearing leather or no armor.
• Tracker (Requires CON 9+): Trackers are skilled at outdoor survival;
identifying plants, animal, possible water sources, or shelter; and at
following tracks and trails. Trackers gain a +1 to surprise rolls when
alone or with other similarly stealthy characters and wearing leather or
no armor.
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• Farmer/Gardener: Farmers and Gardeners are skilled in working with
Athanoran domesticated plants and animals and bartering.
• Gambler: Gamblers are skilled at games of chance — including both
cheating and spotting cheaters.
• Gunsmith: Gunsmiths are skilled at making and maintaining pistols,
rifles, and bullets. They can make 20 x (d4+1) bullets per day (at a cost
of 1/2 the cost of buying the same), repair guns with access to a
workshop and tools (which cost 10% of the item being repaired to rent)
and may appraise the value of firearms. Powder must still be made by
an alchemist.
• Leatherworker: Leatherworkers are skilled at making and repairing
leather items, such as leather armor. They can repair leather items with
access to a workshop and tools (which cost 10% of the item being
repaired to rent) and may appraise the value of such as well.
• Locksmith: Locksmiths are able to repair and disable mechanical traps,
locks and similar mechanisms.
• Mason: Masons are skilled at noticing unusual stonework, sloping
floors, and stonework traps (+4 bonus).
• Minstrel (Requires CHA 9+): Minstrels are skilled at performing, local
history and legend, and general etiquette.
• Navigator: Navigators are skilled at determining directions, reading
maps, and plotting courses.
• Sailor (Airship): Airship sailors are skilled at predicting winds, operating
sails, and repairing ships.
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• Scientist: Scientists are skilled in identifying and analyzing physical
phenomena. Choose a field: chemists can do the same tasks as
characters with the Alchemy skill, Biologists can identify animals and
plants and predict their behavior, etc. This also grants a bonus to saves
to use Ancient technology.
• Soldier: Soldiers understand tactics, weaponry, and outdoor survival.
Magic in Athanor
Creating
Scrolls
Magic-users (but not rogues) may create scrolls by spending 100 gold
and 1 week of work per level of spell on the scroll. Scrolls may only be
made for spells already known by the caster and listed in her or his spell
book.
Interrupted
Spells
If a magic-user or rogue is damaged or otherwise disturbed while
casting spells, the spell-caster must make a save or lose the spell as if it had
been cast, but to no effect. In addition, the spell-caster must roll on the
magical mishap table, adding the level of the spell plus any damage suffered
in an attack if that caused the distraction to the d20 roll.
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Table 4. Magical Mishap
Roll Result
01 – 07 Roll on the minor chaos table.
08 - 10 You are dazed but able to move and defend yourself for one round.
11 – 12 You are stunned and unable to do anything for the next round.
13 – 14 Spell goes wild and strikes random target.
15 – 16 Spell effect is reversed.
17 – 18 You are struck mute for 1d6 rounds.
19 – 20 Your strength is reduced by half for 1d6 hours.
21 – 22 Magical explosion does 1d6 damage to all in a 30ft. radius.
23 – 24 You take 1d6 damage for every level of the spell.
25+ Dimensional vortex opens to primal chaos. Save vs. magic or be
sucked in. Even if you save, take 3d6 damage.
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Level 1 Level 4 Level 7
1. Charm Person 1. Charm Monster 1. Charm Plants
2. Cure Light Wounds 2. Confusion 2. Extension III
3. Detect Evil 3. Cure Serious Wounds 3. Mass Invisibility
4. Light 4. Dimension Door 4. Phase Door
5. Read Languages 5. Extension I 5. Power Word, Stun
6. Read Magic 6. Fear 6. Reverse Gravity
7. Shield 7. Hallucinatory Terrain 7. Restoration
8. Sleep 8. Neutralize Poison
9. Polymorph Other Level 8
Level 2 10. Polymorph Self 1. Mass Charm
1. Continual Light 11. Remove Curse 2. Mind Blank
2. Darkness, 15 ft Radius 12. Speak with Plants 3. Permanency
4. Detect Invisibility 13. Wizard Eye 4. Polymorph Object
5. ESP 5. Power Word, Blind
6. Find Traps Level 5 6. Symbol
7. Invisibility 1. Contact Other Plane
8. Levitate 2. Extension II Level 9
9. Locate Object 3. Feeblemind 1. Astral Spell
10. Mirror Image 4. Hold Monster 2. Maze
11. Phantasmal Force 5. Magic Jar 3. Power Word, Kill
12. Pyrotechnics 6. Passwall 4. Shape Change
13. Speak with Animals 7. Telekinesis 5. Time Stop
14. Strength 8. Teleport
Level 3 Level 6
1. Clairaudience 1. Anti-Magic Shell
2. Clairvoyance 2. Animate Object
3. Cure Disease 3. Control Weather
4. Dispel Magic 4. Death Spell
5. Fly 5. Find the Path
6. Haste 6. Geas
7. Hold Person 7. Legend Lore
8. Invisibility, 10 ft Radius 8. Project Image
9. Locate Object 9. Repulsion
10. Remove Curse 10. Speak with Monsters
11. Slow 11. Stone to Flesh
12. Speak with Dead 12. Word of Recall
13. Suggestion
Mutations
Mtations can happen as a result of exposure to the Clone Pits, Ancient
technology, or irradiated ruins. Such mutations may be beneficial or
harmful, but will always mark the mutant and make it hard to be respected
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in proper company. Mutants in Zamora can be found in the Barrens, where
they form small mutant communities, in the sewers, in the Undercity, and
among the poorest of beggars.
Table 6. Minor Mutations
D10 Results
1 Altered Height: 1d6: 1-3, height is (66-3d6) inches; on a 4-6, height
is (72+3d6) inches.
2 Claws: Sharp, horny claws: 1d6-1 to unarmed damage.
3 Enhanced Senses: Surprise on 1 in 6. +2 saving throws for skills that
involve senses.
4 Fangs: Long fangs: bite attack does 1d4 damage.
5 Fur: Mutant is covered with thick fur that gives a +1 bonus to AC.
6 Horns: Mutant has horns or antlers: head butt attack: 1d4 damage.
7 Multiple Limbs: 1d4 extra limbs. For each limb roll 1d6: 1-3, the
limb is a leg;4-6, an arm. Every extra leg gives a +1 to move rate;
every 2 arms grants a +1 to attack rolls in melee combat.
8 Night Vision: Mutant can see in near complete darkness.
9 Scales: +2 bonus to Armor Class.
10 Scent: can identify tracks and individuals by smell.
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Table 8. Drawbacks
D10 Results
1-2 Albino: Sensitive to sun, unusual appearance. -1 CHA.
3-4 Bizarre Appearance: Very freaky looking. -2 CHA.
5-6 Obese: Weight is 200+(3d6x20) pounds. This isn’t muscle.
7-8 Physical Weakness: Roll 1d6, subtract 1d3 points from (1-2)
Strength, (3-4) Dexterity, or (5-6) Constitution
9-10 Poor Senses: The mutant is surprised on 1-3 in 6. -2 saves for
skills or actions that involve senses.
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Hit Points, Injury and Death
Hit points in Savage Swords of Athanor are an abstract representation of
the fighting skill, toughness, luck, and endurance that keep a character up
and fighting. When a character’s hit points reach zero, the character is not
automatically dead, but may face severe harm in that or future rounds.
On the round in which a character reaches zero hit points and in any
round when a character at zero hit points take damage, roll a save. A
successful save means the character is alive but unconscious, and will
awaken in 2d6 rounds with 1 hit point. A failed save means the character is
unconscious and will die in 1d6+6 rounds unless a character comes in to
bind his wounds, administer healing magic, or otherwise aid the dying
character.
Binding
Wounds
Immediately after a combat, a character can bind his or another’s
wounds. This takes one full minute. If the binding is interrupted, only 1 hit
point of damage is healed. If the minute passes uninterrupted, the character
heals 1d6 hit points of damage. This can only heal hit points lost during this
particular battle, and recovered hit points cannot exceed the uninjured
maximum amount.
Fortifying
Spirits
Once per day, an injured character may down a draught of beer, wine,
or stronger spirits to fortify him or her self for battle. This will heal 1d6 hit
points of damage. Recovered hit points cannot exceed the uninjured
maximum amount.
Rest
A full night’s rest fully restores 1d6 + the character’s level hit points. A
character will heal an additional point if he or she has a Constitution score
of 15 or higher (or 2 points with a Constitution score of 18) and an
additional point if he or she is a fighting-man.
Combat Options
Parrying
A player may choose to have his character parry rather than attack. This
gives the PC a +2 AC bonus. If the attacker makes the exact roll needed to
hit, the parrying weapon is broken, but the defender takes no damage.
Drawing a new weapon takes 1 round.
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Fighting
with
Two
Weapons
Fighting-mans and rogues may fight with a one-handed weapon in the
dominant hand and a smaller weapon in the off-hand. This does not grant
additional attacks, but does give the Fighting-man a +1 to attack rolls with
the main weapon.
Disarming
A Fighting-man or rogue may strike to disarm an opponent instead of doing
damage. This requires a standard attack. If the attack succeeds, the target
may make a save to avoid disarmament. A character may not disarm
someone of a two-handed weapon this way, and may only disarm a weapon
of the same size or smaller than he or she is wielding for the attack. A
disarmed weapon falls at the target’s feet or 1d6 feet away if the target is
wielding a smaller weapon. A disarmed opponent must spend an action
drawing a new weapon, recovering the lost weapon, or engage in unarmed
combat.
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Monsters and Treasure
Monsters of Athanor
While Athanor has its own share of unique monsters, several creatures
from the Sword and Wizardry will work in Athanor. Most fairy-like or
undead creatures don’t work in Athanor, nor do most standard mammals.
The weird, insect-like, and repitilan creatures generally do work. Intelligent
humanoids are generally not present on Athanor, so no orcs, goblins or
giants. Oozes and slimes, however, are fairly common.
Air Jelly
AC: 8 (11), HD: 1, Attacks: sting 1d6, Special: Save or lose 1 WIS (heal in
12 hours), corrodes metal in 1d4 rounds, harmed only by heat and physical
weaponry, healed by cold, lightning causes them to divide, Move: fly 15,
HDE 2
Small, transparent jellyfish-like creatures which float over the dead sea
beds of Athanor, Air Jellies are venomous predators and hazards to overland
travel, and are very difficult to spot from a distance.
Allosaurus
AC: 6 (13), HD: 5, Attacks: bite 1d6+1, Move: 18, HDE 5
Large, swift and cunning pack predators, these theropods are fearsome
pack hunters of the great wastes. They are about 30 feet long and known for
their cunning and skill as hunters.
Amara
AC: 7 (12), HD 4, Attacks: Hair 1d6, Special: entangling hair, Move: 12,
HDE 4
Amara are undead creations of Vog-Mur. They look like beautiful yet
feral women with wild eyes, shark-like teeth and blue-white skin. They
hunger for human flesh and blood. Their hair is actually extremely strong,
filled with metallic barbs, and reaches out to grab and entangle enemies up
to 10 feet away. Targets struck by Amara must save or be entangled and
unable to move or use any weapon longer than a dagger. Their hair takes
2d6 points of damage to cut.
Anhkheg
AC: 4 (15), HD: 3, Attacks: bite 2d6, Special: squirt acid, Move: 12/
burrow 6, Special ability: squirt acid 30 feet once every 6 hours for 2dice
damage, HDE 4.
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The anhkheg is a burrowing insectoid creature which survives on a mix
earth and meat. They have a brownish carapace with shining black eyes.
Ankylosaurus
AC: 5 (14), HD: 7+2, Attacks: tail swipe 1d6+1, Move: 12, HDE 8.
Stout, thirty-foot long dinosaurs, these herbivores roam the lichen-beds
of the former seas of Athanor in small packs. They are ill-tempered, and
notably for their knobby hides and large, mace-like tails.
Brachiosaurus
AC: 4 (15), HD: 12+3, Attacks: tail swipe 1d6, Move: 12, HDE 13
These huge dinosaurs with long, snake-like tails and heads are
herbivores who both graze on lichen and feed on fungus of the great forests.
They are about 80 feet long and their heads stand up to 40 feet above the
ground. They are dangerous when stampeding, doing 4d6 to anyone
underfoot.
Chonchon
AC: 6 (13), HD 3+3, Attacks: Bite 1d6-1, Special: spells, Move: 12 flying,
HDE 4
These creatures built in Vog-Mur's clone tanks look like bloated human
heads with huge ears that resemble bat-like wings and allow the creatures to
fly. Their eyes bug out of the head, and their mouths are filled with sharp
teeth. They cast spells as if they were 4th level magic-users.
Compsognathus
AC: 8 (11), HD: 1-1, Attacks: bite 1d6-1, Move: 18, HDE less than 1
Tiny, swift bipedal pack predators are common animals in the wilds of
Athanor. They are about 3 feet long and are seen as pests by many, but kept
as pets by others.
Deinonychus
AC: 7 (12), HD: 2+2, Attacks: bite 1d6, Move: 18, HDE 3
Brutal, bipedal pack predators, deinonychus are 10 feet long, with
enlarged claws on their hind legs. They are swift runners, skilled leapers,
and cunning hunters. They are covered with feathers, including a great crest
on their heads and long feathers on their forelimbs and tails. They tend to
raid livestock and are a real menace to small caravans.
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Dragons
Dragons were manufactured in Ancient times as servitors of the Witch
Kings of Ylum. Forged of magic and genetic technology, the dragons served
as guardians of the Witch Kings, and either as land or aerial combat
platforms. Durable, armored, and deadly, each dragon was a unique being,
capable of centuries of life and cunningly intelligent.
Most of the dragons have died, but there are three dragons in Zamora.
The first is the Tower Dragon, a 100-foot-long blue serpentine creature with
long, lithe limbs, a huge crocodilian head with a mouth filled with foot-long
teeth, and great cat-like eyes. The Tower Dragon sleeps most days coiled
around the Tower of Wizardry, and is the pet and guardian of the Tower of
Wizardry. The dragon cannot fly, but breathes lightning and is able to
communicate empathically and to cause fear through telepathic broadcast.
He seldom moves, but if moved to attack is an implacable foe.
The second is the Great Dragon, who arrived in Zamora with the
Overlord. This great, winged dragon is 80 feet long, with three heads. One
breathes fire, one breathes lightning, and the third breathes frost. Its
iridescent green scales are impervious to most weapons, and its wings seem
to blot out the sky when the Overlord flies out over the city on its back. The
Great Dragon sleeps for long periods of time, woken only to serve the whim
of the Overlord.
The Shadow Dragon is a terror of the undercity. Only forty feet long, the
Shadow Dragon is a master of darkness and a necromancer of no small
ability. Ruthless and spiteful toward humans, the Shadow Dragon is an
enemy of Vog-Mur and maintains his own undead fortress below he city,
from which he preys upon the living and amuses himself by he suffering he
causes.
Dromians
AC: 9 (10), HD 1, Attacks: dagger 1d6-1, Move: 12, HDE 1
Standing about three feet tall, these reed-like, insectoid creatures walk
on two legs and have "arms" ending in hands with three prehensile "fingers"
evenly spaced around the ends of their arms. They are strong as a full-grown
man, have leathery grey carapaces, and have expressionless heads with
multi-faceted eyes, long antennae, and a tentacular proboscis that they use
to eat nectar and pulped fruit. Dromians seem to communicate through a
series of clicks, chirps, and musky scents, though hey also seem to
understand human speech. They dress in conical hooded robes, and serve
the Overlord of Zamora as quiet, cold and dedicated laborers who maintain
the city and the tunnels under it.
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Girallon
AC: 6 (13), HD: 4+1, Attacks: claws d6+2, Move: 12/ 6 climb, HDE 5
Four-armed white apes, the Girallon is a carnivorous Athanoran gorilla,
a brutal and cunning predator, often found in both the fungus forests of the
world and in the ruins of ancient cities.
Hssu
AC: 5 (14), HD 5+5, Attacks: tentacles 1d6, Special: chemical attacks,
Move 9, HDE 6. The Hssu exude several chemicals in a 10 foot radius that
they are immune to. This can cause any one of three effects: charm person,
cause fear, do 2d6 poison damage. Any chemical could be used at will.
The Hssu are desert traders who travel beyond the land of the Five
Kingdoms. They trade in the drug sharru, an opiate-like substance known for
both its addictiveness and its tendency to cause strange, vivid, and prophetic
dreams. The Hssu are alien creatures, with conical bodies ending in four
thick tentacles. The top of their cone ends in four eyestalks and four
trumpet-like ears. They have four prehensile tentacles mid-way through their
bodies that end in mouths with two long "lips" that can be used to hold and
manipulate items. The Hssu speak through their tentacular mouths, and
speak the common tongue as well as their own. They are not expressive,
and are treated with some trepidation by humans, though they are welcome
by anyone seek sharru.
Iguanodon
AC: 6 (13), HD: 4, Attacks: "thumb" spikes bite 1d6-1, Move: 12, HDE 4.
Bulky 20 foot long herbivores with bill-like mouths, iguanodons
generally move as quadrupeds, feeding on the great beds of lichen on the
former sea-beds of Athanor, but can run as bipeds. They are notable for their
thumb spikes, which they use as defensive weapons. While packs of these
creatures live in the wild, they are also kept as domestic animals to serve as
food and mounts.
Mal’akkan
AC: 7 [12], HD: 2, Attacks: scimitar (1d6), Special: spines, plant body,
Move: 12, HDE: 3
The cactus-men of the five kingdoms are notable traders and warriors.
Their spines cause 1 point of damage to any creature that bites or grapples
them, or adds one point to damage in unarmed combat. Their plant bodies
give them +2 to saves vs. poison, and cause them to take minimal damage
from blunt or piercing weapons.
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Manananggal
AC: 6 (13), HD 5, Attacks: bite 1d6, Special: blood drain, horrifying vision,
spell-like abilities, undead. Move: 12 flying, HDE 6.When a Manananggal
strikes, it automatically attaches to a victim and does 1d6 damage each
round automatically, draining a victim of blood and life. When first seen, so
horrifying that all who view it must save or be frozen in fear for 1d3 rounds.
May cast charm person and hold person at will. Immune to charm and sleep
spells.
An Athanoran vampire, the Manananggal is an undead creation of Vog-
Mur. They are free-willed undead who look like beautiful women. When
they feed, their heads and internal organs detach, allowing them to fly while
leaving their bodies behind while they feed.
Mechanisms
Ancient machine servants, guardians, and warriors, mechanisms still
stand watch in some areas of Athanor, or are controlled by individuals who
have found ways to master Ancient technology.
Osquip
AC: 7 (12), HD: 1+1, Attacks: bite d6+1, Move: 12/1 burrow, HDE 1
The six-legged Athanoran rat is a common pest. Its large, spade-like
teeth inflict wicked injuries.
Pachycephalosaurus
AC: 6 (13), HD: 4, Attacks: head butt 1d6+1, Move: 12, HDE 4
Bipedal herbivores with thick skulls that stand about 15 feet long,
pachycephalosaurus are ill-tempered pack creatures that use their thick
bony skulls to head butt their enemies. Pachycephalosaurus do 2d6+2
damage if they are charging. These creatures are sometimes domesticated as
riding animals.
Parasaurolophus
AC: 7 (12), HD: 4+1, Attacks: slam 1d6, Move: 18, HDE 5,
22
30 foot long herbivores with bill-like mouths, parasaurolophus generally
move as quadrupeds, feeding on the great beds of lichen on the former sea-
beds of Athanor, but can run as bipeds. Long, hollow crests atop their heads
are used to make loud, sonorous noises to communicate over long
distances. While packs of these creatures live in the wild, they are also kept
as domestic animals to serve as food and mounts.
Pteranodon
AC: 7 (12), HD: 3, Attacks: bite 1d6-1, Move: 6/fly 24, HDE 3
These flying predators lair in high places and feed on small arthropods,
dinosaurs, and osquips. They are sometimes used as mounts, but are notably
difficult to domesticate and train.
Rathaga
AC: 4 (15), HD: 4, Attacks: claws 1d6, Special: decapitation, undead,
Move: 9, HDE 5. On a natural attack roll of 20, the Rathaga bites off his
opponent's head: save or die from decapitation. A save allows the victim to
take 2d6 damage instead.
Rathaga are 12 foot tall skeletal creatures made by Vog-Mur from the
bones of several humans. They are silent, mindless brutes, but their coming
is marked by the smell of spices and a chill in the air.
Rhamphorynchus
AC: 8 (11), HD: 1-1, Attacks: bite 1d6-2, Move: 3/fly 18, HDE less than 1
Small, colorful, feathered, bird-like reptiles, these creatures are
sometimes kept as pets, and are common creatures throughout Athanor.
Shadim
AC: 6 (13), HD: 2, Attacks: claw 1d6, Special: Paralysis, Move 9, HDE 3.
Any hit from a Shadim will paralyze a target for 3d6 rounds.
The shadim are undead creations of Vog-Mur the Necromancer. They
appear to be animated human corpses split in half from crown to crotch,
with just one half of a body. They hop on one leg and strike with their one
yellowed claw-like hand. They stink of raw meat and decay, and crave flesh
to feed their severed bodies.
Stegosaurus
AC: 5 (14), HD: 7+3, Attacks: Tail swipe 1d6+1, Move: 12, HDE 8.
Cantankerous herbivores, these creatures are about 30 feet long, with a
double row of huge, bony spikes along their backs and a great, spiked tail.
They are not particularly bright, but are hardy fighters when threatened.
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Stirge
AC: 8 (11), HD: 1+1, Attacks: bite 1/2d6, Move: 3/18 fly, HDE 2.
The Athanoran bat is an odd mix of bat, bird, and insect. Stirges live in
flocks and feed on blood. They attack with a +2 on the attack roll and do
1/2d6 damage per round until they have drained 12 hit points of blood, then
they fly away bloated with blood.
Throon
AC: 6 [13], HD: 2, Attacks: battleaxe (1d6), Special: Plant Bodies; Move:
12, HDE: 3
The barbarian throon are ochre-colored, seven-foot-tall sentient fungi.
Their plant bodies give them +2 to saves vs. poison, and cause them to take
minimal damage from blunt or piercing weapons. They often ride dinosaurs
into combat, and wield huge axes.
Triceratops
AC: 4 (15), HD: 8+2, Attacks: gore 2d6, Move: 12, HDE 9.
These huge quadrupeds have frilled bony crests and three great horns
on their heads. 30 feet long and bulky, and standing about 10 feet tall, these
creatures can build great momentum on a charge. These herbivores live in
great packs on the plains. When charging, they do 4d6 damage.
Tunnel Stalker
AC: 7 (12), HD 3, Attacks: Tentacles (1d6), Move 12, HDE 4. Special:
Toxin (save or paralyzed 1d6 rounds), Surprise on 1-5, 1/2 damage from
blunt weapons.
The Tunnel Stalker is a man-sized gastropod, silent and swift-moving,
that is a danger of the undercity. The slug-like creature has a thick, slimy,
rubbery hide, and at one end of its body is a mass of tentacles, two of which
can extend to a length of nearly ten feet. These long hunting tentacles end in
a mass of barbed stingers that inject a powerful neurotoxin that paralyzes a
foe and causes burning pain and can, over time and multiple doses, slowly
digest tissue into a soft, pulpy mass for the Tunnel Stalker to devour.
The Tunnel Stalker's thick skin is filled with chromatophores, allowing it
to easily camouflage itself against its surroundings, and its nature allows
silent movement. The creature may climb walls and ceilings, and often
attacks from ambush.
Tunnel Stalkers are cowardly with animal instinct but great cunning.
They tend to attack lone prey, stragglers, sleeping victims, or other easy
prey. They avoid fire, electricity or other similar dangers.
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Tyrannosaurus
AC: 6 [13], HD: 8+1, Attacks: bite 2d6, Move: 18, HDE 5.
The terrors of the wilds, tyrannosaurs are 40 feet long and 10-15 feet tall
at the hip. Their huge heads are filled with sharp teeth. They travel in groups
of one to three and are deadly hunters.
Umbran
AC: 4 (15), HD 4, Attacks: Claws 1d6+2, move: 12, Climb 12, Jump 6,
Special: Invisible at will., HDE 5.
Umbrans were agents of the ancient Empire of Ylum, enforcers of their
will, spies, and assassins of the first order. Arcane constructs, these things
look like a mix of spider and mantis with cold, featureless faces and long,
hooked forelimbs. They can climb walls, move silently, and survive in
nearly any climate.
They may turn invisible at will, and usually move about invisibly. They
communicate with each other telepathically, though they may communicate
is a low chatter that sounds like whispered clicks when they wish to
communicate with their masters.
The Umbrans that survive do so either as guardians of the secrets of
Ylum or as agents of long-lost schemes to revive the Witch-Kings.
Vat Men
AC: 4 (15), HD 4, Attacks: sword 1d6+1, Special: regeneration, Move 9,
HDE . Vat Men will regenerate fully any round that they have not been
reduced to 0 hit points or fewer.
The Vat Men are constructs of Vog-Mur the Necromancer, made in his
laboratories deep below the city. The Vat Men regenerate at a frightful rate,
are physically superior to ordinary men, and have great muscular frames.
Their faces, however, have small, close-set eyes, a mouth frozen in a
perpetual smile, and upturned noses. They seem strange caricatures of
humanity, and fight without fear or hesitation.
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Treasures of the Ancients
26
disappear if he or she keeps the closed and the hood pulled down. This is
equivalent to the effect of the Invisibility II spell. This has a duration of
2d6+8 rounds. Once the effect ends, the cloak needs 1d3 days to recharge.
Laser
Pistols
Laser pistols fire a beam of energy doing great damage. Most do 2d6
damage, have a range of 150 feet, a rate of fire of 2, and can fire 20 shots
from an oricalchum cell. Building a new cell requires knowledge of making
a cell, but is possible using fresh orichalcum ore and a laboratory. This takes
1 week and 150 GP of materials per cell.
Needlers
Needlers are carbines that fire poison needles soundlessly using a
magnetic field. Typical needler poison either causes a target to save or sleep
for 1d6x10 minutes or cause a target to take 2d6 damage or save for half
damage, though other poisons may be used. Needlers have a range of 100
feet, a rate of fire of 2, and can fire 30 shots. Reloading requires both a new
oricalchum battery and a magazine full of poisoned needles. Building a new
cell requires knowledge of making a cell, but is possible using fresh
orichalcum ore and a laboratory. This takes 1 week and 150 GP of materials
per cell. Needles cost 3 GP to have custom made, plus the cost of poison
(typically another 90 GP or more)
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The
Orb
of
Sorrows
The Orb is a simple white orb, the size of a fist, with a single button.
Depressing the button causes the Orb to whir. The orb will begin to hover,
though it can be thrown to a point where it will begin its work. The orb
hovers about five feet from the ground, and generates a field of psychic
disturbance. Any sentient or sapient creature in a 30 foot radius will be
overcome with sorrow and dejection. All creatures in the area of effect must
save or be immobilized, wracked with hopelessness and sorrow, until the
orb is deactivated. The Orb will continue to operate for 1d6+2 rounds, then
will deactivate and settle gently to the ground. It cannot be used again for
another 1d3 days.
Pyroclastic
Lance/Firelance
The Firelance is a three-foot long weapon that looks like a truncated
lance with a flared hand guard at one end and a hole at the other. A single
button on the handle triggers the weapon.
The pyroclastic lance fires a cone of superheated plasma with a range of
30 feet spreading at the far end to a width of 30 feet. Any target in the cone
takes 3 dice damage (save for half) and easily ignitable items will catch fire.
A pyroclastic lance has five charges. It can be recharged by placing a
specially-crafted piece of orichalcum crystal in a sealed chamber in the
handle. Such an item will cost 150 GP and take one week for a skilled
crafter to make.
Personal
Shield
The personal shield surrounds the wearer in a protective aura of
shimmering light. The Shield is worn as a belt with a simple switch on the
buckle. Once activated, the shield will absorb up to 30 hit points of
damage, after which the item will deactivate itself to regenerate its circuits.
This takes 12 hours. The shield will run out of power after a total of 1 hour
of use. It can be recharged by placing a specially-crafted piece of
orichalcum crystal in a sealed chamber on the belt. Such an item will cost
150 GP and take one week for a skilled crafter to make.
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beam is reflected away harmlessly, on a 6, the beam is reflected back to the
attacker.
Bound Spirits
Ancient tomes still preserve the secrets of binding extra-dimensional
spirits to magic-users’ service. This art is the true power of magic, and
comes with risks and drawbacks. Ancient books may have rituals for binding
specific spirits, as determined by the GM. These spirits are named, have a
personality, and grant the magic-users powers and potential side effects.
Intelligence: Roll 2d6 + 6
Languages: Spirits speak common plus one additional language for
every point of intelligence above 10.
Element: Spirits are composed of one of the basic elements of the world.
Spirit-marked: A magic-user who has bound a spirit will be marked by
the experience. Depending on the spirit’s elemental nature, the wizard may
have distinctly colored or textured eyes, hair or skin. This is purely cosmetic.
Table 10. Spirit Element
d% Element
01-20 Air
21-40 Earth
41-60 Fire
61-70 Water
71-80 Metal
81-90 Plant/Fungus
91-95 Light
96-00 Darkness
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Table 12. Lesser Powers
d% Power
01-10 Charm Person 1/day
11-20 Crystal Ball 3/day
21-25 Cure Wounds I 3/day
26-35 Inflict Light Wounds 3/day
36-40 Knock 1/day
41-50 Light I or Dark I 1/day
51-60 Move Objects 3/day
61-70 Purify or Putrefy Food and Drink 1/day
71-80 Read Languages 3/day
81-85 Read Magic 3/day
86-90 Speak with Animals 3/day
91-00 Take physical form 1 hour/day; AC 12, HD 2, Move 6
Ego Conflicts: Each spirit will have an ego equal to its intelligence +1 for
every lesser power and +5 for every greater power. The Ego of a magic-user
is equal to the magic-user’s intelligence + charisma + level. If the magic-
user’s current hit points are at half or less of their usual maximum, the
magic-user suffers a -5 penalty to his or her Ego. If the spirit’s ego is greater
than the magic-user’s, the spirit may dominate the magic-user, forcing the
character to act in accordance to the spirit’s wishes until the magic-user’s
ego increases or the spirit is banished or appeased.
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Underworld & Wilderness Adventures
Random Encounter Tables
Table 14. Ancient Seabeds
2d6 Result
2 1-2 Tyrannnosaurus
3 1-3 Allosaurus
4 2d6 Parasaurolophus
5 3d6 Compsognathus
6 3d6 Throon Raiders on Pachycephalosauruses
7 2d6 Brachiosaurus
8 2d6 Iguanadons or Pachycephalosauruses
9 1d6 Deinonychus
10 1d6 Ankylosaurus
11 1-6 Stegosaurus
12 1-4 Triceratops
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Table 17. Forest
2d6 Result
2 6d6 Mutant Bandits
3 1d2 Giant Centipedes (Large)
4 1d2 Anhkhegs
5 1d66 Girallon
6 2d6 Giant Centipedes (medium)
7 2d6 Compsognathus
8 2d6 Osquips
9 1 Forester
10 2d6 Stirges
11 1d3 Giant Spiders
12 1 Ochre Jelly
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Table 20. Swamp
2d6 Result
2 1d3 Ochre Jellies
3 1d6 Throon with 1d2 Deinonychus pets
4 1d2 Giant Wasps
5 1d6 Air Jellies
6 1d6 Stirges
7 3d6 Osquips
8 2d6 Giant Centipedes (medium)
9 1d6 Giant Spiders
10 1d4 Giant Centipedes (large
11 2d4 Ghul warriors
12 2d4 Deinonychus
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Table 23. The Zamoran Barrens
2d6 Result
2 1d4 Vat Men on patrol
3 2d6 Dromians
4 1d6 Stirges
5 1d6 Mutants
6 1d6 Beggars
7 1d6 Osquips
8 1d6 Bandits
9 1d6 Giant Centipedes, small
10 1 Hssu and 1d6 human servants
11 2d6 Soldiers on patrol
12 1 Amara
34
The World of Athanor
The broad plains of Athanor are covered with a thick, spongy, ochre
colored lichen. While this is hard to cut or burn, it is a common source of
nutrition for the herbivores of Athanor.
Some areas of Athanor are covered with stands or even forests of huge
fungi, some 20, 30 or more feet tall. These fungi are often orange, red,
brown or violet, have hard silicate endostructures, and noxious or even
toxic spores that kill most non-arthropod life forms. Few venture into the
fungal forests as a result, and some consider them a blight to be purged or
contained with fire.
A few areas are covered with tall, reddish trees, though most of these
are cultivated orchards in civilized lands. These trees often have deep red,
magenta or even violet leaves. Wild groves are often home to dangerous
plants such as strangle-vine or great carnivorous plants.
Climate
Athanor's red sun hangs over an arid land where most of the world's
oceans and seas have retreated or disappeared completely. The land is
covered in dry plains or deserts. Where great cities once stood explorers find
the ruins of the world's faded glory.
Calendar
Two moons hang over the dusty land, the swift-moving Selune and her
larger sister Miera, making most nights bright. The phases of Selune mark
the seven days of the week: Sunday, Moonday, Stoneday, Waterday,
Windsday, Fireday, and Godsday. The fourteen-week cycles of Miera mark
the three seasons: Storm, Earth, and Fire.
Technology
Technology in Athanor is somewhere between around the late Age of
Sail, with printing presses, simple optics, muzzle-loading firearms, crude
germ theory, and crude steam technology. In addition, rare advanced
technological items exist, too.
The metal orichalcum is refined as a salt to use in firearms, used to make
the gas provides fills the lift tanks of Athanor’s airships‚ expensive and rare
lighter-than-air craft that provide some of the trade between the great cities.
Travel
Overland travel usually involves riding on parasauralophus. These
dinosaurs can carry two riders and gear or four riders without gear. Some
35
travel may be done on howdahs atop triceratops. Rarely, brachiosaurus are
tamed and used as beasts of burden or to bear great howdahs. But the fastest
long-distance travel comes in the form of airships, held aloft by orichalcum
gas and propelled through the use of sails or steam engines. Airships are the
key to naval power, but are expensive enough that trade still depends on
overland travel.
History
Long ago, Athanor was a watery world, dotted with small islands. The
Ancients came to Athanor from a distant star, seeking a new home. The
world they found was intially a great hope to them, and a source of precious
water and life. But then they encountered something below, an ancient
lurking malevolence, completely alien, that sought to usurp the invaders.
Humanity struggled valiantly and won out, and the Blue Age that began in
strife ended in prosperity.
As the seas retreated and the great Atmosphere Plants of the ancients
reshaped the planet, the continents and lands emerged from the sea. Forests
were planted and the great domed cities were founded across the land. The
Ancients were prosperous, and learned to harness the materials and energies
of the land. The Four Great Nations ruled in those days: the Empire of
Aquila, the Theocracy of Turan, the Saal'Kesh confederation and the Witch-
Kings of Ylum. While they ruled at first in peace, the four nations began to
war with each other increasingly. The Green Age began in peace, but ended
in warfare.
Terrible lances of fire, flying chariots, and towering War Gods were
engaged in a war that scorched the earth and the seas, poisoned the air, and
laid waste across all of Athanor. Some humans were reduced to barbarism,
others called forth terrible magical powers, and pacts were made with things
from the Great Beyond. All of civilization fell, and the voices of men from
the stars beyond were never hear again.
It has been centuries, and what can survive has. The domed cities are
abandoned or live as shadows of the past. Only five civilized nations
survive, and most of the world is a wasteland. Most of the ways and history
of the past are forgotten, and humanity survives as it must, on scraps of
faded glory.
Religion
The people of Zamora worship the 6 Lords of Chaos and the 3 Lords of
Law. Note, however, that Gods of Athanor are not common forces in the
lives of the people of Athanor, as gods are often are in role-playing games.
The gods do not grant magical power. Some gods are fictional or
36
misinterpretations of historical figures. Others are powerful beings of
supernatural power, but are not truly divine. Religion on Athanor is just
another institution, corrupt and troublesome as any other.
37
spiritual enlightenment on the nture of the universe. The Malkuti teach the
value of keeping the mind focused on the Word and the Way, of studying
and interpreing the Holy Word for insights into the world at large, and of
properly educating the faithful.
The priests and priestesses of Malkut swear vows of poverty. They focus
on developing a demeanor that is detached, thoughtful, and driven by
philosophical and intellectual devotion to the holy teachings of the Gods of
Law. They are builders of schools and libraries, and use teaching as a form
of missionary work.
They teach the values of self-reflection, self-discipline, prayer, service,
and obedience to the Way of Malkut. Their teaching and spiritual work
focus on mental discipline, devotion of religious study, and finding ways to
unite the Word with the World.
The Church of Malkut controls most of the large collections of books and
scholarship extant in the Five Kingdoms, including carefully guarded
libraries of forbidden lore. They are always seeking ways to gain more
knowledge, translate Ancient books, and learn more of the history and
science of the past.
38
behavior. While the churches of Law are socially sanctioned,
institutionalized, and tied to the greater social order, the churches of Chaos
present themselves as counter-cultural or revolutionary, even if this is only
marginally true. There are dozens of Churches of Chaos, but in Zamora, six
churches are currently active.
39
and anarchists, who practice their worship in the Undercity. Checkah
followers believe that they can show their beliefs best through committing
memorable crimes, practical jokes, or acts of sabotage that will make them
legendary in renown. His followers have no church as such, but gather as
cells to share tales, conspire together, and add adventure to the world.
Languages
There are ten contemporary languages used in Athanor:
40
• Duma
• Ghul (no written script)
• Hssu
• Khitai
• Mal'Akkan
• Throon (no written script)
• Zamoran
There are four ancient languages, remembered only as scripts and used
primarily by scholars:
• Aquilan
• Saal'Keshi
• Turanian
• Ylumi
41
The City-State of Zamora
Zamora was a great, domed City of the Ancients. Made of huge stone
slabs, the city's great dome is cracked, and much of the city now lies in
ruins — an area now called the Barrens. The remaining elements of the city
are centered on The Plaza, where the Tower of the Overlord forms the
center of government, and where the Great Market is open to all. Most of its
technological marvels are broken, raided, or forgotten, and what few remain
tend to be in the hands of powers like the Overlord, Vog-Mur, or the Great
Houses, or the Guilds.
A Sketch-map of Zamora
The populated parts of the city are divided into four quarters: the
Merchant Quarter, which is the largest portion of the city, dominated by the
Consortium of Guilds; the Gold Quarter, which is home to the wealthy and
powerful members of the Five Families of powerful merchants, the Tower
Quarter, which is dominated by the Tower of Wizards and their great
University; and the Shadow Quarter, ruled by powerful criminal elements.
Sewers and ancient ruins riddle the ground beneath the city, and several
powerful factions seek to control much of the city. The Overlord stays in
42
control by pitting factions against each other, and by controlling a small,
loyal, and dangerous secret police force.
43
• The Silver Horn (Merchant Quarter): A pale imitation of the Gold Chalice,
the Silver Horn is a safe, boring, and respectable inn for the safe, boring
and respectable.
• The Temple (Merchant Quarter): A low-class tavern across from the
Feathered Serpent. Its customers are laborers and traders who live
ordinary and hard lives, and need a drink now and then. Regulars can tell
their spouses that they need go to the Temple and slip out for a drink.
• House Amador: known for fashion, dances, dueling, and social gatherings.
• House Buñuel: known for its artists and musicians.
• House Guzman: known for banking and ties to the Trade Guilds
• House Lucero: known for its connections to the Three Churches of Law.
• House Nuñez: known for skill in intrigue, assassination, and its
connections to the Six Churches of Chaos.
• House Soriano: known for its connection to scholars.
The
Sisters
The Sisters are a guild of assassins known for their ruthlessness,
effectiveness, professionalism, and high cost. If someone hires a Sister, then
they mean business. All Sisters are also adepts of some sort, whether they
are rogues or magic-users, and use that to their advantage. The Sisters tend
toward a mix of surprise, stealth, disguise, magic, poison, seduction, and
ruthless disregard for collateral damage. An attack by a Sister leaves an
44
impression. The sisters arrive silently and make sure their victim is killed
decisively and brutally.
Masks
As a result of years of vendettas and assassinations, masks have become
a fashion statement among the wealthy and powerful, particularly the Great
Families. Each family has a specific theme to their masks, though individuals
have very personalized masks, usually decorated in a way to show their
wealth, power and prestige. The themes, by House:
Criminals and members of illegal cults also wear masks, but these are
typically not individualized, serving instead to keep the wearer anonymous.
These masks are worn in commission of crime, in cult rituals, or in field
missions.
The
Undercity
The Undercity is a warren of tunnels, rooms, ruined buildings, and
ancient catacombs under the city of Zamora. Most of these date back
centuries, even predating the foundation of Zamora. Over time, it has
become home to a number of unsavory elements, from vermin and pests to
bandits, cultists, and undead horrors. Sections of the Undercity have
45
become notorious. Vog-Mur the Necromancer, for instance, has claimed a
portion of the Undercity for his vaults, Flesh Vats and Clone Tanks.
Portions of the undercity are filled with machinery that process waste
and atmospheric moisture into drinkable water for the city and help
maintain clean air under the cracked dome. These areas are maintained by
an army of Dromeans and patrolled by elite troops of the emperor's Vat
Men. Other portions are part of an underground culture of the poor and
outcast. Still others are overrun by fungi and slimes.
Those unfamiliar with the Undercity will find it to be a maze. Certainly,
its warrens are complex and filled with danger, and few but the desperate or
foolish will merely wander through it.
Mother
Grubb’s
Mother Grubb's, just on the southeastern edge of the Plaza, is a popular
eatery and tavern among the poor of Zamora. The place serves a wide
variety of meal beetles and meal beetle grubs – roasted, stewed, fried,
baked, boiled — all served by a staff of dromian workers for Mother Grubb,
a chubby, brick-red matronly woman. Mother Grubb is loud, boisterous and
friendly, and her establishment is a respectable place, even if it is filled with
the poor and out-of-sorts.
Señor
Esparza
Señor Esparza is Vog-Mur's representative at the Grand Market. He
provides sales and support for the Clone Pits. If you want someone brought
back from the dead from even a small portion of themselves, if you want a
duplicate, no questions asked, you just need 1000 gold and a pound of flesh
(literally) and you, too, can have a clone. Certain restrictions apply.
Señor Esparza is bald, with exaggeratedly broad shoulders, beady eyes,
an upturned nose, and a constant smile. Any familiar with the Vat Men will
know that Esparza is one of these synthetic creatures. However, unlike the
majority of the Vat Men, Esparza talks, and does so quite eloquently. This
does not diminish the feeling of wrongness he gives off — rather, it seems to
enhance it. As does his dress. He wears a crisp, white linen shirt, a narrow
black tie, a brocade waistcoat and expensive black breeches and jacket. A
black top hat tops his bald head, and black lizard-skin shoes cover his feet,
topped by white spats. He carries a silver-tipped cane at all times, and
carries a pocket watch on a silver chain.
The
Surgeon
In the Plaza, he's called The Surgeon, The Alemanian, and The Fixer.
His actual name is Deidrich Todenkopf. He dresses an ill-fitting black suit
46
with a red velvet waitscoat, a shiny gold pocket watch, and a stained and
ancient lab coat. He wears a device riveted into his left temple that includes
armatures with a variety of lenses he can move into a mix of combinations
as he looks at objects and surgeries. He moves with a strange, spidery graces
and speaks with an almost alien dispassion. His insectoid face is almost
impossible to read.
The Surgeon is a skilled physician, but his other services are the ones
that make him notable and notorious. The rumor is that the Surgeon is
skilled in advanced Alemanian medicine, and is able to perform certain
enhancements for customers, giving them strange, even superhuman
abilities. If it is true, his clients seem to keep their changes covert, since such
abilities don't seem to appear where others can see them.
The Surgeon is obsessed with talking about his theory of
Transhumanism, that beings can transcend their mortality to a state of
physical, mental, and moral transcendence in which they are no longer
bound by primitive physical, mental, and moral boundaries. He often rants
about such things in detail.
The Surgeon is served by a hunchbacked Alemanian dwarf named
Einhardt. Einhardt speaks little, is immensely strong, and deeply loyal.
47
resources for profit. He isn't malicious— he just doesn't really see humans
as really equal to Hssu.
The
Overlord
The Overlord, whose name is lost in obscurity, has been ruler over
Zamora for at least five decades. Legend says that he was an adventurer who
returned to the city from the wastes dressed in magical golden armor which
made him invulnerable and gave him mastery over lightning and fire. He
brought order to the chaos of the ruined city, rebuilt its core, created
alliances with powerful factions in and below the city, while promoting
minor conflicts between others to create a city where powers were balanced
against each other and the Overlord's might proved to be greatest.
The Overlord tends to delegate authority to a vast bureaucracy of petty
officials, served by Dromian runners and workers, and guarded by his Vat
Men who act as his personal guard and retinue. His spies are trained
doppelgangers bred by Vog-Mur in his clone pits.
Many of the Overlord's actions seem mad, random, or inscrutable,
though few would say that to him directly. His rule is one of fear and mostly
benign dictatorship.
No one has seen the Overlord's face. His "children" appear to be cloned
or engineered in the Flesh Vats of Vog-Mur, and tend to be strange
aberrations engineered for decadence and degeneracy. Most of these
children have set up palaces in the wastes of the city or in the underworld,
and have little to do with the others, merely entertaining themselves in their
palaces. The Overlord seems to have no concerns regarding them, and they
have no influence with him, though many seek their favor as powerful
entities.
48
harpies made for her by The Surgeon act as her servants. It is rumored that
she catches and hunts men with her harpies in the tunnels below her palace.
49
Vog-Mur is clever, cunning, and generally willing to parley with
anyone. But he tends to make deals with cunning and forethought, so parley
with the necromancer may not be the blessing it seems to be at first.
50
savior will need to overcome terrible monsters, but will inherit the
treasures of her kingdom and her hand in marriage.
11. A Khitai wizard is granting wishes to anyone in exchange a trinket of
great personal worth to wish-maker.
12. The priests of Malkut the Scholar are hiring adventurers to travel to a
ruin to the east and recover a set of ancient tablets. They warn that the
ruins are overrun by girallons and the tablets themselves are said to be
guarded by Ancient traps and mechanical guardians.
51
Table 26. Chart A: The Villain(s)
d10 Result
1 Cowardly and Treacherous Noble
2 Cunning Scion of a Dead/Dying Race
3 Cold and Amoral Alien Scientist
4 Heartless Assassin
5 Rival
6 Bounty Hunter
7 Slavers
8 Pirates
9 Bandits
10 Cultists
52
Table 29. Chart D: Plot Devices and Maguffins
d10 Result
1 Ancient Weapon of Vast Power
2 Terrible Monster from the Dim Past
3 Advanced Power Source
4 Terraforming Device
5 Last Scion of an Ancient Race
6 Device that Will Make the User a (Near-)God
7 Mind Control Device
8 Army of Robots
9 Library of Lost Knowledge
10 Still Functioning Computer/AI/disembodied brain(s)
53
Zamora Map and Key
54
These notes are intentionally sketchy, and serve as a
starting point for the Referee. The format of these
harkens back to the old Judges’ Guild Wilderlands
maps, and I have included notes only a fraction of the
hexes on the map, also much like the old Wilderlands
supplements, leaving room for the Referee to change
or add details for his or her own campaign.
Hex Notes
02.03 An oasis in this area supports a small area of fungi, teeming with
lizards and insect life, but otherwise unoccupied. A set of ruined
huts, long uninhabited, lies on the edges of the oasis. The ghosts of
villagers who were killed by ghuls haunt the place.
03.06 A large mechanism is asleep in a cave here. If activated, it awaits
instructions. There is always a 1 in 6 chance when it is given an
order it will go berserk and attack its now-former master.
03.14 A village of 4d6 Hssu and their 2d6 human slaves (of various hues,
mostly Zamoran, obtained legally in Zamora.) They have an
orichalcum mine and a strange, well-protected machine in the
center of the village.
04.09 A Hssu village of 4d6 individuals dedicated to farming fungi and
trading them in the east.
04.10 A gargantuan spider of quadruple hit dice has built her lair in a
large cavern. She has amassed a treasure worth 10,000gp, though
much of that is in the form of other kinds of treasure— armor,
weapons, technology, and the like.
04.12 An outcropping of meteoric rock is worth 50gp a pound, and can
yield 5d6 pounds of sellable rock. It is also radioactive. Each full
week it is carried, save or gain a mutation: 1-3 minor, 4- major, 5-6
Drawback.
55
05.15 The mountaintop sanctuary of the Monks of the Blue Eye, an ascetic
order of scholar-monks and sorcerers who are ethnically
Alemanian, but reject the values of their kinsmen. They are very
wise in the ways of the world, but wish peace and isolation.
06.03 A huge crater lies at the top of the Broken Mountain, where an
asteroid fell years ago. In the center of the crater is a lump of
priceless starmetal that can be worked ino a magical weapon or suit
of armor. The local wildlife, however, is mutated and hostile….
06.06 A sinkhole in the forest reveals an underground complex of the
Ancients, guarded by technological traps, and robots. A cache of
weapons may be found beyond the guardians.
06.09 30 Zamoran anti-Alemanian guerillas, led by a F3, riding
pachycephalosaurus. They are shabby and demoralized.
06.10 A field of soft, red fungi is delicious, thirst quenching, and will
cause those imbibing to save vs. it toxins or hallucinate for 1d6
hours with terrifying, seemingly real visions that leave them unable
to do anything but writhe on the ground the whole time. There is
enough fruit for 1d6 people to eat, and it will take 3 months for
more mushrooms to grow.
06.12 The Atmosphere Plant here is guarded by 4 large mechanisms, in
good repair.
06.14 The lair of the dashing sky pirate Antonio Salazar, R6. His crew of
20 Zamorans, 2 Alemanians, 4 ghuls and a Hssu fly the airship
Ruthless. His hold has 4 riding pteranodons and his ship is armed
with cannons.
07.05 A pair of giant slugs is mating under the canopy here.
07.08 A village of 20 Alemanians lives here, under the leadership of Klaus
Teuber, F5, who teaches a simple life free of laws, technology, and
inferior non-Alemanians.
07.12 The Alemanian Agricultural Collective, automated and staffed by 5
Ancient robots, 100 alemanian workers, 20 warriors, and
commanded by commander Helmut Stern, F3.
07.16 The basalt citadel of the undead wizardess Zalka Zan, whose
garrison of zombies and skeletons protects his vast library. She
knows and hates Vog-Mur, but focuses mostly on two goals: finding
56
the reincarnation of her lost love Kemel Khur, and finding a way to
live again once she finds her love.
07.40 Utterly crushed beneath its collapsed dome, only the undercity of
Samru remains. The surviving tunnels are overrun with fungi,
slimes, jellies, and the like. Amidst this lives the sorcerer Loigor the
Slimemaster, who has created an army of slime and fungus
creatures to serve him, including humanoid myconids who are his
loyal servants. His treasure-trove is vast, but well guarded.
08.05 A tall, fleshy fungus “tree” is delicious, thirst-quenching, and will
heal 1d4 hit points of injury once per day. There is enough flesh for
1d6 people to eat, and it will take 3 months for the mushroom to
regenerate.
08.09 A logging village of 30 Alemanian workers, 30 captured labor
slaves, 20 F1 guards, 2 F2 sergeants, and a F4 lieutenant. All guards
are armed with firearms, except the lieutenant who has a 10-shot
laser pistol, range 500, ROF 2, 2d6 damage. He has a spare
orichalcum cell.
08.17 A mound of ash turns out to be an Ancient Bunker, guarded by 3
medium mechanisms. Inside are a cache of Ancient books worth
3000 gold and a laser pistol (range 500, rof 2, damage 1d6+6, can
hold 20 charges, but is depeleted and needs a new orichalcum cell)
09.04 A group of 3d6 Ghul Raiders on Deinonychus mounts, led by a
Fighter 4 leader armed with a laser pistol. Laser pistol: 2d6 damage,
range 500ft, rate of fire 2, holds up to 20 charges on a full
orichalcum cell. Only has 8 shots remaining.
09.09 A logging village of 30 Alemanian workers, 30 captured labor
slaves, 20 F1 guards, 2 F2 sergeants, and a F4 lieutenant. All are
armed with firearms, except the lieutenant who has a 10-shot laser
pistol, range 500, ROF 2, 2d6 damage. He has a spare orichalcum
cell.
10.06 The ruins of a former village have become the home to 2d6
girallons.
10.09 Alemanian dissidents are trying to block the canal feeding the city.
The group of 20 dissidents is dedicated to overthrowing their
government, but are poorly equipped, poorly organized, and very
unpopular at home.
57
11.10 Alemanian Agricultural Collective, a factory fungus farm run by 50
Alemanian workers served by 10 robots. They are guarded by 20
soldiers, 2 F2 sergeants, and a F4 lieutenant.
11.17 There is a 25% of an avalanche of ash either blocking the party’s
path or sweeping them off their path.
12.03 This Atmosphere Plant is infested with oozes, who have not yet
damaged the system.
12.07 A tribe of particularly bloodthirsty Throon, the Jagged Blades, ride
through the area on iguandons. There are 3d6 riders in any given
group.
12.09 The Alemanian First Company has recently seized this Atmosphere
Plant. 100 warriors, 4 sergeants F2, 2 lieutenants F4, 1 captain F7.
All armed with rifle, short sword, bayonet. Captain also has 4
trained ankhegs under his control.
12.10 The remnants of a Zamoran caravan can be found here, the
dinosaurs slain, the bodies of guards left behind, but the people
taken away. 6d6x100 gp in trade goods can be found here,
untouched though any foodstuffs have been eaten by scavengers. A
trio of allosauruses are feeding on the bodies.
12.16 Amra appears to be a shining domed city still as glorious as ever. In
truth, it is maintained by the power of the scientist Naram the
Golden, who found a powerful machine in the heart of the city. His
ancient, dessicated body creates realistic illusions of the populated
city in its glory, though the people are eerily the same, and the
lonely old man traps visitors just to have others to talk to.
13.05 A Throon tribe has settled a village here around their elders. 30
Throon led by a F4.
13.07 A cyclopean stone statue of a squat, squamous, rugose batrachian
humanoid creature, cast in a marbled green and pitted rock, its face
a great maw with bulbous eyes, with great sideways-pointed ears, a
ragged hole for a nose, and a broad, toothsome maw splitting the
lower half of its face. Its great clawed toes drape over the stone
footing of the statue, and its great clawed hands hold a stone bowl,
empty now but stained with brownish dried ichor. Eldritch symbols
cover the bowl in an unreadable script. The statue makes people
uneasy, but is otherwise unremarkable.
58
13.09 An armed Alemanian camp is capturing travelers and using them for
medical experiments. There are 50 prisoners, 70 guards, and 30
scientists here, led by Doktor Todenkopf, MU 6, who has 4 F3
guards and Lieutenant Mueller, a F5.
13.11 The small farming village of Morilla provides much of the food that
Zamora uses each day. Morilla hires a large number of mercenaries
to defend the village from Throon and Alemanian raiders.
14.01 A group off 3 Hssu merchants on a triceratops is lost in this hex and
looking for a way back to civilization.
14.06 The obsidian tower of Fernando Montenegro, MU 10. A stone
golem, 10 F2 guards, and 12 medium mechanisms guard this tower.
Fernando spends his time studying, and hates disruptions.
14.09 A small Zamoran farming village, hidden behind a stone wall. Las
Piedras is led by a F4.
14.14 The Khalid clan of Mal’akkan warriors guards this Atmosphere
Plant. 40 Mal’akkan warriors, 4 F2 sergeants, 1 F6 captain, 1 MU 4
vizier.
15.02 A long-forgotten Ancient city barely peaks its remnants out of the
sand, but under the city ruins and tunnels survive. Here, two
warring factions rule the underground ruins, fighting in its streets
and under the city, believing the world outside is dead. These two
factions, the skull-masked Mictli and the animal-masked Azca, have
been locked in battle since the days of the Ancients, seeking control
of the Atmosphere and Food generators in the city, which are
guarded by iron golems. Both factions speak a version of ancient
Aquilan. Under the city are riches in terms of gold, silver, and
magical items, but getting past the warring factions will be a
challenge.
16.17 A great metal circle stands upright here atop a short set of steps.
Next to it is a small pedestal with a circular set of tiles on it. Neither
the circle nor the pedestal seem to do anything.
17.02 Ochaga fell because of its experiments in science. Little lives here
but osquips and the terror of Shakru, an 20 foot tall armored brute,
oozing dripping ichor between its armored plates, with arms ending
in large pincers. AC 4 [15]; Hit Dice 8; Attacks: Claws (2d6+2);
Special: tail (special attack 1d6 to rear), confusion; Move: 14,
tunnel 4; HDE/XP: 9/1100. Has glowing eyes, is covered with
59
oozing sores – ooze causes confusion (save or roll for action (d4): 1
attack nearest creature; 2 stand still doing nothing; 3 run in random
direction; 4 attack friends.)
17.09 A blood-red tyrannosaurus stalks the area, with twice as many hit
dice as usual.
18.06 1d6+2 Allosaurus hunt here. They are severely mutated, with
poison bites (save or 2d6 damage), tentacles for arms, spines along
their back and transparent skin like a ghul. They are particularly
short-tempered and vicious, and even fight amongst each other for
prey. Looking for the source of the mutation will reveal several
leaking stone canisters of glowing green liquid, marked with
wording in ancient Aquilan that read “danger.”
18.07 A group of Zamoran merchants headed toward Khitai riding
parasaurolophus—there are 6 beasts, 2 merchants, and 4 guards
with 2 pistols each and long lances. They are carrying 2d6 x 500
gold and are intent on trading for spices and silk.
18.08 The picked-over remains of a desert caravan is filled with bones and
bleached wood, as well as 5d6x100 gold in treasure.
18.16 The ruins of a spaceship can be found buried in an impact crater
here. Inside it are 3d6 ochre jellies and a device that contains alien
star charts that will be worth a great deal to scholars if anyone can
figure out what it is, how to power it, and how to read it.
19.08 An air jelly mating ground covers a half-mile radius. Thousands of
the creatures form a virtual cloud of deadly jellies.
19.11 The crashed remnants of an airship, recently raided by sky pirates.
There are bodies, but no survivors. 3d6x100 gp worth of mundane
supplies may be salvaged from the airship. The thing is crawling
with compsagnathus and rhamphorhyncus feeding on the bodies.
19.24 A group of 20 khitai bandits led by a F5 commander. The leader,
Shenzai Sheng, has a bounty of 2000gold on his head.
20.13 A clearing that appears to be lichen is really a carnivorous mutated
plant. AC 9 (10), HD 12, Atk tentrils, 2d6, Special: create trapping
barrier of tangling vines 60ft square, save to avoid or escape,
spores—save or sleep 1d3 rounds; Move: 1foot, HDE 13.
20.16 Tunnels under the mountains are home to subterranean bird-men,
and great horrible bird-creatures with arms that end in hooks. These
60
creatures serve terrible creatures that look like brains with long
tentacles and bird-like beaks. There is 500 g.p. worth of treasure,
plus ancient technology in the tunnels, well-guarded by these
monsters.
21.05 An enormous fungal slime slithers through this area: AC 8 (11); HD
15; Attack: pseudopods 2d6; Special: rubbery body: ½ damage
from physical attacks, destroys wood, immune to mental attack;
Move 8, HDE 18.
21.07 An ancient Duma hag has a hut in the forest. She is able to cast a
glamour on herself appearing youthful and beautiful. She will trade
companionship for aid. She is an MU7, and has 1d6 potions for
sale.
21.08 The mall walled Duma village of Warata ekes out an existence
herding iguanadons. Their leader is a MU 4.
21.13 The Glorious Khitai Water Guard protects this Atmosphere Plant.
100 soldiers, 20 sergeants F2, 4 lieutenants F4, 1 captain F6. 40
soldiers mounted on iguanadons and armed with 2 pistols and
sword . 60 soldiers on foot mounted with rifle and sword. Officers
with 2 pistols, sword. All in chain mail.
22.02 An armed battle robot, escaped from T’kudu (24.01), wanders this
area, looking for “enemies.”
22.03 A hermit lives here, Ndege Mato, Rogue 2. He is a trickster, but
generally helpful. His hut is safe and hidden.
22.09 The bones of a whole herd of parasaurolophus litter the ground, as
if the creatures were all slaughtered suddenly and brutally.
23.06 A wild Duma woman, Ushara, R7, has the psychic ability to speak
with and befriend dinosaurs. She lives here free of others, and
desirous of her own privacy.
23.10 The Alemanian female sky-pirate, Melantha Burgos (F8) raids from a
fortified mountaintop lair. Her crew is a hodge-podge of ruthless
raiders attacking from her airship, the Witch’s Blade, and from the
backs of trained pteranodons.
23.15 The terror of the hills is an enormous, four-legged reptilian giant
that speaks, but mostly to parrot its attackers. The thing is territorial
and will not pursue those who flee it: AC 5 (14); HD 8+8; Attack:
61
club or bite 2d6; Special: fear on first seeing—save or flee for 1d4
rounds, regeneration 1 hp/round except by acid; Move 20, HDE 11.
24.01 T’kudu the Iron Wizard is a master of machinery. He has 4 Ancient
robots, an aircar, and several Ancient artifacts at his disposal. He is
served by 20 F2 guards, 4 trained girallons, and his robots. He is
fascinated by the Ancients, and has a great distaste for non-Duma.
24.03 The walled mining village of Ochego supplies Duma with a rich
iron supply. It is heavily guarded by 40 Duma warriors, 4 F4
sergeants, and a F10 commander.
24.13 The Khitai farming collective of the Jade Commander of Sunset is an
efficient and highly rigidly organized village of 100 peasants, 30
soldiers, and a MU 7 magistrate who holds the title of the Jade
Commander of Sunset. He has two personal guards who are F3.
25.04 The heroes are hunted by a large, intelligent snake-like creature
with an armored head with compound eyes and insect-like
mandibles, with shifting markings over its body. AC 6 (13); HD 4;
Attacks: bite 1d6; Special: constriction 1d6, poison, surprise on 1-3;
Move 12; HDE 5.
25.07 3d6 skeletons animate each night and rampage through the forest.
25.08 A cave occupied by 1d6+3 Girallon has 2d6+6 x 100 gp in treasure
in it.
25.17 A holy woman has found a shelter here. She is an earthwoman,
once an astronaut now an ancient mystic. She will answer one
question from a worthy seeker. If annoyed, she has a powerful
energy weapon, The Hand of Death, to settle problems. She is a F4.
26.05 Currently controlled by a group of 20 Ghuls, led by a Fighter 6
chieftain. The Duma would love to have these barbarians routed
from the plant.
26.09 An ancient mountain shrine to a forgotten god is filled with traps.
26.15 Buried under a rockslide is an ancient hovertank, still operational
with a little work, with a couple of days of fuel. Its main gun and
side laser cannon still work, but other than an operations manual in
Aquilan, there is no other way to figure anything out. Good luck
27.02 A nest of 3d6+3 giant wasps has made a papery tower on the side
of a mountain.
62
27.06 A pack of 3d6 hunting spiders hunts like a running pack of wolves
across the wet surface of the marsh.
27.16 This atmosphere plant is in disrepair, but could be repaired. It is
currently being used as a lair by a clan of 20 throon warriors led by
a F8 chieftain and 4 F4 elites.
28.04 The Duma bandit Tiko Mbeke, F8, has gathered a group of 50
mixed Duma, Zamoran, and Khitai bandits, as well as a small pack
of Ghuls, Throon, and Alemanians to act as his shock troops. He is
planning guerilla raids of Duma villages to fund an attempt to raid
the city.
28.16 A valley here is filled with broken weapons and machinery, long
rusted and half-covered with lichens. The place is so clogged with
ragged, rusted steel that it is difficult to pass through without having
to cut movement speed in half. A hundred-foot tall metal rune-
covered body rots in the middle of the pile.
30.11 A group of throon elders is guarded by 40 of their kind. They do not
seek a fight, just to be left alone.
30.14 Eshnapur city is a deserted ruin. A few girallon, osquips, and stirges
live here. The city, however, has no metal in it. The metal is being
eaten by something in the city… insect-like flying creatures called
the Slith, four-legged, bat-winged creatures the size of an egg with
fat, rounded bodies, four long, spider-like legs, and eight-eyed
armored heads with wide, fanged mouths, the Slith are a near-
extinct pest of the Athanoran wastes. They eat metal voraciously,
attacking armored opponents first. They exude a thick layer of slimy
mucus that is highly corrosive to metal. Their dense, armored
bodies are immune to all piercing attacks. AC 6 [13]; HD: 1 hp
each; Attacks: Bite (1 hit point); Special: corrode metal (3 hits on
slith will corrode a metal weapon. 3 hits by slith will corrode a
shield or suit of armor made of metal); Move: 3 (18 when flying);
HDE: <1. Treasure in the city includes gems and small art items
collected by the girallons and the library of the tower of sorcery, lair
of the slith, who have a huge hive there.
31.03 A huge metal ship has long fallen apart. It is rusted through and has
nothing salvageable. It is home to a grey ooze.
31.18 Crashed spacecraft protected by brain-eating squid-headed aliens
who guard an arsenal of alien weapons, as well as a mix of robots
and strange mutated animals.
63
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Open Game License v 1.0a Copyright 2000, Magic-users of the Coast, Inc.
System Reference Document Copyright 2000-2003, Magic-users of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip
Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt,
based on original material by E. Gary Gygax and Dave Arneson.
Swords & Wizardry, Copyright 2008, Matthew J. Finch.
Swords & Wizardry: Whitebox™ by Matt Finch and Marv Breig, Copyright 2008, Matthew J. Finch.
Monster Compendium: 0e, Copyright 2008, Matthew J. Finch.
Air Jelly Copyright 2008, Taichara.
Savage Swords of Athanor, Copyright 2009, Douglas Easterly.
Skill system copyright 2009, Akrasia.
END OF LICENSE
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