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WILDERLANDS OF

HIGH ADVENTURE™
IMPERIAL TOWN OF TELL QA™
OFFICIAL GAMING AID DESIGNED AND APPROVED FOR USE WITH

CASTLES & CRUSADES®


Author: James Mishler TABLE OF CONTENTS
Illustrations: Peter Bradley
Recent History 2
Cartography: Peter Bradley
Population and Cultures 3
Graphic Design: Peter Bradley
Imperial Currency, Town Defenses 4
Adventure Games Publishing
Benevolent Character Module: Milos Taanikos 4
PO Box 185
Iola, WI 54945
Malevolent Character Module: Narkissos Pampajas 6
Adventure Games Publishing: www.adventuregamespubs.com Important Streets and Markets 7
Judges Guild: www.judgesguild.com Tell Qa Slave Market Prices 8
Troll Lord Games: www.trolllord.com
Town Description: 9
Castles & Crusades: www.castlesandcrusades.com
Blacksmith, Bowyer/Fletcher, Brothel 13
Ravenchilde Illustrations: www.ravenchilde.com
PDF Support: www.drivethrurpg.com and www.rpgnow.com
Court of the Zhirquisate 15

The body text of this product is in Garamond, the headers in Ronan, the titles and logos in Baldur. Thanks to Patrick “Mad Irishman” Murphy of
Flophouse/Thieves’ Guild 16
Mad Irishman Productions for the use of the Baldur and Ronan fonts, used in logos, page titles, and section headings. For Baldur, Ronan, and

Funeral Parlor, Gaming House, House of Healing 17


other excellent fonts, plus a ton of great character sheets, including character sheets for Castles & Crusades, go to www.mad-irishman.net

For a complete listing of all Judges Guild products, classic or modern, original or licensed, reference the excellent lists at www.acaeum.com/jg.
Inns (Banshee’s Rest, Ivory Mammoth) 22
The materials herein are an alternative interpretation of the original, official Judges Guild City State Campaign setting, are derivative thereof,
and are not official Judges Guild materials.
Inns (Old Wanderer’s Rest, Royal Pillars), Town Jail 23
Litigation Trickster, Mercenary Guild 24
This book uses the mystical, the supernatural, drugs, racism, sexism, insanity, and perversity for settings, characters, and themes. All such
elements are elements of fiction, are intended for entertainment purposes only, and do not reflect the beliefs of the writers or publishers.
Any resemblance between characters and situations in this book, and persons living or dead, or historical events, is purely coincidental. Reader
discretion is advised.

Moneychanger, Pawnshop 25
Imperial Town of Tell Qa © 2008 by Adventure Games Publishing. All Rights Reserved. Reproduction without the written permission of the
publisher is expressly forbidden. Adventure Games Publishing, Wilderlands of High Adventure, and respective logos are trademarks of Adventure
Games Publishing. Wilderlands of High Adventure © 2008 Adventure Games Publishing and Judges Guild. All Rights Reserved. Judges
Guild and the Judges Guild logo are trademarks of Judges Guild. All Rights Reserved.
Taverns (Burley Huntsman, Green Sea Maid) 26
This book is published pursuant to a License from Troll Lord Games. The rules-based content appearing in this book is derived from the Castles Taverns (Rod and Net, Starfall, Witch’s Teats) 27
& Crusades Player’s Handbook Copyright © 2004 Troll Lord Games. Castles & Crusades is property of and copyright 2004 Troll Lord Games.
All Rights Reserved. Castles & Crusades, C&C, Castle Keeper, the Castles & Crusades logo, SIEGE engine, and the SIEGE engine logo are
Trademarks owned by Troll Lord Games. All Rights Reserved.
Tax Collector, Temples (Mer Shunna, Rune Ki) 28
Temples (Smyrdyboga, Spider Goddess) 29
Warehouses, Weapons Shop 30
Tell Qa Encounters 31
Tell Qa Judges Map 18-19

AGP00108 MSRP $9.00 Tell Qa Players Map 20-21

OGL
themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, written permission from the Contributor to do so.
This book is published under the Open Game License (OGL) version 1.0a by permission of Wizards of the Coast, Inc. The Open Game Content
appearing in this book is derived from the 3.0 System Reference Document, copyright 2000 Wizards of the Coast, Inc. All contents, excluding the personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural
OGL, is property of and copyright 2007 Adventure Games Publishing. All Rights Reserved. abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by 12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game
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RECENT HISTORY
… and so, in 4283 BCCC the Evil High Grandhee reported that the monks had lands and his peoples, and so he tries to
Priest of Armadad Bog, Hautulin Seheitt, been vital in the maintenance of the keep troublemakers contained, seeking
and his wife, Murielle Eidn, finally eliminated province’s bureaucracy, and that the to make peace through alliances and the
the last of their remaining competitors and master was a loyal and a-political old intervention of adventuring wanderers
assassinated the emperor, Cneninadus the man, the Emperor agreed, and so the rather than expend treasure on costly
Good, with the assistance of eight demons. rule of the province fell to the capable and uncertain battles. Using troublesome
Seheitt ascended to the Imperial Throne hands of the master and his monks. adventurers in this way often kills two
as the Green Emperor, and thus began birds with one stone…
the year-long Great Slaughter of Pain, as 20 years later, before the Shah passed
away, he named Kijdawr Aenekosii, his Unfortunately, the world does not
Mycretians and their allies were purged
successor as Master of the Holy Order, provide the Shah with the peace he
from the Immortal City. Many Mycretians
as his successor to the Imperial satrapy. prefers — the Greenscale kobolds of
and their allies fled north, where they settled
The elite in Viridistan were much less Shimmertree Vale are on the move, the
in Tell Qa under new names, seeking to
pleased with this choice, as Aenekosii Eagol dwarves of the northeast appear
rebuild what they had lost.
had proven over the years to be more in ever greater numbers, the Tharbrians
As even the Golden Age of Cneninadus politically apt and interested than his raid from the north, the Obsidian orcs
was unable to purge Smyrsis Province of predecessor, opposed to many policies of the Starrcrag Mountains raid from
its bandit gangs, monster infestation, and of the Imperial High Council, and the west, the barbarians of the Berserker
nomad troubles, the province remained most troublesomely, seemed to be more Wastes raid from the south, the Thygami
a hotbed of difficulties generated from interested in justice and the good of the and their demi-giant allies in Yakin Ley
within and without. With the Green commons than in enriching his own raid from the east, and there are even
Emperor’s attentions elsewhere — first, coffers and maintaining the status quo. rumblings of possible rebellion among
in Lyoophiath, to repel an invasion of Unfortunately for the other members the Elphan cavemen in the northern
demons at the Great Battle of Pohtega of the High Council and their cohorts, settlements! And of course, the Green
in 4343, and of late, to the northeast, Aenekosii was also extremely competent, Emperor has doubled tax rates in the last
with concerns for the machinations of and regardless of his weakness regarding seven years and has decreed a special
the Witches of Marmon, Smyrsis is left the common weal, the Emperor allowed “Wall Tax” at least once each year.
to its own, as long as the tax moneys and his succession to the Royal Throne.
To exacerbate the already chaotic
other tributes arrive on time.
Today, in 4433 BCCC, the Shah rules situation, Mycretians have again been
40 years ago, upon his deathbed, the the town and province with an even operating in the open — even in
Shah of Smyrsis requested that the and light, if open, hand. Aenekosii seeks Viridistan itself — though quietly,
master of the Holy Order of the to maintain balance in a domain that is subtly, and not in such a fashion as
Somnolent Dragon, the local monastery hard pressed on all sides and from within. to appear interested in overthrowing
dedicated to the Rune Ki Temple, be He is most desirous that the evil eye of the status-quo. However, during the
named his successor. As the Emperor’s the Green Emperor does not fall on his last five years they have run rampant
in Tell Qa, seeking to do good deeds
2 IMPERIAL TOWN OF TELL QA
and confound the best efforts of toward light green skin and tawny hair; 10% of the town’s natives are elves, the
those seeking power or wealth through their disposition is as varied as their vast majority being of the Aelvoress, a
questionably moral or openly evil, if appearance, but most found in Tell Qa declining gray elf tribe, and the handful
legal, activities. Their actions run the are hard working, if decadent in tastes. non-Aelvoress being of the Aelsinar
gamut from empowering and teaching wood elf tribe.
the poor and needy; robbing wealthy The Aelphen are of solid peasant stock,
(and legal) slave merchants and descendants of refugee barbarians The Aelvoress are a tired, dreaming
moneylenders and giving their ill-gotten from the Vast Irminsul; they are ruddy people; though most remain within the
goods to the poor; and disrupting the skinned, hazel eyed, blonde haired, and walls of their hall, in town, or on nearby
ceremonies of the priests of the evil rough of build and character, though like hamlets, recalling of their faded glories
temples, especially those who perform the Smyrians dedicated as much to the and olden tales, a few seek to regain
(legal) human sacrifices! common weal as to their own devices. what was lost, questing after ancient
treasures and new glories.
Though the Shah has vowed to put a Tharbrians are a far-ranging nomadic
halt to the activities of the Mycretians, people; those of Tell Qa are slaves, The Aelsinar, like their brethren in
to date his decrees and policies have descended of slaves, or adventurers, the Elsenwood, seek little more than
had little luck in stemming the tide of as free Tharbrians look down upon merriment, pleasure, and jests, often
“vigilante goodness.” And so things dirt-hugging, house-dwelling peoples. at the cost of Men. The Aelvoress are
stand today on the northern verge of Tharbrians are pale of skin, blue or tall, often topping 6’6”, have fine long
the Falling Empire… green eyed, and flame haired, usually fingers, pale ivory skin, platinum hair,
with temperament to match. and purple eyes, while the Aelsinar are
POPULATION High Viridians are descended from
short, rarely taller than 5’, and have
sharp noses, nut-brown skin, straw-
the noble houses of the conquering
AND CULTURES True Viridians, the royal daughters of
colored hair, and green or blue eyes.

There were 3,300 resident adults and the Thousand Tribes of Wild Men, and 6% of the residents are dwarves, of the
1,106 resident children in the last the noble clans of the Shardan Warlords. Starrcrag mountain clans, renowned
census, taken three years ago; this does For four millennia they have sought to as miners, goldsmiths, and makers and
not include the monks of the Inner keep their bloodlines and culture “pure,” enchanters of jewelry. They are large-headed
Citadel or the Town Guard of the Outer and today madness, depravity, perversity, and barrel-chested, with bronze skin, red-
Citadel; scores of beggars and urchins, and vice are as bread and butter to hair and blue eyes; they are a dour lot, save
nor hundreds of itinerant adventurers or this decadent, craven, and cruel inbred for when gold is present, then they warm
wandering merchants; nor the hundreds people, though a very small minority up, but as often out of avarice as love.
local laborers and farmers from nearby cling to the noble, martial traditions of
their ancestors. They possess medium 5% are halflings of the Mishell clans,
hamlets and villages who do business in
green to dark blue-green skin, dirty usually highly skilled vintners, brewers,
the town on a daily basis.
blonde to platinum white hair, and green bakers, or merchants; they have elven
Three-quarters of the residents are of or blue-green eyes; men and women ears, burgundy to mauve skin, white
the races of Men; of these, 37% are dress in richest silks, drip with gems and hair, and gold-flecked blue eyes.
Smyrian, 25% are Common Viridian, jewels, are painted heavily with cosmetics, Of the remaining 3% of the population,
18% are Aelphen, 10% are Tharbrian, and stink of exotic perfumes. most are Eagol dwarves, a mysterious
7% are High Viridian, and 3% are of
Other human races encountered in the race from the ruins to the northeast;
some other human tribe.
town include the blue-skinned Shardans they are often mistaken for gnomes, as
The native Smyrian peoples are of goodly from the southern plains of the empire; their build is light and they are shorter
mien and kindly sort, dedicated to the golden-skinned Lenapashim from the than their (very, very distant) Starrcrag
common weal but wary of overweening desert lands far to the south; Amazons, cousins. Few know what the Eagol truly
authority; they have pale skin, blue eyes, a matriarchal warrior race not native to look like, as all wear black robes and
and curly brown-black hair, and prefer the region; Thygami, a backward and boots, red hoods and gloves, and white
clothing in riotous clashing colors. barbaric hill people from Thygamus masks with green lenses. It is said that
Province, little more than semi-civilized all are horrible of visage and warped of
Common Viridians are descended cavemen who, it is said, alternately mate form, mutated by the strange energies
from an ancient admixture of all the with pigs and demi-giants; and true that permeate their ruined lands. Those
races once found under the sway of Cavemen, of Elphan and other stock, who have seen the dead claim their skin
the Falling Empire, and thus exhibit from the colonies in the debatable lands is wormy yellow-white and covered
any and all physical types, though tend north of the River Flee. with pustules, rashes, and oozing sores.

WILDERLANDS OF HIGH ADVENTURE 3


It is said their touch and breath are as gates are shut between sundown and **********************************
poisonous as their croaking speech, sunrise, with no one going in or out
which is punctuated with blasphemies save with a writ from the Shah or the bENEVOLENT
against all the gods. Captain of the Guard.
CHARACTER
Of other races, there are but a handful, Each gatehouse is manned by 12 MODULE
including houris, Greenscale kobolds, archers, four halberdiers, and four
demi-giants and troll-kin, and a few rocketeers (1st level fighters, see #64 for MILOS TAANIKOS: LN male High
far-wandering cousins of the local elves, rocket types) and a man-at-arms (2nd Viridian 7th level fighter. HD 7d10, HP
dwarves, and halflings. level fighter). The Third, Fourth, and 51, AC 18 (expert Neo-Classical Viridian
Fifth Gates (C, D, and E) are identical, Ensemble plus dexterity), Move 20 ft., SL
IMPERIAL each consisting of two 40 ft. diameter Military 11. Str 17*, Dex 15*, Con 12,
CURRENCY 80 ft. tall towers connected by a gate Int 13, Wis 15*, Cha 15. Class abilities
identical to that of the gatehouses, are weapon specialization (broadsword) and
The following currency is minted in above, save it is 60 ft. tall. combat dominance. Special abilities are three
the Falling Empire: Copper Bit (1 cp), Rune Ki Runes — detect evil, detect magic,
Bronze Obol (5 cp), Silver Drachma Each gatehouse is manned by 16 archers, and see invisibility, each of which he can use
(1 sp), Electrum Stater (5 sp), and 10 halberdiers, four rocketeers, and a once per day as a 4th level caster. He wields
Gold Mina (1 gp). Viridistan does not man-at-arms. The drawbridge between a +2 magical broad sword “Telikospanto”
mint platinum; gems are used for larger Fourth and Fifth Gate usually remains (+13 BtH, 2d4+6 points of damage), and a
transactions. Foreign coins and old coins down, save during times off war, but is master-quality Tharbrian War Bow (+9 BtH,
from hoards — especially the greatly off limits to residents during the night. 1d12+2 points of damage, 100 ft. range, 20
debased coins from the period between arrows). He speaks Common Viridian, High
The walls of the Outer Citadel
the Great Plague (ca. 2500 BCCC) and the Viridian, Smyrian, and Tharbrian. He wears
are all 30 ft. thick and 60 ft. tall. The
rule of Cneninadus (4226 BCCC) — will a bronze badge of authority, a silver holy
walks at the top are replete with arrow
not be accepted by most merchants and symbol of Shang Ta worth 25 gp, a small
and rocket loops and riddled with
must be changed at a moneychanger. silver-chased horn worth 75 gp, and carries
machioulis, while numerous bretéche
4d20 gp, 3d6 sp, and 3d6 cp. He keeps 167
and bartizans are found along the wall
TOWN walk, which is covered over with fire-
gp, 335 sp, 85 cp, and a 20 gp moonstone in
DEFENSES a locked chest in his room.
proof reinforced masonry.
Tell Qa has the mightiest defenses in Milos is a likeable enough fellow, though
The triangular citadel is defined by three
the Falling Empire, save for the walls of he tends to be fatalistic at times. He cares
towers. West Point (F) and East Point
the Immortal City itself. Unfortunately, for his men, and is absolutely loyal to the
(G) are each identical to a single tower
the defensive structures outstrip the Shah. The Shah has given him carte blanche
that make up the Third Gate; each is
manpower of the Shah, and many of the to deal with troublemakers as he sees fit,
manned by eight archers, four halberdiers,
mighty towers would be empty, if the Shah within the law, as he trusts his judgment.
two rocketeers, and a man-at-arms.
did not lease them to nobles, gentry, and He has a good working relationship with
other interested parties. The Southern Donjon (H), also known the general of the Imperial Vastthrongs,
as the Tower of the Guard, is 80 ft. in Strategos Galiinaar Unorew; his best
The Outer Citadel is a large triangular diameter and 160 ft. tall. It houses 72 friend is Veliik Tocsmek, a Disciple of the
castle, each of the three walls being archers, 48 halberdiers, 12 rocketeers, Order of the Somnolent Dragon; and he
equivalent to a massive shield wall. three men-at-arms, a sergeant, three is also friends with the Guru of the Rune
2nd level clerics, a 5th level cleric, Ki Temple (#75), Eoscma Douurn.
The First Gate and Second Gate (A
three 2nd level chirurgeons, a 5th level
and B) are independent gatehouses, each Milos is an atavism, being honorable,
chirurgeon, two 2nd level wizards, a 3rd
consisting of two 30 ft. diameter 60 ft. competent, and sane like his ancient
level wizard, a 6th level wizard, a siege
tall towers connected by a 40 ft. tall, 20 forebears rather than dissipated,
engineer with two apprentices, a rocket
ft. thick, and 20 ft. wide gate block. Each perverse, and decadent like most of
engineer with two apprentices, 60
gate consists of a double portcullis/ his fellow modern High Viridians; he
slaves, and the Captain of the Guard,
triple door arrangement, replete with has a great many enemies in the town,
Milos Taanikos.
murder holes above the tunnel. most especially Narkissos Pampajas,
sub-captain of the Water Gate, and Lady
After each gate stands a moat, each 40 Klytemnestra Xanthou (#62).
ft. deep and filled with rushing water.
The drawbridges are drawn up and the **********************************
4 IMPERIAL TOWN OF TELL QA
The Outer Citadel bailey houses a large Common Viridian 5th level bard, SL Gentry the gnomes of Shimmertree Vale. He
stable; a smithy with two blacksmiths, two 8). Mergados often sings from the top remembers when vengeance was had
weapon smiths, two leatherworkers, two of his tower at sunrise and sunset; he is a thousand years later, as the rain of
armorers, two bowyers, and a fletcher; a renowned tenor from Viridistan, in a Tharbrian blood satiated his hatred at
and a small complex of offices housing wise self-imposed exile in Tell Qa due to Glint Valley. He witnessed the Great
the Imperial Post, complete with a syndic several indiscretions with noble wives. Plague, the terrible fate of the gnomes,
commanding eight bureaucrats and 20 and the rise of the Greenscale kobolds.
slaves. The stables, smithy, and offices Tower (J) is known as the Tower of
are separated from the road through the Justice, and is the home of Zhirquissa Today he seeks only to protect and
citadel by an 8 ft. wall. Artemisia Mavroudis, “The Chopper” nurture the Aelvoress elves, the remnant
(LN female High Viridian 9th level knight, of a once great people. He sponsors
Four scribes accompany the guards at SL Gentry 13, Int 14, Wis 17). A former expeditions to the north, seeking to find
the Fourth Gate, and write down the paladin, Artemisia found that her heart ancient elven treasures that might make
name, home, description, and business valued law and order far more than good his people great again.
of all passers-through in large dated and morality, and abandoned her faith and
ledgers. Residents need not pay a fee god in order to take up a life dedicated to Tower (M) is the Wizard’s Tower, the
to enter; strangers will be charged a law and strict justice — some say to a level comfortably warm residence of the town
copper bit to enter, to make sure they bordering on madness. The Zhirquissa is magist and advisor to the Shah, Brerrab
are not vagrants, and merchants will be the Provincial High Justice, appointed by Ocehan, The Rainbow Wizard (NG
charged a bronze obol per beast and the Shah to oversee the courts. She tries male Common Viridian 20th level wizard, SL
vehicle, and two bits per porter, while all High Court cases herself, and keeps Noble 13), one of the few purely good beings
farmers are charged a copper bit per a close watch on the Lower Court cases to be found in the province. He’s a bundle
axle on Market Day. of Zhir Jaaneracszy and Zhir Pappas. of happiness and joy, always seeing the
She possesses bracers of armor +3 and a silver lining in the thundercloud, always
Wanted posters, complete with medallion of thoughts. trying to be pleasant under even the worst
depictions of outlaws and fugitives, of circumstances — those who have only
hang prominently on a board behind Tower (K) is known as the Tower of the just met him think he’s barmy or smarmy,
the guards. Entry to the town can be Mountain Rider, and is the residence they aren’t sure which. Unfortunately
denied for any reason or none; Captain of Krunk Pak (CN male Elphan for those who misinterpret his character
Taanikos is the final arbiter, and if he caveman 10th level ranger, SL Military 8), and abilities, he is also one of the most
doesn’t like a troublemaker’s reasoning, the “Mountain Rider,” once a leader powerful beings, and the most powerful
he might just let him in the town in among the Elphan cavemen allies of wizard, in the entire province.
chains, charged with disturbing the the empire and a renowned adventurer
peace and disrespecting the guard. and guide. He longs to return to the He wears a robe of scintillating colors
wilds, but unfortunately, he was cursed (thus his nickname), a ring of spell
The wait to get in varies, depending on by a wizard, and whenever he leaves the turning, and wields a staff of fire and a
the time of day, usually 5d6 minutes; environs of the town, a huge demon wand of polymorph. He studied under
morning is longest, doubling the wait appears and immediately attacks him. the masters in Tula, speaks a dozen
up to an hour, and market day is worst, So he is stuck in the town, staring over languages, and is the most traveled and
tripling the wait. The captain likes things the walls, mourning the freedom he has cosmopolitan resident of Tell Qa.
orderly, so those who step out of line lost. He seeks a way for the curse to be
will get special attention. The Sixth Gate (N) is identical in all
lifted, but no wizard or priest of the ways to the Third Gate, save that it is
The town’s outer curtain wall is 20 town has been able to help him. commanded by a sub-captain, Vaxlam
ft. thick and 40 ft. tall, while the inner Tower (L) is the Twilight Tower, Doorn, The Rotund (CN male High
curtain is 30 ft. thick and 60 ft. tall. and is home to the elf-lord Angwyn Viridian 6th level wizard, SL Military 10);
There are five towers along the outer Aharawn, Lord of the Exiles, Archon Vaxlam likes to hold suspected thieves
and inner walls (I, J, K, L, and M), each of the Aelvoress (CG male Aelvoress elf and smugglers for a day or maybe a
40 ft. in diameter and 80 ft. tall; each is 9th level fighter/wizard, SL Noble 14). This week or three, and has them chained
leased to a noble, gentleman, or other ancient elf was but a squire when the up in his dining chamber, where they
worthy (i.e., wealthy) person. Tharbrians invaded the Sidhe Hills, are fed moldy bread and stale water and
slaughtered his people, destroyed their forced to watch him feast on pheasant,
Tower (I) is known as the Tower of lark’s tongues, and poached eel. He also
Mists, as it hangs above the misty many-towered cities, and sent the
survivors in flight, south across the has buxom slave wenches taunt the
falls of the River Qa. It is the domicile captives with promise of escape and
of Mergados the Strident (CG male Plain of Lethe, there to settle among
other favors. He possesses a ring that
WILDERLANDS OF HIGH ADVENTURE 5
lets him discern truth from lies three Narkissos is an exiled scion of a noble chamber and holding cells. Along the
times a day, so he’s very sure that his family of Viridistan — he was given his inner walls are two large, two-storied
victims are guilty, and of lower social rank and position after a hefty bribe to stone and wood structures, comprising
level, before he amuses himself. the Viceroy, not due to any talents or the offices, libraries, kitchens, and training
redeeming qualities of his own, for he centers for the monks of the Heavenly
The Water Gate (O) is identical to the lacks any. He is a sociopath, and rapes and Order of the Somnolent Dragon. The
Sixth Gate, with the addition of a wide murders purely for pleasure. At least once monks perform bureaucratic functions
ledge standing before it in the open air per month he rides out to a nearby hamlet for the Shah, man the gate and towers
high above the river docks, far below. The and finds a young and pretty victim, male of the Inner Citadel, are his bodyguards
only way up is via a long stair. Charges to or female; the only reason he has not been and special agents, and are the last line of
enter are the same as at the Fourth Gate, arrested is that he has been very careful defense for the town and province.
with the addition of a total charge of since arriving in the town.
three bits per porter, rather than two (to There are 48 1st level Novices, 24 2nd
make up for the lack of wagon traffic). He finds his men brutish and stupid, and level Initiates, 12 3rd level Brothers,
Cargoes are carried up by freemen they like him even less. If he’s even at six 4th level Disciples, five 5th level
stevedores (fragile, expensive goods) or the gate, he is on his way in or out, and Guardians, four 6th level Masters of
slaves (bulky, cheap goods). The guards heading toward the Imperial Green the Western Heavens, three 7th level
at this gate are of more questionable Gaming House (#47) or going to his Masters of the Northern Heavens,
morals than others, and happily take room to sleep off a debauch. At night two 8th level Masters of the Southern
bribes from smugglers and outlaws. This he usually partakes of the festivities at Heavens, one 9th level Master of
is done with the disinterested blessings the Hedonae Temple (#62); on the the Eastern Heavens, and Racszul
of the sub-captain, a thoroughly vile night of the new moon, he meets with Taarkosii, Master of the High
example of High Viridian decadence his co-religionists in the pit beneath the Heavens (LN male Smyrian 10th level
named Narkissos Pampajas. Witch’s Teats Tavern (#72), for he is a monk), in addition to Shah Kijdawr
devotee of the Dark Prince, and seeks to Aenekosii, Padishah of Smyrsis
********************************** gain power through demon worship. Province and Grand Master of the
Order of the Somnolent Dragon (LG
MALEVOLENT ********************************** male Smyrian 13th level monk/Mycretian,
CHARACTER The Inner Citadel has four walls, 30 ft. SL Noble 16). No less than 20% of the
MODULE thick and 60 ft. tall, identical in details to monks secretly multi-class with levels in
the walls of the Outer Citadel. Three of the Mycretian class.
NARKISSOS PAMPAJAS: CE male
the towers (P, Q, and R) are identical to the The monks take little part in the day-to-
High Viridian 4th level assassin. HD 4d6,
five along the town walls (I through M). day protection of the town; in fact they
HP 12, AC 14 (faux Neo-Classical Viridian
Ensemble plus dexterity), Move 30 ft., SL The Northern Donjon (S), known as rarely leave the palace, spending all their
Military 10. Str 9, Dex 16*, Con 9, Int 14*, the Tower of the Celestial Dragon, time training, working in the bureaucracy,
Wis 10, and Cha 15*. Class abilities are case is the twin of the Tower of the Guard. and contemplating the Celestial Navel
target, climb, death attack, disguise, hide, listen, Considering that the great donjon of the Universe. This is fortunate, as
move silently, poisons, sneak attack, and traps. overlooks the 80-foot drop to the River the world outside the citadel is anything
He knows one charm of the Black Witches’ Flee below, it is a 240-foot fall from the but quiet and orderly, which is how the
Craft — cause light wounds, which he can use highest parapet to the river waters. monks like things.
once per day as a 1st level caster. He wields a
The Seventh Gate, also known as the However, they guard the citadel with
broadsword (+1 BtH, 2d4 points of damage),
Dragon Gate (T) is identical to the Third great ferocity, and will be active in any
and a master-quality dagger (+2 BtH, 1d4+1
Gate, save that it is guarded by 15 monks defense of the town against a siege or
points of damage, 10 ft. range, carries four
(five 1st level, four 2nd level, three 3rd level, two major attack. When all else fails against
daggers). He speaks High Viridian and
4th level, and one 5th level), and the gate is potent troublemakers, the Captain of
Common Viridian, and often uses highbrow
designed to look like a dragon’s face. the Town Guard will request a strike
words with stupid people just to upset them.
team of monks to assist his men. This
He wears a bronze badge of authority, a gold
Within the Inner Citadel stands the strike team consists of four 1st-level
amulet depicting the Green Emperor (actually
Palace of Seven Gates, a huge, Novices, three 2nd-level Initiates, two
a medallion of mind shielding), a small gold-
blocky complex comprised of four 3rd-level Brothers, and, invariably as the
chased horn worth 750 gp, and carries 6d20 gp,
aboveground stories and no less than leader, Veliik Tocsmek, Disciple of
3d6 sp, and 3d6 cp. He keeps 417 gp, 121 sp,
seven known underground levels, the Heavenly Order (LN male Smyrian
71 cp, and two vials: of tithweed concentrate in
including the (long disused) torture human 4th level monk, SL Gentry 7). Veliik
a locked chest in his room.
6 IMPERIAL TOWN OF TELL QA
is a bit of a rebel in the Order; he enjoys IMPORTANT packed with non-humans going about
going out among the common rabble, their business, the lack of true light
learning their ways, and partaking STREETS AND not a concern (double night numbers,
of their lives. Thus, he is invariably MARKETS additional encountered are non-human
assigned to lead the strike-team duty. He or even monsters in disguise), but in
The streets are usually quite busy during
is a good friend of Captain Taanikos, deepest night the road is quiet, and most
the day, as Tell Qa is the major market
and they can often be seen together at of those encountered are en route to or
for 50 miles or more in all directions.
taverns and about town. leaving the Elf Market.
Streets in the Outer Town, unless noted,
Finally, the lonely River Tower (U) are packed dirt, while those in the Day: 15% chance of being misidentified by an
stands on the Docks and overlooks Inner Town are paved with flagstones. elf, dwarf, or halfling as either a friend or foe (50/
the Royal Warehouse. It is home to Iron lampposts stand at every major 50 chance), as all humans kind of look alike.
16 archers, 10 halberdiers, and two intersection, kept lit at night by the Night: 8% chance of encountering an elven
rocketeers; the levels normally empty in lamplighter and his crew (#56). vampiress, Ysbail the Accursed (CE female
a tower of this size, save during a siege, Aelvoress elf vampiress 8th level wizard), a pale
In addition to normal town encounters,
are filled with bunks for the sailors of the beauty who seeks fresh male human blood.
each road or market has a percentage
Shah’s small river navy, which consists
chance of having an unusual encounter ELF MARKET: Not truly a market,
of three large sail-and-oar riverboats,
instead of or in addition to the normal the intersection of Alfmourn and Grand
each with 20 oarsmen/marines (1st level
encounter. P = # pedestrians, H= # is usually thronged, day and night,
fighters) and the captain (3rd level fighter).
horsemen and/or palanquins, W = # with hucksters and vendors hawking
At least two boats are on patrol at a time,
wagons, V = # vendors with carts; all their wares (double normal number
leaving one in port, along with its men,
within 60 ft. Major Road: Day (P 2d6+6, of pedestrians and vendors for Grand
who stay in the River Tower.
H 1d4+4, W 2d3, V 3d3), Night (P 1d8-1, Avenue). It is a good place to go for
In addition to the members of the H 1d4-1, W 1d3-2, V 1d3-2). Minor Road: those seeking the unusual, exotic, and
Town Guard and the forces of the Day (P 3d4, H 1d3, W 1d3, V 1d3), Night sometimes blasphemous items favored
Holy Order, the Shah has two Imperial (P 1d8-2, H 1d4-1, W 1d3-2, V 1d6-5). by non-humans and wizards. By day,
Battles in the province. The Smyrian the market has a light, bright fey touch
The Outer Citadel guards also serve as
forces are divided between two citadels: to it, with merchants and customers to
the Town Guard — the Shah dismissed
Mammoth Hall (Hex 4: 1309) and match, but at night, sinister shadows
the useless Constabulary years ago.
Ming Spring Keep (Hex 4: 1515). cling to everything, a feral light seems
They patrol the streets in groups of five
to glow in the eyes of passers-by, and
Strategos (General) Galiinaar Unorew during the day, 10 at night; the patrols
the (additional 1d4) vendors with their
(CG male Smyrian human 19th level knight, consist of a man-at-arms (2nd level
misshapen, covered carts are oddly
SL Military 14) commands all troops from fighter) with two (four at night) archers,
silent, discussing the nature and costs of
Ming Spring Keep, while Mammoth Hall two (four at night) halberdiers,
their wares in hushed, sibilant tones.
is held by Commander Talehar “Keep plus a rocketeer (with signal flares,
Killer” Asendath (CG male Common thunderstones, and flashbangs) at night Day: 10% chance of being pick-pocketed by
Viridian 17th level fighter). Each citadel hosts (all 1st level fighters). All wear studded an elven or halfling rogue (1st to 4th level).
one Battle, consisting of one Equithrong leather armor, pot helms, and carry a Night: 10% chance of encountering a
and two Vastthrongs — two Squads of club and dagger in addition to their Greenscale kobold illusionist, Eagol dwarf
heavy cavalry, two Squads of medium main weapon; the man-at-arms carries a psychic, or grayling mindripper (5th level) in
cavalry, two Squads of light cavalry, four broadsword. A blue flare means backup disguise, seeking to mislead adventurers into
Squads of horse archers, two Throngs of is needed, a red flare means heavy death or servitude.
heavy foot, three Throngs of light foot, backup is needed (i.e., a monkish strike
four Throngs of archers, and one Throng team), and a fountain flare means the GRAND AVENUE (Major): Traversing
of rocketeers, for a total of ~250 cavalry town is under attack! A patrol arrives the entire length of the Outer Town, this
and ~1,000 footmen at each citadel, all 2d4 minutes after citizens raise the hue street is always very busy, often clogged
professional soldiers, plus slaves and local and cry, 3d4 minutes at night; backup is with delivery wagons going further into
peasants. Usually half the force is in the 3d4 minutes distant. town (20% chance a small caravan of
field on patrol at any one time, rooting 2d3+1 wagons is passing by during the
ALFMOURN ROAD (Minor): This early morning and late afternoon).
out barbarians, bandits, and beasts.
short road is the center of elven, dwarven,
and halfling life in the town, and often Day: 12% chance of being run down by a
the non-humans outnumber the humans wagon (Dex save or suffer 2d6 points of
in this area. During twilight, the road is damage from trampling). Night: 6% chance

WILDERLANDS OF HIGH ADVENTURE 7


of being mistaken for rogues on the lam by the Day: 7% chance of being robbed by a remained inviolate by the creatures living
Town Guard. pickpocket (4th to 7th level rogue). Night: in the old tunnels.
7% chance of being approached by a houri in
GRAND MARKET: Many call this disguise (4th to 7th level courtesan). Day or Night: 11% chance of an encounter,
the “Low Market,” as there is not much 1d10: 1-3=giant rats (1d10); 4-5=small
grand to it, save for its size and the fact IMPERIAL AVENUE (Major): The spiders (2d4+2) 6=violet fungi (1d4);
that it, unlike most of the Outer Town, is main north-south cross-town road, this 7=Greenscale kobolds w/illusionist leader
paved in flagstones. It is the commoner’s street is paved with wide, smooth green (2d4 + 5th level illusionist); 8=chasm imps
market and farmer’s market thrown flagstones from the Grand Market to (1d4); 9=thieves or adventurers (2d4, all 1st to
together in a great jumble, as most Smyrian Way, as is Smyrian Way from the 3rd level of various classes); 10=Town Guard
traveling merchants and most especially intersection with Imperial into the Inner patrol (day) or ghost (night).
farmers do not wish to go any further Town. Many palanquins of nobles, gentry,
into the town than necessary. The market and wealthy and powerful commoners SLAVE MARKET: The slave market
is always busy with dozens of tents and travel along this road, passing between the is not as crowded as it once was, as the
stalls, where virtually any common food, various temples and important businesses Shah requires extensive documentation
tools, local animals and steeds, used and the Inner Town (double rolled number of all slaves and levies a monthly tax on
weapons, used armor, clothing, or other of palanquins present). all slaves. Still, the slave trade continues,
general goods can be purchased. Gifre and when slaves are sold, they are sold
the Moneychanger (#61) maintains a Day: 10% chance of being knocked down by here as available, rain or shine, beginning
tent in the shadow of the tax collector’s a palanquin bearer with an irate passenger. at noon, even on Seventhday. Each day
office (#73) to serve the immediate Night: 4% chance of encountering a group 1d12-1 slaves are available, with 2d6+12
needs of adventurers and merchants. of 3d3 robed cultists en route to nefarious on Sixthday, when there is also a 10%
business (1d3 clerics 1st to 3rd level, the rest chance of something “special” available
For all but common foods and utensils 1st to 3rd level rogues or fighters, unless the (and heavily advertised). Though the
and items costing 1 gp or less, there’s party has made enemies of a specific cult…) slave master has a monopoly, prices
a 60% chance of finding an item (base are fairly low, as slaves are not highly
100% on Sixthday), -1% per gp, minimum SEWERS AND TUNNELS: An valued in the area, with most slaves
1% chance (i.e., a 58% chance of finding extensive system of ancient sewers and sold to factors from the Immortal City
a quiver of arrows, a 35% chance of tunnels exists, extending hundreds of or Targnol Port. By day there will be
finding a bastard sword, and a mere 1% feet down beneath the town and for 6d6 shoppers, 2d4-2 horsemen, 3d4-2
default chance of finding any armor thousands of yards south, encompassing palanquins, and 3d6 vendors.
costing more than 70 gp). Half that to an area many times greater than the
find a second such item, and so forth, modern town. Some say that utterly Day: 10% chance of recognizing a slave being
until all have been found. If an item isn’t ancient portions of the system extend sold. Night: 10% chance of being mistaken
found, a character can check back the a similar distance north, under the River for an escaped slave.
next day. Vendors always dicker, starting Flee and into Shimmertree Vale, where
it connects with the extensive kobold **********************************
haggling prices being DOUBLE book
price. By day there are 20d6 shoppers, warrens. There are no less than a dozen
known levels of tunnel-riddled ruins and TELL QA SLAVE
3d4 horsemen passing through, 3d4
palanquins, 2d4+4 sales tents, and 5d6+6 at least six different sewer systems, not MARKET PRICES
vendor carts and wagons; double those counting the modern sewers constructed
by the Viridians after the city was last Base: Baby* 2 gp, Child* 5 gp, Youth 20
numbers on Sixthday. gp, Adult 40 gp, Middle Age 20 gp; Old
razed in 29th century. The Shah and
Day: 12% chance of being accused of being a the Captain of the Guard are aware of 10 gp; Venerable 5 gp. Skill: Unskilled
pickpocket. Night: 14% chance of being accosted the system, and some of it is mapped, (x0.25), 1st level (x0.5), 2nd to 5th level
by 3d3 urchins and/or beggars seeking alms. however, as all the major entrances (x1), 6th to 9th level (x2), 10th level+
and exits have been blocked off, inside (x3+1/level above 10, i.e., x3 @ 10th,
HIGH MARKET: The High Market and outside of the walls, they remain x4 @ 11th, x5 @ 12th, etc.) * No skill
is the place to go for jewelry, fine cloth, unconcerned, as the creatures that thrive or attribute modifiers for baby or child
expert weapons and goods, imported within the ancient tunnels — giant rats,
clothing, objects d’ art, minor magical Attributes: Constitution 16-17 (x1.25),
slimes, jellies, giant lizards, and other 18 (x1.5); Male: Strength 13-15 (x1.5), 16-
items, and other goods sought by the fouler things — guard the town as well
rich and powerful. A patrol of the 17 (x2), 18 (x3); Female, Child, or Youth:
as any walls or moat. That said, patrols Charisma 13-15 (x2), 16-17 (x3), 18 (x5);
Town Guard can always be found at the are regularly sent through the modern
High Market, a double patrol during the Weak, Lame, Sickly, Stupid, Dull, or Ugly
sewer system, to make sure that it has (per attribute 8 or less): x0.5.
weekly Royal Market on Sixthday.
8 IMPERIAL TOWN OF TELL QA
Race*: Tharbrian (x0.75), Thygami or THE DOCKS: The Docks stand 60 to and beaten non-Viridians who set
Caveman (x0.5), Halfling (x1), Amazon 70 feet below the rest of the town, on a up shop, even those with licenses, so
Female (x2), Gnome (x2), Dwarf: (x3), raised and graded section of riverbank most merchants simply avoid the area.
Elf* (x4), Houri (x5 to x10, depending along the River Flee, with stairs down Merchants found here include an icon
on talents and appearance), Goblin or to the riverbank. The buildings of this merchant (sells pictures of Armadad
Kobold (x0.25), Orc or Hobgoblin district are 10 to 20 feet above the Bog, historical Emperors and Heroes,
(x0.5), Bugbear (x0.75), Ogre (x1), water line, and five to 15 feet above the and sainted priests), a sculptor (sells
Demi-Giant (x2), Hill Giant (x3). highest flood line. The district extends statues of the above), a fishmonger (all
20 to 60 feet south, under the lip of the kinds of river fish, cooked in a stew
Origin: From Maps 1, 2, 5, 7, or 8 cliff above, into an ancient river-carved or on a grill and served with roasted
(x1.5); From Maps 3, 6, 9, 10, 11, or open cavern. Publicly, the Docks and vegetables, or raw for use in the Mer
12 (x2); From Maps 13, 14, or 15 (x3) the rest of the town are connected only Shunnan rite of the Daily Flogging),
From Maps 16, 17, or 18 (x5). by a long, 60 ft. tall and 20 ft. wide stair, a jeweler (sells jewelry, predominantly
Various: Famous or Infamous (x2 to x10, built of stout dwarf-cut stone; there are, religious-themed), a kabob stand (sells
depending), Docile or Slave Mentality (x1.25), however, no less than a dozen secret heavily spiced chicken, lamb, fish,
Especially Troublesome (0.5 to x0.10). tunnels that pass up to the town through beef, and vegetables grilled on a small
the ancient sewer systems. Half the sales skewer), a wine vendor, and a weapons
* It is illegal to enslave High Viridians in in town are done on the Docks, with dealer (sells daggers, knives, and small
the empire; therefore, there is a strong and river merchants selling their wares to tridents used in religious ceremonies).
very illegal “green slave” black market, local merchants right off the boat, and
and “green slaves” fetch five to 10 times vice-versa. Fishermen sell their wares Day: 24% chance of being harangued and flogged
the going rate, in the right places. Also, it from tubs and carts right in the streets. with a large fish by a Mer Shunnan priest (1st to
is illegal to take or sell Aelvoress elves in 3rd level). Night: 12% chance of being accused of
Smyrsis, as all are under the protection of The great chain that spans the river being thieves by the priests of the temple; reported to
the Archon and the Shah. (600 ft. wide at this point) and is the guard if there are too many witnesses, captured
used by the ferry is anchored on the and sacrificed if there are none...
Bidding usually begins at 15 to 25% of the northwestern water break (off the
price listed above; the above are general map). On the opposite end of the river TOWN
going rates, and final price depends on the it is anchored to a tower, the twin to the DESCRIPTION
bidders and the auctioneer. River Tower, which is surrounded by a
dozen fishermen’s huts and has a small, NOTE: This listing is not, by any
********************************** poor inn, the Ferryman’s Hall; the means, complete. Towns exist in the
Boatmaker’s Villa is along the river Wilderlands for one purpose — commerce.
SMYRIAN MARKET: This market
about a quarter-mile to the east. It takes Every building is occupied by someone
plaza focuses on armor, weapons,
the ferry 10 minutes to cross one way, who provides some sort of product or
tools, gems, jewelry, and other high-end
and costs 5 sp per person or mule, 1 gp service of value to someone else; the
utilitarian and luxury goods and raw
per horse or cart, and 3 gp per wagon; it few exceptions include the townhouses
materials; it is not as wealthy a market
has a 30 ft. by 50 ft. area for cargo, and is of the nobles, gentry, and wealthiest
as the High Market, but the goods here
little more than a stout raft with railings, guildsmen and merchants. Otherwise,
are more affordable, and the merchants
driven by an ox-propelled water wheel. the listings here include only a portion of
usually more trustworthy. Merchants
The easternmost section of the Docks is the businesses in town. If your players
all have small tents with awnings,
walled off, guarded by the River Tower, are looking for a product or service not
and usually have one or two guards.
and has a dry dock for the Shah’s three otherwise listed, and it is not something
Merchants include weapon smiths
riverboats, plus the Royal Warehouse. rare or unusual — or sometimes even
(2d3), armorers (1d4) tinsmiths (2d3),
if it is — there’s likely to be a craftsman
bronze smiths (1d4), silversmiths (1d4), Day: 13% chance of being accidentally hit by a who makes it, a merchant who has it
goldsmiths (1d3), gem merchants (1d3) fish flung to a customer. Night: 9% chance of (or can get it), or someone who will do
and Starrcrag dwarf jewelers (1d4-2). being impressed or enslaved by river bandits. whatever is necessary to make that coin;
There’s a 15% chance on Sixthday of
so when you need to, pick an unmarked
there being a merchant from afar, with VIRIDIAN PLAZA: This plaza right
building and drop in a new business!
strange, possibly magical goods. outside the doors to the Mer Shunna
temple is avoided by all merchants Most craftsmen and merchants live
Day: 14% chance of mistaken identity, for save those of the Common or High in large flats or suites above their
good or ill. Night: 12% chance of being Viridian race; there have been incidents workshop or sales shop on the main
questioned by a patrol of the Town Guard. before where priests have harangued floor; servants, laborers, and itinerants

WILDERLANDS OF HIGH ADVENTURE 9


live in smaller flats on the upper levels. a glittering rainbow of warm colors. elves to be welcomed into Aelvoress
The town is always crowded and Great colonnades line the walls, and Hall; most dealings with non-elves are
bustling, fit to burst at the walls with the bronze-plated doors are carved in through meetings at Twilight Tower.
men, women, urchins, horses, wagons, a wilderness motif, with stags, rabbits, The guards are able to summon
vendors, and the refuse they create and dragons amidst trees and glades. assistance, or the Hall Master, through
(though the streets are relatively clean silent communication. If attacked, a
in Tell Qa, as the Shah enforces strict There are no windows on the first dozen guards of similar prowess will
sanitary codes with fines and jail time). floor, and only arrow loops break the appear in two rounds; if there is truly a
wall of the second floor, but the third matter of importance, or if the visitors
Do not think of this as your modern and fourth floors have bright windows, are expected, Hall Master Wmffre ap
American suburban town — think as do the fifth-floor dormers, through Ithell (CG male Aelvoress elf 8th level
of this as your home town if you which can be seen glittering candles fighter/wizard, SL Noble 13) will appear
crammed everyone’s homes, businesses, and, of some nights, faerie fire. to speak with the visitors.
and factories into the central business
district (about five blocks by two); The gardens within — separated from Note: An Aelvoress elf would never
half of all sales are done by bellowing the rest of the world by gates and bars reveal such secrets of Aelvoress Hall as
vendors selling from small hand carts or of a strange, golden metal strong as he might know to non-Aelvoress, even to
wagons in the streets; the buildings lean steel — are green and mist-shrouded. his best friends; low level Aelvoress likely
out over the streets, meeting each other The burbling brook appears out of and know little more of the workings of the
over alleys, turning them into tunnels; disappears into artificial grottoes, small hall than the rumors that others do, and
most people have an ox, horse, or mule hills that are said to be gates from and will know of it only as a safe, secure home
instead of a car or truck, and the street back to the Shadowlands. The gardens dedicated to all things Aelvoress.
cleaners only pass through once a week; are often occupied by young elves,
there are no regular baths or showers, reading or playing or dancing or singing; 02. ALCHEMIST (E-15): Kanglor Phung
and little soap or perfume, and no one’s sound passes not into the garden from (NE male Shardan 5th level alchemist, SL Guild 7)
ever even dreamt of deodorant; most outside without great effort, and sounds specializes in healing potions and curatives, or
streets are gravel- and rush-strewn from within can barely be heard more at least, that is what he claims. His potions are
dirt and mud; beggars and urchins and than five feet from the iron bars. not terribly efficacious, but his poisons are actually
chickens and pigs and sometime rats quite good. Minor Curative Potion (50% chance
The Tower of the Elders at the center 1d6+1 hp, otherwise 1 hp) 100 gp; Ointment
run wild in the streets; and everything of the garden is 40 ft. in diameter and
is surrounded by a series of big walls of Ocular Regeneration (30% chance full,
120 ft. tall, taller than all other structures otherwise severely myopic) 200 gp; and Life-
— with howling wilderness screaming other than the Tower of the Guard and
outside the gates. That’s Tell Qa. Force Restorative Treatment (over seven days,
the Tower of the Dragon. It is made 25% efficacy) 300 gp; other potions available at
And Tell Qa is one of the nicest towns of the same material as the two halls, 150% normal cost and double time, poisons at
you’ll find in the Wilderlands… and seems to have neither doors nor 75% cost and 50% time.
windows; when elders approach it, the
01: AELVORESS HALL (H/I-2 mists gather and hide their method of 03. ALDERMAN (D-7): Oldii Molnaar
through H/I-4): This block-sized ingress. No form of magical detections “The Obese” (CG male Smyrian 5th level
complex is the home and heart of the can pass the walls or gates, nor can knight, SL General 7) is the chief bureaucrat
Aelvoress elves. Though their lord and creatures of the Shadowlands pass the overseeing all civil operations in the Inner
archon, Angwyn Aharawn, lives in the walls, and if teleportation works into Town. He is aged, sotted, and avaricious, but
Twilight Tower (see (L), above), this is the complex, it is only through ancient kind (save to orphans). He holds audience at
where he holds court, and where more secrets known to the Aelvoress. his offices once a week, spends the rest of
than half of the Aelvoress elves in the the week at his rural estate, and otherwise
town live. It is the second-oldest series There are only three (known) entrances expects his three bureaucrats to handle
of structures in the outer town, built as to the complex, the two doors of anything troublesome. When holding an
a redoubt of the elves even before the bronze, one each at the center of audience, he wears his old armor, which is
outer curtain was built; it is still as strong each hall in the east and west, and the now two sizes too small, and invariably has a
as any fortress. The halls are built in an Garden Gate, which passes between flask of spiced wine in hand.
ancient style, with stones laboriously two small towers into the garden. Each
brought via caravan from the ancient door is guarded by a pair of silent, 04. ALDERMAN (H-8): Kriton the
Aelvoress ruins in the Sidhe Hills of nigh imperturbable masked elves (each Black (LE male High Viridian 5th level cleric
the Elephas; the disparate stones were a 4th level fighter/4th level wizard wearing of Armadad Bog, SL General 7) is the chief
set together with great care, and present elven chain and wielding magical long swords bureaucrat overseeing all civil operations
and long bows). It is very rare for non- in the four blocks along Green Road.
10 IMPERIAL TOWN OF TELL QA
He doubles fines for non-Viridians, and smuggling” with generous quantities of excellent businessman. He keeps a large
requires triple normal bribes before he’ll dry pipeweed of good quality. stock of many armor types, of all types
consider a plea from a non-Viridian. His not exclusively of leather or hide (95%
four bureaucrats are all High Viridian 08. ALE (F-12): Barwain’s Ale Shop chance human/elf sized, 55% dwarf-
Shunnan acolytes with sinecures; the sells only in bulk, by the keg or barrel, sized, 35% halfling/gnome sized), as
five spend their time drunk, drugged, retail at full or 30% off wholesale (100 he has two journeymen, three senior
debauched, or engaged in the Daily gallon minimum). Barwain Tallcask apprentices, and five junior apprentices
Flogging (a Shunnan ritual, little followed (NG male Common Viridian 6th level working for him. He also sells quality used
usually, which consists of slapping fighter, SL Merchant 6) once served in the armor at 65% to 80% retail, buying at half
themselves with a fish tail as punishment Imperial Vasthosts, and retired with a those rates. A +3 magical great helm with
for not being born a merman). sergeant’s pension to his father’s trade a kingfisher crest and giant eagle plume
a decade ago. A +1 magical great sword sits on the counter; he knows it is of
05. ALDERMAN (C-14): Kobii hangs on the wall behind the counter, excellent quality, but not that it is magical.
Kodaar (CG male Smyrian 4th level fighter, and merchants and thieves alike can
SL General 7) is the chief bureaucrat attest to his skill with the weapon. 12. ASSASSIN (E-9): Ilkarios Kalkhu
overseeing all civil operations in the four (10-gallon keg, 80 servings): Barwain’s (LE male High Viridian 11th level assassin,
blocks along Smyrian Way, in the Outer Brown, 5 gp; Golden Pale 6 gp, Elf SL Guild 9) is the ranking assassin in
Town. Kobii worked his way up from a Ripple 8 gp, and Dwarf Blitz 16 gp. Smyrsis Province, though the guild is
simple citizen, working in the Sanitation informal, at best. His cover is that he
Department, and some say he still whiffs 09. AMAZON RESIDENCE (I-7): is a socialite expatriate of the Immortal
of dung. Fines are standard, but he often Frail Parneetha (CN female Amazon 3rd City, having fled for some indiscretion.
requires miscreants to work off a portion level assassin, SL General 5, 18 years old, Cha He moves in the highest social circles
of the fines by carting chamber pots, 18) is the beautiful orphaned daughter of in town, loves his work, and is cold,
dung, and street slime for the Sanitation a successful Amazon mercenary; the apple calculating, and cautious. He is greatly
Department; he has no power to enforce of her mother’s eye, she never noticed her assisted in his labors by his ring of mind
this punishment on nobles or gentry. daughter was craven and neurotic. Her shielding, gloves of dexterity +6, and
mother left her some wealth, and she has cloak of elvenkind. Murder: 10 gp x SL
06. ALDERMAN (I-11): Isembart earned even more through contracts and squared, 2x elf or dwarf, 3x cleric, 5x
Shortpipes (N, male Common Viridian activities that mix “business and pleasure.” wizard, 3x gentleman, 5x noble; Maiming:
5th level rogue, SL General 7), the chief She collects weapons of all kinds, and 50%; Warning: 25%; half up front, half
bureaucrat overseeing civil operations in her immaculately clean home looks like due on “delivery.”
the Grand Market and the three blocks an armory decorated by a houri. “Frail”
bordering it, is rough, callous, and even refers not to her physical qualities, as she 13. BAKER (C-15): Marwinkle
rude to supplicants, and is often deep into is quite physically fit, but instead to her Tukkletoe (N male Mishell halfling 3rd
his cups when he does grant an audience. unstable mental state, which verges on the level wizard, SL Guild 7) and his wife,
His four bureaucrats have a bloody rivalry psychotic. High Viridians slew her mother, Parwheedle, are the preeminent
with the tax bureaucrats that work for and so are her favorite victims. purveyors of pastries, breads, cakes,
Khaiphoron Coin-Clipper (see #73, and baked goods in town. They are
below); citations can disappear and rules 10. APOTHECARY (H-11): One-Leg assisted by their seven children and
can be bent for those who embarrass or Rajiik (NE male Smyrian 5th level rogue, SL five apprentices. Mar uses his rust-
cause trouble for the taxmen. Guild 7) is a bitter man; having lost his colored bag of tricks if he or his shop
leg in a misadventure, he had to take up is threatened. Oatnog Cookies 3/1 cp;
07. ALDERMAN (A-4): Drippy a trade or end up a beggar. He displays Black Bread 2 cp; Cheese Bread 4 cp;
Dergomaan (N male Smyrian 3rd a large collection of knives and daggers Beer Bread 6 cp; Inside-Out Cake 2 gp;
level rogue, SL General 7) is the chief on the wall behind the counter, his one Elsenloaf 30 gp (1 week’s rations, fresh
bureaucrat overseeing all civil operations indulgence to his lost days of adventure. for 10 years, 1 lb.)
along the Docks, including Customs. In Stock: Hangover Purgative (66%) 3
Drippy’s bureaucrats, the miserable, sp; Pregnancy Preventative (98%, one 14. BAKER (G-8): Bald Ivo (LE male
soggy halflings Bimbwil, Slurtoe, moon) 1 gp; Powder of Potency (75%, Common Viridian 2nd level fighter, SL
Plorfuut, Jangheel, and Dinglo, are 1d3 hours) 15 gp; Nymph Dust (50%, Guild 6) is known for his simple but
grossly overworked, as he requires that 1d6 days) 25 gp; Permanent Potency filling fare. He is assisted by three dwarf
they keep records in triplicate on all Preventative (95%, 1d20 years) 100 gp. slaves and four junior apprentices. Ivo
cargoes and catches brought through or is a pious Mer Shunnan, and is always
to the Docks. The unfortunate halflings 11. ARMORER (B-13): Jaanocsz waxing long and loud about this week’s
are readily bribed concerning “victimless Koroszcii (N male Smyrian 5th level fighter, sermon; he has the contract to provide
SL Guild 8) is a master armor smith and
WILDERLANDS OF HIGH ADVENTURE 11
bread for the weekly God Feast at the 4th level bard, SL Guild 6) is a wizened, gets little sleep, as he is always working,
temple, so he has good reason to be ancient craftsman who manufactures and studying, or engaged in vigilante charity.
devout. Black Bread 2 cp; Bass Bread refurbishes barrels. He knows just about
3 cp; Carp Cakes 4 cp; Sturgeon Pie 2 every myth, legend, and tall tale to be All the bath boys and girls are Mycretians
gp; Starrcrag Trail Bread 15 gp (1 week’s told on the River Flee, though the telling (1st level Mycretian/rogues), and are part
rations, fresh for five years, 2 lbs.) of the tale takes twice as long as any of his cell; as they are considered to
long-winded bard, and Old Lacks smells be little more than furniture by most
15. BARBARIAN RESIDENCE (B-11): strongly of pipeweed and pickled fish customers, they overhear much and use
Flamehair Krevan (NE male Tharbrian 7th (which are what his refurbished barrels this knowledge to good effect in their
level barbarian, SL General 5) grew wealthy mostly once contained). Barrels cost 1 gp activities. Arion and his followers are
through his early adventures in and later per 10 gallons capacity up to 60 gallons; very familiar with the tunnels and sewers
service to the Empire. This “civilized” 15% discount for refurbished, 30% for buried beneath the city, and use the
barbarian is clean-cut and well dressed; barrels that stink of pickled fish; 30% tunnels to facilitate raids and rescues.
he disdains his savage cousins, but the discount for quantities of 20 or more.
bloodlust still beats in his heart. He goes 20. BAZAAR (G-12): Tanglin Xhuu’ha
on excursions in the countryside, where 19. BATHS (D-4): The public Smyrian (CE male Shardan 7th level wizard, SL
he secretly hunts peasants and serfs; he Imperial Baths are as impressive as Merchant 8) — a wizened Shardan wizard
seeks more challenging game, and may be they sound; built of white granite with with cobalt-blue skin and long, flowing
“convinced” to lead adventurers as a guide, green striations, this large building is a platinum Fu Manchu mustache, this
but when in the wilds will turn on them and common meting place for the wealthy malevolent merchant always acts most
kill them, slowly, one by one… for sport. and powerful. Unlike baths in the diplomatically, and appears cheerful at
Immortal City and elsewhere, the Shah all times, even when most wroth (and
16. BARBER (H-11): Rollo Redblade has forbidden “extra services” by the then he wiggles his fingers quickly and
(N male Common Viridian 2nd level rogue, 12 bath boys and 12 bath girls (mostly wildly). In addition to the wide-ranging
SL Guild 6) presents a disheveled, dirty half-caste orphans), and things are kept oddities he imports, he is the leading
appearance; his hair is wild, his apron clean and aboveboard in the segregated drug smuggler in the province. Tanglin
spattered with blood and covered in pools, saunas, and massage chambers. is guarded at all times by what appears
clippings, and his shop is cleaned maybe Seven Amazon guards (LG 3rd level to be a 7 ft. tall Altanian barbarian, but is
once a week. His blasphemy-laden rants Amazon warriors) keep the peace and actually a polymorphed efreeti (HD 10d8,
about crackpot conspiracy theories break up any hanky-panky; they serve HP 60). The wizard is also protected by
regarding the Shah, the Mycretians, and at the pleasure of the Shah, so even two rings: evasion and blinking.
the Eagol dwarves entertain and shock nobles cannot gainsay them. Services
his customers while he cuts their hair, Items stocked include copper, tin, and
include Sauna 3 gp; Bath 5 gp; Moral bronze pots, containers, braziers, and
shaves their chin, or bleeds them. Shave Massage 5 gp; Moral Healing Massage
and haircut 2 cp; bleeding 1 sp; w/clean lamps; fine porcelain and glass bowls
50 gp (LG, NG, or CG heal 1 point and cups; bamboo, wood, ivory, and
blade or shears 2 sp; w/sharpened blade of strength, constitution, or dexterity
or shears 2 sp; leeches 5 gp. metal furniture and chests; strange idols
damage, otherwise heal 1d3 hp). and blasphemous tapestries; ancient
17. BARD (I-7): Aristokles Orpheu Arion the Bastard (LG male Smyrian/ scrolls and tomes; and other exotic
(LE male High Viridian 8th level sage, SL High Viridian 3rd level wizard/Mycretian, and singular oddments, everything save
Gentry 9, Cha 18) was exiled from the SL Gentry 6) manages the baths; it is clothing, armor, or weapons; a few
Immortal City for rabble rousing and said that the Shah appointed the half- items have minor magical powers. Khat
offensive locution. An imposing orator, caste to his position as an insult to his 5 gp; White Poppy 10 gp; Black Poppy
he is given to violent, if well-spoken (unacknowledged) father, but claims it 25 gp; Tithweed Juice 50 gp; Yellow
rants and public harangues, scheming was out of pity. The apprentice wizard Dragon 75 gp; Black Lotus Petal 100
against whatever scapegoats catch his spends his days managing the baths and gp; Changeling 200 gp; Ghost Dust 250
fancy at the moment. His major is in his evenings studying under Brerrab gp; Demon Ichor 800 gp.
Imperial History, with minors in Distant, Ocehan, the Magist (see Wizard’s
Modern, and Recent History. He is highly 21. BEGGAR (I-8): Half-Caste Haek
Tower, above). The unkempt youth is (CN male Smyrian/High Viridian 5th level
offended by the modern debasement and secretly one of the leading pro-active
debauchery of his people, but transfers beggar, SL Guild 2) is an old, mad beggar;
Mycretians of the town; he is rash he dresses in torn, stained rags and begs
it to a maniacal lust for the blood and but honorable, and leads his small cell
destruction of all other races. for bits in the Slave Market. He earns
of fanatics in their activism, fueled by more by allowing people to whip him for
18. BARRELMAKER (A-2): Laecszii ancient legends of Mycretian glory and five minutes for a drachma; no more than
“Old Lacks” Zsuult (CG male Smyrian the promise of a heavenly afterlife. He one customer at a time, payment due up
12 IMPERIAL TOWN OF TELL QA
front. He defends himself with a dagger 25. BOOK SHOPPE (F-3): Mousy form of a large bat. (1-gallon clay jug,
if things get too violent. He has a 6% Rowena (CG female Common Viridian 8 servings): Barley’s Dark 8 cp; Barley’s
chance to predict the future and a 26% 2nd level wizard, SL Merchant 6, Int 17, Special Black 16 cp; Smyrian Red 24 cp;
chance of having in-depth knowledge of Wis 16, Cha 6) maintains this small Viridian Green 36 cp; Amazon Rage 60
local events; such information requires a establishment she grandiosely named cp; Dwarven Dark 60 cp; 20% discount
donation of 1d6 minas. The Dragon’s Library, where books, on 30 gallons or more.
scrolls, and tomes of all kinds can be
22. BELL TOWER (E-8): Maeniisith found; some are even magical. She is 28. BROTHEL (E-11): The Room
Cszumaa (LN male Smyrian 6th level normally quiet and plain, but when of Passionate Pleasures is the only
monk, SL Gentry 8) was a member of the her books are threatened, she is like a legal brothel in the province, owned
Order of the Somnolent Dragon until lioness guarding her kits. Customers and operated by Madame Sandira (CN
his uncle, aunt, and seven cousins died cannot even enter the shop unless they female Amazon 9th level courtesan, SL Gentry
of the plague, leaving him an extensive can prove that they can read. When 8, Int 16, Wis 16, Cha 18). The Shah has
estate. He abandoned the ascetic life for illiterate adventurers find books, this tried to stamp out prostitution for almost
a life of genteel leisure. He spends his is where they usually end up. Rowena two decades, but it has naturally been
days pouring over his uncle’s books on pays a silver on the gold for any books, impossible. He reached a compromise
history while tended by three concubines; including spell books, and is not above with nobles, gentry, merchants,
the duties of the bell tower (held by his cheating an illiterate oaf out of a king’s guardsmen, and the Courtesan Guild
family for 12 generations) are performed riches (she has no respect for the by declaring the practice a monopoly,
by two assistants and three slaves. illiterate and stupid). and assigning the monopoly to Sandira.
Special treatment of nobles, gentry,
23. BLACKSMITH AND STABLES 26. BOWYER/FLETCHER (I-5): merchants, and guardsmen assure that
(D-15): Vinglo Derglon (CG male Goldtree of Alfheim (CG male high elf 8th the Room of Passionate Pleasures has
Starrcrag dwarf 8th level ranger, SL Guild level ranger, SL General 5, Str 15, Cha 16) was a many powerful supporters.
8) is a rarity, a Starrcrag dwarf with fellow adventurer with Doughal, Morgane,
little lust for gold and a great love for and Frederek of the Ivory Mammoth As it is the only legal brothel in the
animals, especially horses. He is the (#52), and is the former lover of Rebekah province, it provides services of (almost)
best blacksmith and horse trainer in the of Garman (#32); today he manufactures all kinds at all financial levels, from the
province. When not working with his bows and arrows using the ancient “Freeman’s Five Minutes of Heaven” at
three journeymen and five apprentices, techniques of his people, the high elves 5 sp to the “Grandhee’s Grand Event”
he spends time on his ranch or of Dearthwood. His weapons are popular at 300 gp! Madame Sandira is very
wandering the forest and hills to the among adventurers and Aelvoress elves, protective of her employees and her
west. He prides himself on the health who have forgotten many of the secrets monopoly, and keeps a dozen dwarf
and quality of his war-trained steeds, of archery their cousins still keep. Short mercenary swordsmen (3rd level fighters)
which are the destriers of choice for composite bows (bonus to damage only): led by Max the Myrmidon (N male
Captain Milos, General Galiinaar, and normal 30 gp, +1 Str 150 gp, +2 Str 300 Starrcrag dwarf 6th level fighter, SL Guild
wealthy knights of the province. gp, +3 Str 600 gp; long composite bows 7, Str 18) to make sure guests maintain
100 gp, +1 Str 500 gp, +2 Str 1,000 gp, +3 the peace and pay their bills. Madame
24. BOATMAKER (A-9): Gecsza Sandira is personally protected by two
Djokaii (N male Smyrian 7th level sage, Str 2,000 gp. Arrows: Giant eagle-fletched
(+1 to hit) 10 sp each; Roc-fletched (+1 to turbaned Lenapashim eunuch guards
SL Guild 7) is the latest in a long line (7th level barbarians wielding two-handed
of boat makers; truth be known, his hit and damage) 25 sp each.
scimitars) and her current lover, The
family has lived along the River Flee 27. BREWER (B-12): Berengar Golden Sorceress, Demonassa (CN
since the days before the fall of the old Barleybeer (CE male Common Viridian female High Viridian 7th level wizard, SL
Smyrian kingdom. Some say he has the 3rd level black witch, SL Guild 7) brews a Gentry 8, Int 17, Cha 18), armed with a
river in his blood, and it is through this very coarse, pungent, dark beer. It is the wand of illusion, a ring of suggestion,
that he is able to build sleek and fast mainstay of the common folk in the area, and a gold silk cloak of resistance +5.
boats. This building is merely a minor usually heavily watered down. He has
workshop, for his three journeymen a line of “gentleman’s” ales, too, and is 29. CANDLEMAKER (H-14): Waxy
and seven apprentices (most his sons secretive about his recipes and processes; Vacszul (CG male Smyrian 4th level white
and nephews) to work on ships in port; he must be, as his “secret ingredient” witch, SL Guild 7) is secretly a white
he has a villa across the river from the for the special brews is blood. His three witch. He and his wife, Odd Esme
port, where he manufactures new boats assistants are all half-breed outcastes and (CG female Common Viridian 3rd level white
in dry dock. His prices are steep, but hunchbacks (2nd level rogues); his quasit, witch, SL Guild 6) manufacture all kinds
fair, as the job is guaranteed well done. Grem, guards the brewing hall in the of common candles and soaps, as well

WILDERLANDS OF HIGH ADVENTURE 13


as several magical candles using their 32. CLERIC RESIDENCE (G- Table-top simple clock 500 gp; palm-
witchcraft. Tallow candle 1 cp (stinks 11): Rebekah of Garman (LG female sized clock 1,000 gp; pocket watch
and sputters), wax candle 5 cp, bar Garmani 6th level cleric/Mycretian, SL 2,000 gp; clockwork songbird: 2,000
of soap 1 sp. Scented wax candles or General 5, Int 13, Wis 17, Cha 14) was once gp; clockwork dog 8,000 gp; clockwork
soap: apple, berry, pine, or pumpkin an adventurer, part of a party including horse 16,000 gp.
x2; lavender, vanilla, strawberry, or Doughal, Morgane, and Frederek of
pomegranate x4; orange, cinnamon, the Ivory Mammoth (see #52). She 34. CLOTHING (F-6): Aertalan
lemon, or chocolate x6; fish scented x8 had a falling out with them over their Kruujdy (LG male Smyrian 3rd level Mycretian,
(for the Mer Shunnans); incense x10; methodology several years ago, and set SL Guild 7) has two-dozen free seamstresses,
fine perfume x20. Time-keeping candles out on her own. She works today as an mostly widows and young orphaned
1 sp per hour, marked in 10 minute herbalist, healer, and midwife, offering women, on the second floor making tunics,
sections. Magical candles: potency her services to any who ask, with her under-tunics, breeches, hose, trousers,
candle 10 gp; love or peace candle 20 prices based on the customer’s means; smocks, kirtles, gowns, cowls, capes, cloaks,
gp; healing (8 hours, heal 1d3 extra hit she has more than enough treasure left and winter caftans of linen and wool
points when burnt during complete over from her days of adventuring to for commoners and poor gentry. Colors
bed rest) 30 gp; mind-enhancing (burn retire, if she so chose. She is not a pro- available include red, light green, light blue,
while memorizing spells, double time, active Mycretian; she prefers to aid and gray, yellow, red-brown, brown, and black.
can memorize one extra 1st level spell) assist those who seek her help, rather The fabrics are made and dyed in nearby
50 gp; others may be available. than save those who might not desire hamlets, and the clothing is manufactured in
saving. She has been approached several town. Prices are reasonable, though often a
30. CARTOGRAPHER (D-14): Haasz times by the “Pure One” (the Shah, sale comes at the price of a sermon.
Kruhzlik (NG male Eagol dwarf 6th level in disguise), to try to convince her of
psychic, SL Guild 7) was a typical insane 35. CLUB (B/C-8): The Green Sash
the error of her ways, but he does not, Club is open only to younger sons of
and evil Eagol dwarf, until the day he naturally, force the issue.
encountered a minor deity of goodness, nobles and gentry, and even then usually
and had his mind changed, permanently. Her former lover, Goldtree of Alfheim restricted to High Viridians and socially-
Rejecting his old ways and his people, (#26), still pines for her, and often connected Common Viridians; it was
Haasz adopted a human name and settled sends flowers and gifts; she gives the formed by the former members of the
in Tell Qa to ply his trade. He has an flowers to young girls, and sells the Constabulary a decade ago when the
amazing ability to draw maps from mere gifts for coin to give to the needy. Shah dismissed them for corruption and
descriptions, aided by his (secret) ability to Rebekah possesses a staff of healing, ineptitude. Many members are devotees
read minds. He always wears white robes a suit of chainmail +4, and two ioun of the Cult of Tama Hama (#62) down
and boots, blue hoods and gloves, and a stones, an incandescent blue sphere the alley. Even their normal meetings
black mask with red lenses. (+2 to wisdom checks) and a dark blue are little more than orgies; the members
rhomboid (+1 caster level). own and regularly abuse dozens of non-
31. CARTWRIGHT (B-15): Aenduuril Viridian slave girls and youths, housed
Axleman (NG male Smyrian 3rd level 33. CLOCKWORK ENGINEER in an extensive secret basement (which
fighter, SL Guild 7) has five journeymen (E-9): Vredrik Kanaus (N male Common adjoins the temple of Tama Hama (#62)
and seven apprentices to help him Viridian 7th level sage, SL Gentry 7) became through a secret tunnel).
manufacture wheels, carts, carriages, fascinated with clockwork technology at
chariots, and wagons. He even has an on- an early age, when his adventurer father The Green Sashes often disguise
site blacksmith and two apprentices to brought a clockwork dog home from themselves and go out into the night,
make axles, nails, springs, and other metal an expedition to an ancient ruin in hidden under emerald green sheets,
parts. “Honest Aendy” is known to drive Shimmertree Vale. He has spent every waylaying and killing lone guardsmen;
a hard, if fair bargain, and usually has copper of his inheritance learning all they would love to kill Milos Taanikos,
several new and used vehicles on hand to he can about the technology, and is the Captain of the Guard, but as they
meet most needs. Asking prices (can be today perhaps the foremost authority are all craven and generally inexperienced
haggled down to half of asking price): on such devices, which are regarded as at heart (all 1st to 3rd level fighters or rogues
2-wheel cart 30 gp, 4-wheel wagon 70 quasi-magical by most, blasphemous at best), they have not yet built up the
gp, 2-wheel war chariot 200 gp, coach by others. He and his five apprentices courage. They organize extended “hunts”
400 gp, fine spring-balanced coach 800 build and sell incredibly expensive in the province, where they disguise
gp, armored coach 1,200 gp. Cart wheel and intricate clockwork devices and themselves as bandits and loose their
3 gp, wagon wheel 7 gp, chariot wheel 10 creatures to nobles and gentry; he uses hatred on peasants and serfs; they often
gp, coach wheel 20 gp. the funds to further his studies and kidnap young women and youths to take
sponsor expeditions to more ruins. back to their “harem.” While engaged

14 IMPERIAL TOWN OF TELL QA


secretly they use nicknames, such as (1d12, usually rogues of 1st to 4th level); Maker (#81). She is only 27 years old,
“Brother Blade,” “Brother Rape,” “Uncle one for poor knights, nobles, and gentry still very beautiful, and, as her father
Death,” “Brother Blood,” and etc. There (1d8-1, of any class, 1st to 12th level); was a full-blooded High Viridian, is
are currently 32 members of the club, and another for women of all castes usually mistaken as one by most people.
lead by Kobalos “Father Slaughter” (1d8-1, usually courtesans or rogues, 1st She wears a pair of beautiful gem-
Skoulos (CE male High Viridian 5th level to 8th level). Eight private cells (10ft. by encrusted dragon-shaped gold bracers
cleric of Lord Skortch, SL Noble 10), who 10 ft., well locked and barred with a bed, of armor +5 (made for her by the
seeks nothing less than the complete desk, chair, and chamber pot) are also dwarves of Starrcrag special to order as
undoing of the status quo in the province, available for 20 gp per day, including a gift from her husband), and wears a
including the slaughter or enslavement of decent meals, paper and ink for letters, ring of suggestion.
all non-Viridians, and himself installed and regular access to family, friends,
as the Shah of Smyrsis. He possesses a whores, and litigation tricksters. 39. EATERY (G-3): Gorawen Half-
crystal ball with telepathy, a medallion of Elven (CG Aelvoress/Smyrian half-elven 3rd
thoughts, and a ring of regeneration. The Cellmaster’s daughter, Krilja the level ranger) maintains Fields of Plenty,
Cracked (CN female Smyrian 2nd level rogue, a fine eatery connected to the tavern on
36. COURT OF THE ZHIRQUISATE SL General 5, 18 years old, Wis 5, Cha 17, the ground floor of the Banshees’ Rest
(D-2): The law is overseen by the 100% save vs. crabs, 70% save vs. gonorrhea) Inn (#51). Three halfling chefs bake
Zhirquisate, the leading members of the seeks a handsome adventurer, gentleman, fine breads and meat dishes for hungry
gentry appointed to oversee the courts. or noble paramour among the prisoners, customers. Gorawen hunts critters and
Zhir Kiij Jaaneracszy (CG male Smyrian with whom she plans to flee to Dacil gathers grains, herbs, and spices in the
7th level wizard, SL Gentry 12, never “Angry”) Vonidar, there to seek her lost kingdom. Shimmertree Vale every third day; she
and Zhir Philos “Hard Labor” Pappas has a unique source of high-quality
(NE male High Viridian 4th level knight, SL 37. COURTESAN (E-8): Viradecthis honey that she refuses to reveal for love
Gentry 12, Disposition never better than “Bored,” the Vigorous (NE female Common or money. Bread and two-day stew 1 sp,
-4 modifier for half-breeds) oversee the Lower Viridian 10th level courtesan, SL Gentry 6, honey cakes 2 sp, rabbit stew 2 sp, beaver
Criminal Court (Lesser Crimes committed Con 16, Int 14, Cha 17) is one of the few tail 3 sp, roast duck 4 sp, snake stew 7
by commoners, merchants, guildsmen, independent courtesans that survived sp, jellied eels 1 gp, roast pheasant 2 gp,
and military), and Zhirquissa Artemisia the Shah’s assignment of a monopoly on venison steak 3 gp.
“Old Chopper” Mavroudis (see Tower of prostitution to Madame Sandira (#28).
Justice (J) above, roll Disposition twice and take She did so, like most, by becoming a 40. EMPLOYMENT AGENT (E-12):
the worst result, -2 modifier to any case including “hostess” of parties, fetes, and other Uerbaan Cszomas (N male Smyrian 4th level
theft, prostitution, or rape) oversees the High functions, which invariably descend bard, SL General 5) is a former adventurer
Criminal Court (all High Crimes and into debauchery. Her own wealth and who brings together potential hirelings and
Lesser Crimes performed by gentry and connections keep her beyond Sandira’s adventuring types; he also helps commoners
nobles). Each is served by two guards (1st reach. Most of the “parties” take place find all kinds of jobs, from simple labor to
level fighters) and a bailiff (3rd level fighter), at the townhouse or even manor of the guild apprenticeships. There’s an 85%
plus three court clerks, with another two- “host,” but she has a small salon in her chance he has a torchbearer, porter, valet,
dozen bureaucrats shuffling papers in the townhouse to entertain small groups. lackey, or general unskilled laborer looking
offices below the courts. for work (1 sp/day in town, 5 sp/day in
38. DANCER (B-5): Lysandra of the the wilderness); and a 60% chance he has a
Defendants are held in cells in the Seven Veils (LG female Common Viridian journeyman craftsman with the specific skill
second basement (under circumstances 8th level courtesan/4th level Mycretian, SL needed looking for work (5 sp/day in town,
similar to that in the Town Jail, see #55), Gentry 7, Dex 16, Wis 14, Cha 16) is 25 sp per day in the wilderness); all such are
until their trial, a wait of no less than 3d6 “semi-retired,” having five years ago 1st to 3rd level fighters or rogues, though
days. Cellmaster Krijek the Greasy (N married a wealthy adventurer. Her not particularly of adventuring mindset. It
male Smyrian 7th level fighter, SL General husband was killed two years ago while will take him 30 to 120 minutes to find the
6) and his eight guards (1st level fighters) on adventure, slain fighting a dragon, prospective employee. All materials must be
are happy to accept payments for better and while seeking solace she discovered procured by the employer. He takes a cut
food, services, and privileges (at 5 to 10x the way of Mycr, and became a from the employee, plus charges a 5 sp/25
normal rates), though any attempts at Mycretian. She dances now only for sp finder’s fee if the prospect is employed.
true bribery will be reported. There are the wealthy and powerful, and uses
four group cells: one for violent lower- her influence and connections gained 41. FIRE BRIGADE (E-7): After
class offenders (1d12, usually barbarians, thereby to discover their evil deeds and the last major fire 17 years ago, which
fighters, or rogues of 1st to 3rd level); methods. She forms a cell with Giraud destroyed half a block, the Shah started
one for peaceful lower-class offenders the Hawk (#59) and Anwyll the Wig a program of fire brigades. The 20

WILDERLANDS OF HIGH ADVENTURE 15


slaves of the brigade (1st to 3rd level fighters At night six to 15 down-on-their-luck Sight. It brings her nightmares every night,
or rogues) are rushed to the scene of the fire adventurers (1st to 12th level, any class, as she sees much death and destruction;
on two wagons, and once there, set about though usually barbarians, bards, fighters, or there is only a 50% chance she will be
destroying the building with mattocks rogues) and 11 to 30 poor folk or farmers available for a reading, otherwise she will
and axes, seeking to get it to collapse on (1st to 3rd level, usually beggars, children, be upstairs resting with a migraine. She
itself and hopefully sparing neighboring fighters, or rogues, double numbers on has a 75% chance to randomly read a
buildings. The slaves are often quite eager Sixthday night) will be sleeping on the specific person’s past, present, or future in
to succeed, as a slave who participates fully floor in the common room. the waters of her silver bowl; sometimes
in stopping seven fires is given his freedom. she sees all three. She requires 50 gp and
Their work is overseen by four guards (3rd The backroom, accessible through the a lock of hair for a reading. She is assisted
level fighters) and Fire Master Miiksa kitchen, has a place for guild members to by her distant cousin, Iodelle Ravenhair,
Cszok (CG male Smyrian 3rd level wizard, SL relax and play cards (3d6 during the day, Half-Elven (CG female Aelvoress elf/
General 6). The fire master trains and treats 1d6-2 during the night); the entrance to Smyrian 5th level wizard, SL General 5, Int 14,
his men well, as he realizes their successes the secret basement is through the office, Wis 13, Cha 16), who protects her during
are his successes, and he seeks to eventually accessible only through the backroom. readings, as she often swoons; Iodelle is
join the gentry. Meals include gruel breakfast with armed with a wand of magic missiles.
watered beer 3 cp; bread, cheese, and Iodelle has Second Sight, and can see
42. FIRE BRIGADE (F-10): Identical in creatures of the Spirit World, through the
purpose and size to the South Wall Brigade, apple luncheon with watered beer 6 cp;
pigeon pie dinner with watered beer 1 Planar Membrane, and speak with them
with 20 slave fire fighters and four guards, as though she had the tongues ability.
the Midbailey Brigade is responsible for sp. Un-watered beer, ale, and mead are
fires in the Outer Town. Unfortunately available in the back room for 1 cp, 3 cp, 45. FUNERAL PARLOR (E-15):
their work is overseen by Fire Master and 1 sp each, respectively. Imhotep the Southroner, The Jackal
Andsaca the Lash (NE male Common The guildmaster, Nimblefinger Ordric in Exile (LG male Ghinorian Empyrean
Viridian 5th level rogue, SL General 6), who (LE male Common Viridian 12th level rogue, 16th level cleric of Anubis, SL Gentry 8, Int
lets his men use whips on the slaves often, SL Guild 9, Dex 18, Int 16, Cha 14) knows 14, Wis 17, Cha 15) passes himself off
and is not above surreptitiously selling more about the sewers and ancient as a simple embalmer, a form of burial
slaves to river bandits on the side. tunnels than anyone alive. His lieutenant preparation that has been vogue in the
is Blackheart Eurwyn (NE female empire by non-Mer Shunnans since
43. FLOPHOUSE (F-13): The Copper before the rule of Cneninadus (Mer
Crown Flophouse is temporary home Aelvoress elf 9th level rogue, SL Guild 8, Dex
17, Int 14, Cha 17); she likes to seduce Shunnans continue to feed the flesh
to many semi-successful adventurers of the dead to the fishes, then inter the
and poor wanderers. It is also the base young, handsome, and rich adventurers
and nobles, taking them for all their coin bones in a seawater-filled sealed urn).
of the secretive Tell Qa Thieves’ Only Brerrab Ocehan is aware of his
Guild. Tiimo the Fink (LE male and possessions; those who treated her
well get to live to tell the tale. true identity; as they are good friends
Smyrian 7th level rogue, SL Guild 7) gained of olden days, he’s not about to tell.
his name by ratting out on thieving The guild’s modus operandi is to let lone
adventurers, but he’s never let slip the rogues or even small groups work on their Imhotep prepares the bodies in the back
name of a single guild member, for love own for a short time without bothering room, and holds wakes in the front; a
or money. He’s the ostensible owner them; if they prove themselves competent simple embalming with minimal wake
and manager of the flophouse, and is (i.e., are not caught by the guard after costs 10 gp, while more elaborate affairs
the public face of the joint. He is served three major heists) they are told they need depend on the exact nature of the event.
by four bouncers (2nd level fighters) and to join the guild, or leave town. The guild His two journeymen, five apprentices,
four maids (2nd level courtesans). Anyone has 21 to 40 members in town at any one and 10 slaves (all converts to Anubis)
can flop on the main floor (3 cp/night, time (mostly 1st to 4th level rogues), as the are finally getting a handle on the
2 cp/night for sleeping furs), but only guild is also active in banditry, brigandage, construction of a proper Ghinorian-style
members of the guild are able to rent thievery, and smuggling throughout the sarcophagus: 50 gp for a simple wooden
rooms on the second floor (3 sp/night province. They are currently seeking a one, 80 gp for copper plating, 350 gp for
for a bed in a 4-man room, 2 gp for a way to clear out a band of competitors on silver, 3,000 gp for gold and gems.
private room); otherwise, the upstairs Ming River Road (see #80).
rooms are “always full.” It is actually For those not affiliated with a local
a safe place to flop, as no thievery is 44. FORTUNE TELLER (G-2): temple (mostly adventurers), Imhotep
allowed on the premises; non-guild Sosanna Tengwyn (N female Aelvoress elf offers burial in his extensive, well-
thieves caught stealing in the flop room 7th level wizard, SL General 5, Int 15, Cha 15) guarded private catacombs, built under
are rolled and turned over to the guard. is a beautiful seeress cursed with the True his country manor (Hex 4: 1813);

16 IMPERIAL TOWN OF TELL QA


accommodations range from a simple The first floor is a tavern with a kitchen claws, soft furry thighs, and long leonine tail,
nook at 100 gp to a full-fledged multi- in the back, the main room filled with golden skin and eyes, and long blonde hair,
chamber trapped-and-enchanted sub- open tables for knucklebones, five-card otherwise drop-dead gorgeous human form,
complex at tens of thousands of gold. wallop, three-card bitch, a wrestling pit, usually dresses topless in Ghinorian style)
and a wheel of fortune; 21-40 suckers will leads a small pride of houris that live in
46. FURS (H-6): Granny Giorsal be playing or drinking during the day and town on the fringes of society. Legally,
(NE female Tharbrian 5th level barbarian, evening, with five serving wenches, two they are not prostitutes, as the Room of
SL Merchant 5, Str 14, Con 16, Int bartenders, three cooks, eight dealers, and Passionate Pleasures has a monopoly
14, Cha 7) sells pelts her grandsons, six guards (3rd level fighters). on prostitution in the province. Instead
Casidhe (NE 5th level ranger), Aonghus they provide their services as expensive
(CE 4th level barbarian), Feraghus (CE The second floor consists of servant’s “hostesses” for parties, which they
3rd level rogue), and Sluaghan (CN 2nd rooms and four private rooms for organize and for which they serve as the
level bard), a stinking, despicable bunch, private games, rented by the hour and “entertainment.” Sandira is well-bribed
buy out of a hovel in the ferry hamlet with a 10% rake. whenever she feels like making a stink,
across the river. The brothers also do and the Shah just looks the other way,
some trapping themselves, of furred Orion’s flat is on the third floor, where
he and his current lover or slave wench as he knows too well it is the houri’s
creatures and otherwise; their oldest nature. Six other houris live with Bastet,
brother Kearn the Bastard was caught can be found sleeping during the day.
He’s between lovers, and so Maeve as well as a dozen slaves. Bastet often
bloody-handed after having his way puts her ring of suggestion to good use,
with and then killing a washer girl once, MakInnis, daughter of the MakInnis
of the MakInnis sept of Clan and on occasion has need of her hat of
and so the four despise the lawmen that disguise, for safety or pleasure.
had him beheaded; Granny never liked Ua’Gannon (CN female Tharbrian 2nd
him, as she was the one that named him level barbarian, SL General 1, 19 years old, 50: HOUSE OF HEALING (D-6):
Bastard, legitimate though he was. Pelts: Str 14, Con 17, Cha 17) is firmly chained The House of Healing is famous
beaver 3 gp, buffalo 1 gp, muskrat 2 gp, to the bed in her soundproofed room in the province and beyond as a place
wolf 3 gp, fox 5 gp, ape 10 gp. Blankets: otherwise as bare as her naked form. Not where healers learn arts approaching the
beaver 150 gp, buffalo 5 gp, wolf 50 gp, yet broken, though much abused, Maeve magical. It was founded centuries ago by
ape 50 gp, muskrat 100 gp, fox 500 gp. has given almost as good as she’s been a rogue priest of the Ugtargnt Temple in
dealt, as the freshly-healed bite marks on Viridistan who saw the error of his ways;
47. GAMING HOUSE (C-12): The Orion’s face show. He likes slaves with he decided to seek to stamp out disease and
Imperial Green Gaming House is spirit; he’ll dispose of her shortly after learn the ways of healing, rather than using
not the largest, but is the wealthiest and she breaks. The door to her room is fear and pain to fleece the poor. Needless
fanciest gaming establishment in town. guarded day and night by two guards (a to say, his former co-religionists ran him out
It is owned and managed by Orion the 4th level fighter and a 3rd level assassin). of town, and he fled to Tell Qa. Together
Damned (LE male High Viridian 6th level with clerics of Suthak and interested sages,
fighter, SL Merchant 7, Str 15, Int 14, Cha 48. GROCER (G-6): Dungallo
Bluetoes (N male Mishell halfling 3rd level he built a school that taught the natural
15), an expatriate of the Immortal City; ways of healing, and sought out ancient
though debauched as are most of his rogue, SL Merchant 6) and his daughters
Vyolet and Mawve manage the largest secrets lost since the days of the War of
people, his vices are generally normal the Pious and Philosophers. He and his
(wine, women, song, women, gambling, grocery in town. Every morning before
dawn Dungallo and seven slaves are companions discovered many lost arts and
and women), and he is not dissolute. In hidden truths, and learned ways to apply
addition to running the Imperial Green, at the Grand Market, ready to buy the
best produce the farmers will part with them in the modern era. Unfortunately,
he also runs three caravans, through efforts to apply these secrets elsewhere
junior traders, between Tell Qa and the at reasonable prices; similarly, they are
there at the close of the market, to buy failed in this superstitious era, as most
Immortal City; interestingly, they are faiths violently reject any healing methods
perfectly legitimate, as he’s got a good whatever is left at dirt-cheap prices. The
best is sold at double or triple rates, day- that are not divine.
thing going, and feels no need to get too
greedy. He maintains good relations with old and rotting produce at bits per pound. The House maintains strict rules of
most of the High Viridians in society, Other common, usually used goods can cleanliness, as the chirurgeons have an
even though he is of low social standing, be found here, as well, as Dungallo can’t understanding of the true nature of
as he extends them a good deal of pass up a deal and try to sell it dear. non-magical diseases, i.e., they know full
credit, which can be worked off through 49. HOURI (G-5): Bastet the well how viruses and bacteria work. The
simple, usually legitimate favors. His only Ghinorian (CN female Ghinorian houri 8th chirurgeons otherwise have medical abilities
weakness is Tharbrian women, few of level courtesan, SL General 5, Dex 17, Int on par with a late-19th century level, and in
whom survive his attentions. 13, Cha 18, with cat ears, whiskers, retractile some cases, beyond that of the late-21st!

WILDERLANDS OF HIGH ADVENTURE 17


The chirurgeons of the House are granted value per minute. The walls of the room mostly just uses it as a home base for
gentry status, like members of an organized (actually a green, artificial emerald-like her ongoing adventures, social mixing,
clergy, and the House’s symbol of the material also recovered from the ruins) and romantic conquests. Anwyn has had
red circle around a red cross is respected are covered with nooks for emeralds; to save Branwyn from no small number
throughout the province. the House is currently supplied with 92 of unpleasant amours, social faux pas,
emeralds worth a total of 46,000 gp. The and evil cults or pillaging tribes. The
Supreme Chirurgeon Hipparkhos Tsolias only known side effect of the device day to day operations are run by a hired
(LG male High Viridian 10th level sage/Mycretian, is that anyone who uses it, even for a innkeeper, four maids, five slaves, and
SL Gentry 13) manages five other chirurgeons minute, will have the irises of their eyes two bartenders; though drinks are served
(8th, 7th, 6th, and two 5th level sages), eight interns transformed to a glittering emerald green. through the inn’s bar, food may be
(One 4th level, a 3rd level, two 2nd level, and four purchased through the Fields of Plenty
1st level sages), 10 nurses (1st level sages), and a Services: Minor nostrums for colds, eatery (#39) on the ground floor.
dozen assistants (1st to 3rd level fighters or rogues, fevers, and least diseases (95% chance) 2
usually); note that males and females are equally gp; healing salve with dressing (heals 1d3 Prices per person/per night: 4-bed
represented, and about half are also Mycretians points of damage, and dressed wound room 5 sp, 2-bed room 12 sp; private room
of 1st to 3rd level. The chirurgeons are allied heals an additional 1 point per day for 3 gp; private suite 8 gp. Bar: Mug of beer
with and often consult with the healers of the 1d4 days) 20 gp, sold in distinct types 2 cp, ale 5 cp, mead 3 sp; a wide variety of
temple of Suthak (#76). for slashing, piercing, bludgeoning, fire, wines are available, all from Beppi’s Winery
cold, and acid; in-house healing program (#82), simply divide the cost of a gallon by
The first floor is dedicated to a triage (patient heals 1d4+1+ Con bonus hit five for the cost of a glass of wine.
room, supplies, bureaucracy, medicinal points per day, double after seven days of
manufacture, and research. The second treatment, triple after 14 days) 20 gp per 52. INN (D-10): The Ivory Mammoth
level houses up to 40 patients in four day; program to treat poison or disease is renown as the inn where well-off and
10-bed rooms, and has three operating (usually halts effects at start of program, successful adventurers stay, and is owned
rooms, one a teaching auditorium of heals at double normal rates, must remain and managed by Doughal MacDonald
two-stories with benches for viewing. The in the house of healing till cured) 50 gp (N male Tharbriana 8th level rogue, SL Guild
third floor houses two common rooms, per day. Other treatments, such as setting 7), a far-wandering former adventurer.
each for 10 patients, 10 small private bones, pre-natal care, prosthetics, etc., are His wife, Morgane MacDonald, the
rooms, and 10 larger recovery suites. available at the Judges’ discretion. Iron Bitch (CN female Tharbrian 8th level
barbarian, SL General 5, Str 14, Con 16,
The basement level has 12 cells for 51. INN (H-3): The Banshees’ Rest Cha 16) still longs for their adventuring
quarantine, a morgue, a secret research lab, Inn is owned and managed by the twin days, and gets her revenge on her weak-
and another supply room. A secret sub- sisters Anwyn and Branwyn map willed husband by cuckolding him with
basement, known only to the Supreme Gwynne (Anwyn LN, Branwyn CN, young and handsome adventurers and
Chirurgeon, the two leading chirurgeons, both female Aelvoress elf 7th level bards, SL adventuresses every time he turns around.
the Great Mother of the Temple of Guild 8, Cha 16), former adventuresses Every time she promises to leave him, and
Suthak, the Shah, and those few who have and granddaughters of Hall Master sometimes she even leaves for a week or a
used it, houses the legendary “Room of Wmffre (#01). They gained the month, but in the end she stays, and usually
Emeralds” of Tell Qa, which is actually nickname, “Banshee Twins,” during has to beat the former lover to a pulp to get
an ancient artifact discovered in the Eagol their adventuring career, as it was said him to leave her alone. Her current amour
Ruins by the founder of the House of that their voices had the power of life is the young mercenary, Ion (see #60).
Healing. The artifact is a technological and death — though some said it was
wonder; the 30 ft. round chamber houses because the two always argued quite The inn has a large common room,
a large healing device that look like a shrilly. When they retired (however where food and drink is served. The
sarcophagus build of gold, platinum, temporarily) from adventuring, they long bar has a pair of huge mammoth
and emeralds — its power is such that bought the old Aelvoress Inn, renamed tusks mounted above it, the monstrous
it can revive the recently dead (as a raise it, and decorated it with the trophies of creature slain by Morgane herself. Every
dead spell, up to 12 days dead, requires 10 their adventures, including a saber-tooth night there are three bartenders, seven
minutes per day dead plus 10d6 minutes), tiger pelt, a stuffed green dragon’s head, serving wenches, and the bouncer,
regenerate limbs and organs (1d6x5 a pair of giant walrus tusks, and scores Frederek of Thunderhold (N male
minutes each), and heals more normal of dinged and dented weapons and Kazadaran dwarf 7th level fighter, SL General
wounds at a rate of 2d4+2 hit points armor from a dozen different lands. 5, Str 18, Con 15), plus 32 to 50 patrons.
per minute! It requires emeralds to run, Frederek takes out troublemakers with
converting the mass to energy in order to While Anwyn takes a more active the flat of his magical +3 battleaxe,
power the devices at a rate of 100 gp in interest in running the inn, Branwyn which never leaves his side.

22 IMPERIAL TOWN OF TELL QA


The second floor has three eight-bed Mycretian) and his six sons and seven Regular dinner and party guests include
rooms and 12 four-bed rooms, and the daughters (all 1st to 3rd level Mycretians) Lady Klytemnestra Xanthou (#69), Evil
third floor has 12 four-bed rooms, 12 operate the inn like clockwork. The Old High Priest Armadoros Zavolas (#74),
singles, and three suites. Wanderer only has private rooms at 2 Khaiphoron Coin-Clipper (#73), and
gp per night; they may not be large, but other High Viridian notables. More esoteric
The fourth floor is a penthouse where they are clean, have their own chamber services are available at a fee. Koinos is
Doughal and Morgane have a double pot, and the beds are the softest in neck-deep in the “green slave” trade with
suite, Frederek has his own suite, and the Outer Town, plus the breakfast of Lady Xanthou, and often visits her hidden
there are rooms for the bartenders, cold mutton and chicken, scrambled temple (literally and figuratively).
serving wenches, and maids. eggs, bread and cheese, and apples is
included. Bar: house wine, watered 5 55. JAIL (E-14): The Tell Qa Town
Prices per night: 8-bed room 2 sp, Jail is not as dirty and horrifying as
4-bed room 5 sp, private room 25 sp; cp, 1 sp full, or spiced 2 sp (made by
Hwitscead’s cousin in a nearby hamlet, it in most towns and cities; the Shah
private suite 6 gp. Kitchen: Bean soup. prefers to view punishment as a form
Bar: Mug of house beer 3 cp or ale 7 cp tastes not unlike a sweet, earthy Desert
Rose of Ell Bastis). Kitchen: mutton 2 of rehabilitation. Conviction of most
(brewed by Frederek using Thunderhold Lower Crimes results in a fine plus time
formulas); a wide variety of wines are sp, chicken 5 sp, or duck 8 sp, all served
with bread, cheese, and vegetables. in the town jail, where convicts serve on
available, all from Beppi’s Winery (#82), a chain gang and perform unpleasant
simply divide the cost of a gallon by six 54. INN (D-9): The Royal Pillars Inn physical labor for the town.
for the cost of a glass of wine. is, as its name implies, the temporary
abode of choice of the elite. Koinos Convicts get bread for breakfast, an apple
53. INN (G/H-12): The Old for lunch, and a lumpy, if nutritious gruel
Wanderer’s Rest has been in the Aristotelis (NE male High Viridian 6th
level sage, SL Gentry 8, Int 14, Wis 13, Cha for dinner; on Seventhday the gruel even
Sheply family for seven generations, has chunks of relatively fresh meat. Drink
and so to most regulars it is no surprise 16) came from an ancient and respected
but genteel (i.e., poor) family of the is watered ale. Treatment is relatively
that innkeeper Hwitscead Sheply (LG humane, as befits the character of the
male Common Viridian 6th level Mycretian, Immortal City; being desirous of wealth
and all that comes with it, Koinos married convict; troublesome convicts will get
SL Guild 9) seems able to appear at will beaten, but rarely such that there will be
anywhere he is needed, as though he well, his wife the only daughter of a rich
gem merchant. When she died under permanent wounds.
grows right from the walls. The beds
are usually clean of bugs, the nights mysterious circumstances, he fled the city Labors include digging ditches, cleaning
are always quiet and calm, the food by night, his horse said to be weighted sewers, repairing walls and roads, and
filling if plain, and the bills are always down with bags of gems. Some evil god typical labor for the town that would
impeccably honest to the bit. Nothing smiled upon him, for his dozen guards otherwise be performed by slaves. Upon
untoward ever happens at the Old remained true, and he arrived in Tell Qa release, a convict will be given back such
Wanderer, and that’s the way Hwitscead safe and unspoiled. He used his wealth to personal goods as remain to him (90%
wants it, as the hidden sub-basement is buy the Royal Pillars, which he operates chance per item), plus one copper bit per
the largest Mycretian shrine in town! more as a classic “hotel,” accepting day of service; and three days of rations.
“gifts” from visiting nobles, gentry, and
Hwitscead holds services for the 67 wealthy adventurers, guildsmen, and Though the jail is positively paradisiacal
members of his flock on Fifthday, merchants for the privilege of staying at compared to most, it is still an unpleasant
and once a month they are blessed by his “modest townhouse.” place, and thus calls for an unpleasant
a visitation from and many miracles man to manage it — and Gyoll White-
courtesy of the “Pure One” (the Shah For the “gift” of a mere 50 gp per Eye (LE male Thygami 7th level fighter, SL
in disguise). All is not as peaceful as it day (paid in advance, with extensive General 6, Str 18, Con 17, great club +2) fits
seems; the Pure One continually seeks “tips” required for non-Viridians to the bill. The hulking beast of a man (it
to instill a more active spirit in the flock, be made welcome) a “guest” is treated is said his grandfather was a demi-giant
while Hwitscead and his people prefer to a large suite with personal slaves, a or maybe an ogre) has a cruel streak,
to remain quietly anonymous, and safe. bath with bathing maids or youths, rich but he is utterly loyal to the Shah, and
Some of the younger members are foods and expensive wines, and the keeps his laws firmly, including those
beginning to take the Pure One’s subtle honor of joining Koinos at his dinner against mistreatment of convicts (beyond
hints during his sermons to heart, table, where he discusses philosophy, such treatment as they may “come by
and it is only a matter of time before expounds on the superiority of Viridian honestly”). 7 ft. tall Gyoll has pure white
something untoward does happen. blood, and debates current affairs with eyes, with no irises and red pupils, thus
the rich, powerful, and famous. his name. He is served by eight guards
Hwitscead’s wife Eacnung (4th level (1st level fighters) wearing leather armor and
WILDERLANDS OF HIGH ADVENTURE 23
wielding clubs and man-catchers, plus two and half-orcs with a mad passion, and get tight. He never publicly uses his
cooks and four slaves. attacks them on sight, damning the Mycretian abilities. Giraud works with
consequences. On the other hand, he is fellow Mycretians Anwyll the Wig
The guards and Gyoll have rooms very fond of halflings, as the halflings of Maker (#81) and Lysandra of the Seven
upstairs; the ground level is for Mishell tended to his wound and saved Veils (#38) to act against the immoral
processing, kitchen, and storage; and his life. Today he manufactures lamps (though legal) acts of the upper classes.
the prisoners are kept in the basement and lanterns of all kinds and sizes, and They use middlemen to hire adventurers
levels, up to 20 in each of three levels, other fine items of iron work to order. or mercenaries for anything potentially
the damp lowest level reserved for the Open lamp 4 gp, bullseye lantern 16 gp, violent, such as rescuing sacrifices,
most recalcitrant prisoners. Shackles hooded lantern 10 gp, small pot 4 gp, breaking up a coven or cult, or stopping
are well-designed and strong (CL 10 large pot 9 gp, buttons 1 gp/dozen, 1 lb. the summoning of demons. The face
dexterity check to slip, CL 10 strength iron dust 1 sp, kettle hat 5 gp, nasal helm of the fourth member of their cell,
check to break) and are heavy (5 lbs., 8 gp, morion 10 gp, great helm 20 gp, “The Pure One,” is never seen. He/
EV 3); usually two or more prisoners breast plate 300 gp. she/it provides top-secret information
are shackled together by a three-foot and funding; they believe it to be an
long chain. Strong and/or troublesome 58. LITIGATION TRICKSTER angel, and have no idea that it is actually
inmates will also be weighted down (E-3): Cuwyll ap Gwlwlwyd (CG male the Shah in disguise!
with a ball and chain (same strength, Aelvoress elf 8th level litigation trickster, SL
weight 20 lbs., EV 6) or three. Guild 7, Int 15, Cha 15) has argued cases 60. MERCENARY GUILD (G-14):
in the Court of the Zhirquisate for The mercenary guild is not large in Tell
At any one time there are 21 to 40 more than 70 years. He much favors Qa; most seek employ in the better-
convicts, mostly common human rogues the current regime and the codified paying Immortal City, or in the provinces
or fighters of 1st to 3rd level; one in 10 laws and punishments, though he finds of more martial shahs. In fact, the Guild
will be exceptional, of higher levels or the Zhirquissa to be a bit too strict in currently consists only of Captain
unusual race, class, or SL. Personal goods certain interpretations. Cywyll’s services Hammerhand Haethric (N male
of convicts are held in a locked vault in the cost 5 gp per day in court; the initial Common Viridian 8th level fighter, SL Guild
third level basement of the Court of the consultation is free, but consultations 9, Str 17, Con 14, Cha 15) and his short
Zhirquisate (#36), not at the town jail. beyond the first cost 2 gp per hour. company of 300 men (most currently
56. LAMPLIGHTER (G-11): Kroaask He is served by two scribes, three semi-retired to farms and ranches in
Iidomeska (CG male Smyrian 4th level secretaries, and two runners (who keep nearby villages and hamlets). Sergeant
rogue, SL General 6) is the chief lamplighter an eye on the entry to the court’s cells Ion Stavrakis (CG male Common Viridian
of the town, reporting to the district for likely prospects). 4th level fighter, SL Guild 6) is the only
aldermen in each area. He leads a team of non-com residing in the town (see #69
59. MAGISTRATE (D-8): Giraud the for his family, whom he avoids), and
two dozen laborers who tend to the city Hawk (LG male Common Viridian 8th level
lamps day and night. He and his people handles the day-to-day affairs of the
knight/5th level Mycretian, SL Gentry 10) guild, assisted by Old Phil, Willy the
are also responsible for inspecting the is the magistrate for northern villages
streetlamps and street torches of homes Geek, and Tomos the Drummer (1st
and hamlets of Smyrsis Province. He level fighters), and five runners.
and businesses, making sure they are well follows a circuitous route, dispensing
mounted in a location that will not catch low justice and bringing those charged Usually guild members are hired out
nearby buildings on fire. First ticket is a with high crimes into town to be judged for short runs, working guard duty
drachma per lamp/torch and a warning, by the Zhirquissa. While in the field he for merchants in small mixed troops
second offense is a mina per lamp/torch is accompanied by a dozen mounted of 12 (“lances,” though usually only
and a visit from the guard, and the third guards (3rd level fighters), a scribe, two four are mounted). The three throngs
time the miscreant answers to the zhir. lackeys, and three drivers, one each for of the guild currently consist of what
Kroaask and his men also act as spies and his wagon, the supply wagon, and the could be considered medium cavalry
informants for the aldermen; some also prison wagon, which holds up to a dozen (mail hauberk and shield, light lance,
work with thieves. The building is filled in tight confines. At home, he is served and broadsword, on light warhorse)
with great barrels of oil, wicks, and iron by a butler, two maids, a cook, and five medium foot (mail shirt, halberd, short
lamps and lamp posts. slaves, who tend to the house the three sword, and shield), and medium archers
57. LAMPMAKER (B-15): Gram weeks in four that he is in the field. (ring mail, long bow, and short sword),
Ironthumb (LE male Starrcrag dwarf all of seasoned quality. A mixed lance
Giraud can defend himself quite well (four cavalry, four foot, four archers, all 1st
6th level fighter, SL Guild 7) was a stout with his +2 broadsword, though he
adventurer, until an orc cut off his level fighters save for a 2nd level foot corporal)
will use his ring of invisibility if things costs a minimum of 30 gp per week,
leg on Glass Mountain. He hates orcs
24 IMPERIAL TOWN OF TELL QA
half due on hire, the other half on Once a week these are above-board reclaim their items without the ticket,
completion; the mercenaries provide fetes, feasts, salons, and socials attended save at the full price.
all weapons, armor, steeds, and durable by nobles, gentry, adventurers, and the
goods, while the merchant is responsible wealthy; the rest of the week, however, All sorts of durable goods are available
for providing food and drink. As usual, the celebrations are altogether different. in the shop, ranging from tools, armor,
the haggling starts at double minimum, and weapons to musical instruments,
plus negotiations for the quality of The three-level basement beneath the jewelry, and antiquities. All items sell for
food. It takes a whole day to call in and townhouse has been converted into 80% to 120% of market value. Fagin also
put together a single lance; it would take a temple where all manners of sexual operates as a fence for Guild and non-
two weeks to get the whole company depravities and excesses are engaged in, Guild thieves, but charges a premium to
together and ready to roll, though 2/3 with partners willing and not, humanoid non-Guild thieves, paying only 15% to
will be ready in one week. and otherwise. The townhouse is also 25% of an items’ value.
home to four maids, a butler, a cook, a
61. MONEYCHANGER (D-11): Gifre driver, two footmen, and six slaves, all 64. ROCKET MAKER (E-10):
the Green (LE male Common Viridian 3rd cult members who adore their priestess Lorincsz “Boomer Junior” Vaedor
level psychic, SL Merchant 7) exchanges old, (all 1st to 3rd level clerics of Tama Hama). (N male Smyrian 8th level alchemist/8th
worn, and foreign coins for new local The inner sanctum is guarded by level sage, SL Gentry 9, Int 18, Wis 8, Cha
currency for an 8 to 12% fee, based on Klytemnestra’s spells and her rod of 9) follows in his late father’s footsteps,
the weight and quality of the coin. Old the python, plus a dozen beautiful or being perhaps the most advanced
Imperial minas from the “bad years” are handsome drugged and/or charmed rocket scientist in the Wilderlands.
discounted an additional 10 to 50% on slaves (any class, 1st to 8th level) and a Boomer’s father was a gentleman
average, due to the debasing of the metal. dozen zombies, all of which are all too adventurer who discovered ancient
Gifre is not above cheating customers often taken from their duties to perform devices and secrets in the Eagol Ruins,
who do not recognize the numismatic “other functions.” Many cultists enter secrets that enabled him to build
value of old, rare coins. He has four secretly through the ancient tunnel primitive rockets. Boomer’s rockets are
assistants and six guards (2nd level fighters). system below the city. still primitive, little more than a tube
The outer office is separated from the with a reactive agent that fires (usually)
inner office by metal bars, through which The temple is plush and richly decorated, out one direction, (hopefully) providing
exchanged coins are passed in pouches. far beyond even the mistresses’ means, as thrust in the other direction and, when
The inner office contains five large chests, she blackmails irregular visitors, requires so designed (probably) providing a
each containing different coins: 5,560 many and costly donations, and is also fiery concussive blast at the end of
copper bits (1 cp ea.), 1,368 bronze obols engaged in an illegal “green slavery” the trajectory. Sometimes the rockets
(5 cp ea.), 2,135 silver drachmas (1 sp ea.), operation (information that the Shah just blow up when lit (2d4% chance
2,057 electrum staters (5 sp), and 414 gold and Slave Master Yudh would be most per rocket or device), dealing double
minas (1 gp), plus four tables, each with interested in receiving). The temple damage to anyone holding it.
a set of weights. Coins exchanged are is also guarded by Klytemnestra’s ally,
Ptomagapos Mavroskardia (CE male Boomer provides rockets to the Shah
dropped through a hole to the basement, at a highly discounted rate in return for
where they are melted down into ingots High Viridian 7th level necromancer, SL
Gentry 7), a dangerously jaded necrophile having a monopoly on the development,
of the applicable metal type. Gifre gained construction, and sales of rockets in
his namesake for having skin of a lambent with slippers of spider climbing and a
rod of necromancy. the province. Boomer is assisted by
green hue; he glows slightly in the dark. seven stalwart apprentices and a dozen
62. NOBLE TOWNHOUSE 63. PAWNSHOP (H-5): Fagin terrified and very careful slaves.
(B-9): The Hedonae Temple of Copperpot (NE male Tharbrian 3rd
level rogue, SL Merchant 6) is a second- Rockets and sundries: Tindertwig 1
Tama Hama is hidden from public gp, sunrod 2 gp, smokestick 5 gp, signal
knowledge; as far as most know, this generation Tharbrian resident, and
unlike his wild cousins, a notably flare (red, blue, or green, deals 1d4
large townhouse is merely the home damage with a direct hit) 10 gp, signal
of Lady Klytemnestra Xanthou (CE dishonorable coward. Fagin will take an
item as collateral against a loan; the loan flare (fountain, deals 1d8 damage with
female High Viridian 7th level cleric of Tama a direct hit) 15 gp, firebomb (thrown
Hama, SL Noble 13, Wis 15, Cha 18), a will be 21 to 40% of the retail value of
the item, plus a fee of 10% of the full weapon 10 ft. range, 2d6 fire damage
noble from the Immortal City. She is in with hit and splash 1d3 to all in 5 ft. and
Tell Qa to keep an eye on her family’s value of the item; the borrower has up
to two weeks to repay, or the item gets 2 in 6 chance flammable items catch fire,
plantations and vineyards, but leaves plus 1d6 fire damage on direct target the
the work to her hired overseer and sold. He hands out parchment tickets for
items pawned; he won’t let customers second round) 20 gp, thunderstone 30
spends her time “entertaining” friends. gp, short range rocket (as firebomb but
WILDERLANDS OF HIGH ADVENTURE 25
propelled range 40 ft.) 40 gp, flashbang vocal capabilities. Like Melchiorre, he upper-lower class tavern, dedicated
(as thunderstone + 2d6 subdual damage) has terrible tastes, and many a flame- to providing common folk with large
50 gp, heavy short range rocket (3d6 haired Tharbrian youth has disappeared quantities of alcohol and food in a
damage on direct hit, 1d6 splash to all in the pits below, dragged kicking and friendly, if rambunctious atmosphere.
in 10 ft. radius, target burns for 1d6 per screaming by the silent assassin. It is frequented by Aelphen laborers,
round for 1d4 rounds, splash victims Smyrian craftsmen and merchants, and
burn for 1d6 damage for one round) 66. STEVEDORES (A-6): Fat Fulk local adventuring types; usually 31 to 60
80 gp, long range rocket (as heavy short (CE male Common Viridian 3rd level fighter, during breakfast and 61 to 120 during
with 80 ft. range) 160 gp, heavy long SL Guild 7) lords over a dozen freemen lunch and dinner.
range rocket (4d6 damage on direct hit, and three dozen slave stevedores,
2d6 on splash in 10 ft. radius, 1d6 on whose services are usually required Proud Micszu (CG male Smyrian 4th level
splash in 20 ft. radius, direct target takes to port goods from the Docks up the fighter, SL Guild 8, Str 15) and his wife
1d6 fire damage per round until fire put long stair to the city above. Freemen Othilia Silver-Tress (CG female Aelphen
out, secondary splash take 1d6 per round porters cost three drachmas per day, 3rd level white witch, SL General 5, Int 14, Cha
for 1d4 rounds, tertiary splash take 1d6 slaves three obols, with no guarantees 16) keep the well-intentioned chaos to a
for one round). of quality of service — and certainly dull roar. Games include knife and axe-
no insurance. The slaves are mostly throwing, bottle-tossing, knucklebones,
65. SLAVERS HALL (H-9): Slave Tharbrians, and usually try to break and the infamous kobold punting
Master Yudh (NE male Caveman 7th level anything they feel they can get away (kicking a largish weighted rag doll across
barbarian, SL Guild 9) is the only licensed with; the freemen are all Smyrians, and the Smyrian Market, after hours, usually);
slave master in the province. He is very take pride in their work. Gate fees and the evening usually ends in an impromptu
jealous of his monopoly, and enforces bribes are, of course, the responsibility drunken hurly-burly session with the rag-
his rights even more severely that ever of the employer. Fat Fulk keeps the doll in the market, the “winner” getting
would the Shah. Yudh is served by a slaves in line with a bullwhip and three drinks for free the next night.
dozen slaver takers, each with their own Thygami guards (2nd level barbarians
team of 10 to 16 shacklemen/guards armed with great clubs). Two cooks and seven serving wenches
(1st to 3rd level barbarians, fighters, or rogues); keep the food and drink flowing.
each team also takes along a wagon cage 67. SYNDIC (E-3): The five aldermen Huntsman Beer 3 cp per pint jack,
for younger, frailer, and more valuable answer to the town syndic, Old Taabor Huntsman Ale 5 cp per cup mug, Silver
cargoes. Yudh also has on staff four Uelacszlos (LN male Smyrian 5th Mead 2 sp per cup mug, plate of beans
auctioneers, two accountants, a leech, level sage, SL General 8), who himself 1 cp, boar’s snouts 2 cp, poached sausage
a barber, a dozen mercenary guards answers directly to the Shah. Taabor’s 5 cp, honey ham and greens 1 sp. Micszu
(1st to 3rd level barbarians or fighters), residence includes an office and meeting and Othilia live upstairs, where they also
seven concubines, and two dozen slave chamber, as the aldermen must report rent six flats, each at 2 gp per month.
laborers, plus three special servants. directly to him at least once a month.
His bureaucrats are housed and work 69. TAVERN (F-9): The Green Sea
Blood Mad Melchiorre (CE male elsewhere, and disturb him only with the Maid is the favored tavern for High
Antillian 6th level rogue, SL Guild 7) is his most important of issues. Old Taabor Viridians, Common Viridians, and Mer
spy and torturer; he uses implements and once hoped to be granted a landholding Shunnan co-religionists. Its owner and
methods most vile to break newly-acquired or membership in the gentry for services proprietor, Hylaeos Stavrakis (LE
recalcitrant slaves. Melchiorre buys Amazon rendered, but a one-time indiscretion male Common Viridian 3rd level rogue,
slaves, who promptly disappear screaming robbed him of any further advancement; SL Guild 7) is a fanatical member of
into the lowest pits beneath the slave hall. however, as no other better qualified the Mer Shunnan faith, as are his wife
person could be found for the position, Ornis, his three sons Dion, Kreon,
Platinum-haired and purple-eyed giant he kept his title and powers. His books and Pasion, and his four daughters
Thorgrim the Diabolist (LE male Sverkka are, however, subject to auditing on a Doris, Khloris, Megara, and Tykhe.
Valonar 6th level summoner, SL Guild 7) is the regular basis. Old Taabor spends his time His eldest son, Ion, fled when his father
slave-master’s magist; he is said to be an in his study, quietly reading histories of allowed the temple to sacrifice his twin
outlaw from his own vile, sorcerous people. the province and empire. He is served by sister, Iole, and is not mentioned
a butler, two maids, a footman, a cook, by polite company; today Ion is a
Finally, Ghostly Kleitos (NE male mercenary (see #60), and if he were to
High Viridian 5th level assassin, SL Guild and seven slaves, and has four personal
guards (2nd level fighters). discover that his youngest sister, Tykhe,
7) is Yudh’s silent enforcer. He speaks a Young Tender, is (happily!) scheduled
only with his blades, and has a terrible 68. TAVERN (D-15): The Burley to be sacrificed in three months, there’s
scar across his neck — presumably the Huntsman is a large, middle-class and no telling what he might do.
wound that caused it also destroyed his
26 IMPERIAL TOWN OF TELL QA
The tavern itself is designed in the classic 71. TAVERN (B-6): The Starfall is establishment — the witch in the
Viridian style, and looks like it would fit a tavern for the elite with serene and sign depicted as beautiful and buxom,
right in along the Grande Promenade in cultured tastes. The small dance floor wearing nothing but a pointy hat and
the Immortal City. It is crowded most is flanked by tables at its sides and a smile, and holding a stein of ale in
of the day, with 21 to 30 patrons during feet, while a small, unique 15-member each hand. A middle to upper class
breakfast and lunch, and 41 to 60 during orchestra plays soothing tunes at the far establishment, it is usually filled of
dinner; diners often include Mer Shunnan end, led by Erb Milla (NG male human nights with a boisterous crowd of
priests and numerous upper-class High 9th level bard, SL Gentry 8, Int 14, Cha 16). younger sons, gentry, adventurers, and
and Common Viridians. His father, the founder of the orchestra, well-to-do merchants and craftsmen.
was a stranger from a distant land who
All recipes are traditional Viridian: bowl arrived in a fiery crash from the sky The manager, Sibylla the Gray (NE
of bean and tripe stew with pita 5 cp, decades ago; healed by the clerics of female Common Viridian 4th level rogue, SL
oiled salad 8 cp, fish stew with pita 1 sp, Suthak and chirurgeons of the House Guild 7, Cha 17) covers for her partners,
wedge of goat cheese 1 sp, half roast of Healing, he went on to start a the Black Witches Melisande the Black
chicken 1 sp, lamb kebab 2 sp, baklava musical group, the Starfall Orchestra, (CE female Common Viridian 6th level
2 sp, glass of Y’Dell Rose 2 sp, glass of for which a wealthy patron built the witch, SL General 5) and Melantho the
Imperial White 4 sp, glass of Imperial tavern. Erb’s sister Elena (NG female Damned (CE female High Viridian 8th
bubbly 8 sp, anise-flavored liqueur 2 gp human 9th level bard, SL Gentry 8, Cha level witch, SL Gentry 6), who secretly run
per shot or watered glass. 16) acts as hostess for their noble and a coven out of the basement.

The family runs the tavern with the gentle guests; the wealthiest and wisest On the night of the new moon, and as
assistance of five slaves. The family adventurers who seek to join the elite occasion permits, the witches and their
lives in a large suite above, with four also dine at the Starfall. coven gather in the basement and sacrifice
additional family-sized flats rented to Fine meals are served at breakfast, lunch, a virgin maiden to their dark lords. When
co-religionists at 3 gp per month. and dinner, though the full orchestra plays they are not busy otherwise, the witches’
only during dinner; a dress code applies at quasit familiars, Phoebus and Daimios,
70. TAVERN (A-4/5): The Rod and like to cause havoc in the tavern in the
Net is a crowded, dingy tavern filled all times, weapons must be checked at the
door, and no armor is allowed to be worn. forms of a black and a white cat; they spill
with sailors, fishermen, stevedores, patron’s beer, cough up hairballs, claw and
river bandits, slavers, and beggars. On occasion, illusionists, renowned bards,
dancers, jugglers, fire-breathers, sword- bite, and steal belt pouches and jewelry
Igo the Accursed (NE male Common from passed-out drunks.
Viridian 4th level rogue, SL Guild 7) and eaters, and other minstrels perform in
his wife, Fausta of the Evil Eye (CE addition to the orchestra. Eight chefs, 24 There are five serving wenches, two
female Roglo Gypsy 3rd level black witch, SL waiters and waitresses, four bartenders, four bartenders, and three cooks (1st to
General 5) are neck-deep in smuggling bouncers (4th level fighters), and four runners 3rd level black witches), plus two hired
and green slavery, maintaining the keep the tavern running like clockwork for bouncers (2nd level Tharbrian barbarians).
tavern as a cover for their nefarious the 41 to 80 wealthy and powerful patrons. There are 11 to 20 customers during the
activities. Breakfast is served long before Every meal is of the finest cuisine, with day, 31 to 40 in the evening. Sibylla has
daybreak, for the fishermen. The large roast pheasant, venison, beef, lobster, her own flat on the second floor, as do
main room is choked with the stench crab, shark, or more unusual fare, Melisande and Melantho who share, and
of rotting fish and pipeweed smoke, such as hydra steaks or roc tongue, all the servants share four, plus there are
and filled with 31 to 50 men (half that prepared with rare and expensive spices seven large flats (accessible only from
during the best fishing hours), plus 3 to and herbs; rare and unusual fruits and the outside stairwell) that are rented
12 serving wenches and cheap trollops vegetables; sweet treats and candies; all out to adventurers, coven members,
(the guard holds no sway here). Fausta’s served with wines and liqueurs of rarest and second-sons who do favors for the
nephews, Ugo and Este, both large, sort. Breakfast costs 5 gp, lunch 10 gp, witches, 10 gp per month.
swarthy men with bulging muscles (4th and dinner 20 gp. Waitresses walk the
level barbarians) keep the peace. Mug of ale: Barley’s Dark 5 cp; Barley’s
floor selling Tlanitlan zigarillos (2 gp), Special Black 1 sp; Smyrian Red 15 cp;
Yesterday’s catch gumbo 1 cp (25% chance zigarros (7 gp), and packets of rare Viridian Green 2 sp; Amazon Rage
of grippe), seaweed salad 2 cp, today’s catch pipeweed and chewing herbs and gums 4 sp; Dwarven Dark 5 sp (all ales are
gumbo 3 cp (5% chance of grippe), fish fry (1 gp to 20 gp per pipe). from Berengar Barleybeer, #27, and
5 cp, river squid 1 sp, otter steak 5 sp, beer 72. TAVERN (C-10): The Witch’s the witches know exactly what is in
2 cp, ale 3 cp, Aelphen mead 2 sp, Valonar Teats Tavern is a large, brightly- the special brews). Glass of wine: Tell
mead 5 sp. lit, clean, successful, and expensive Qa Red 2 sp; Y’Dell Rose 3 sp; Mishell
Burgundy 6 sp; Hetep Goblin Stompy
WILDERLANDS OF HIGH ADVENTURE 27
8 sp; Mishell Mauve 2 gp; Raknid Elven Khaiphoron also oversees tax collection chambers, many lost to memory, and
Jade 3 gp; Wildwood (a.k.a. “Antillian”) in the province, so there is a 15% chance has at least seven basement levels known
Red 8 gp; Mishell Violet 10 gp; that he himself is out of town on business, publicly (with several secret entrances to
Shopshire Ice Blue 12 gp; Luckstone returning in 1d12 days. Note: Tax Evasion the lost tunnels beneath the town).
Rose 15 gp; Ordurt Elven Blue 18 gp; is a very serious crime, rating on the
Palewood Elven Gold 20 gp; Ailill Elven same level as murder and counterfeiting. The great pool in the holy of holies is
Silver 30 gp. Food: “special sauce” Khaiphoron is actually quite reasonable part of an extensive artificial grotto, in
salad 1 sp, diced spiced snake (ox pizzle) about collecting taxes from the lower which lair three merhags (mermaid/
6 sp, mutton (mule flesh) 8 sp, haggis classes, and is happy to offer payment hag crossbreeds), who gleefully drown
(human) 1 gp, pâté (halfling) 2 gp, roast terms and extensions for those he the thrashing and screaming sacrifices
pheasant (stirge) 5 gp, crackers and roe believes will actually come through. He slowly with their bare hands, after which
(elf-bone meal and rot-grub eggs) 8 gp, has no tolerance, though, for vagabonds, the corpses are torn apart by their pet
prime cut (long pork) 10 gp (customers wanderers, and adventurers who claim piranhas (though the prettiest are kept
do not know what really goes into these ignorance of the law or poverty. and animated to serve the hag-maids as
well-prepared and tasty meals). zombie lovers). Willing Young Tenders
74. TEMPLE OF MER SHUNNA are sacrificed solemnly, even tenderly by
73. TAX COLLECTOR (H-13): (F-8): The religion of Mer Shunna is the hags, as they will serve Armadad Bog
Khaiphoron Coin-Clipper (LE male dedicated to Armadad Bog, the lawful personally in his watery hell; their bodies
High Viridian 7th level wizard, SL General 6, evil god of death, water, evil, and order, are weighted down and allowed to sink
Int 16, Cha 7) and his 17 bureaucrats are and is the faith held by most Viridians, into the bottomless pit at the bottom of
responsible for collecting most taxes in High and Common, noble, gentry, or the grotto.
the town and province. Khaiphoron is a base. The temple and hierarchy in Tell
very unpopular man, and his unpleasant Qa, being distant from the salty waters of There is a secret, water-filled tunnel
nature only exacerbates the situation. He the Trident Gulf, focuses on Armadad’s between the deepest level of the grotto
feels others have too much power, and deific control of death, evil, and order. — a vast, metal-walled, apparently
he has not enough; he is always pushing It is the only temple in the town that bottomless pit filled with black waters
boundaries with the aldermen, especially regularly engages in human sacrifice; one — and the River Flee. In addition to a vast
Isembart Shortpipes (#06) and his men. might say it indulges and luxuriates in it. As hoard of coins, gems, jewelry, and other
He despises the fact that the aldermen Viridians of any caste are outnumbered items of great value, the vault contains a
collect any monies, but especially that in the town, the temple usually sacrifices carpet of flying, a bag of devouring (used
they collect the quarterly slave tax. slaves bought by the parents of the to dispose of truly troublesome enemies),
Though he’s bitter and unpleasant, he is Young Tenders (temple maidens) to be a horn of fog, and a suit of scale mail
regarded as incorruptible, which makes sacrificed in their stead. +2 that grants the wearer the ability to
him hate the moniker he was given years breathe water and swim like a fish.
ago even more, as it is untrue. Sacrifices are required only once a month,
but Evil High Priest Armadoros 75. TEMPLE RUNE KI (B-4): This
Khaiphoron’s bureaucrats keep Zavolas (LE male High Viridian 10th temple is dedicated to Shang Ta, the
voluminous records in their four-story level cleric of Armadad Bog, SL Gentry lawful neutral god of the sky, air, law,
building; it takes 2d3 days for them 13) performs the sacrifice weekly if his ritual, and meditation, who is revered by
to find any individual record of tax followers provide the means, and many monks, philosophers, hermits, and those
payment. A 5% tax must be paid on do — thousands of barbarian slaves, seeking something unusual and exotic.
the sale of all slaves, stallions, bulls, mostly Tharbrians, have died in the His is an ephemeral faith, dedicated
boars, metal armors, long blades (short sacrificial pool of the temple. to contemplation on unanswerable
sword+), lances, gems, jewels, and mysteries of reality and the illusion of life;
antiquities. Head tax is 1 sp per quarter The Evil High Priest is served by a 6th the philosophy can be best summed up as
for an adult commoner, 1 gp for an adult level Elder, a 4th level Curate, two 3rd “Do the best you can and hope for the best.”
member of the nobility or gentry. A 10% level twin (charisma 17) Priestesses, two
2nd level Adepts, and eight 1st level Grand Lama Xuthaanos the Somnolent
recovery tax must be paid on all items (LN male Shardan 10th level cleric of Shang Ta,
found in the Eagol Ruins and sold within Acolytes, plus a dozen Initiates and two
score terrified slaves. SL Gentry 13) spends most of his time
the province. Guild and Merchant Tax is in a meditative stupor, as do his 7th level
5 sp per SL per quarter. Fire Brigade Tax The temple itself is the oldest structure Lama, two 3rd level Baunge, two 2nd
is 1 cp per 100 sq. ft. of foundation per in the town; it was built out of the old level Adepts, and 12 1st level Mendicant
quarter. Slave Tax is 5% of purchase citadel that remained standing after Brothers; the temple Guru, Eoscma
cost paid quarterly; this is paid to the the city was razed in the 29th century. Douurn (LG male Smyrian 5th level cleric of
aldermen, rather than the tax collector. It is riddled with secret tunnels and Shang Ta/3rd level Mycretian, SL Gentry 8)
28 IMPERIAL TOWN OF TELL QA
follows the more ascetic forms preferred That said, the philosophy is “peace recuperating patients, old geezers and
by the Somnolent Order, and is the only through superior firepower,” so many matrons, young lovers, and children can
priest who is not regularly blessed out on adherents are very skilled with their be found there most hours of the day.
tithweed juice. Eoscma is a good friend weapons. They believe that once trouble
of Milos, the Captain of the Guard and rears its ugly head, it must be beaten into 77. TEMPLE OF THE SPIDER
Veliik Tocsmek, the Disciple who leads the submission so that peace can quickly GODDESS (G-14): Temple Tempter
monkish strike teams. again be attained. They prefer blunt is dedicated to Nephtlys, the lawful
weapons or weapons that are derived neutral goddess of trade, luck, wealth,
The temple is guarded by a half-dozen from farming or herding tools, such as conspicuous consumption, and spiders.
Initiates, while the “meditating” priests staves, pole arms, hammers, and flails, She is revered by merchants, craftsmen,
are served by a dozen slaves. Weekly and clerics are required to use only such moneychangers and money lenders,
ceremonies are replete with chanting, the weapons. Altogether, for all that they rogues, and those who value wealth
drinking of tithweed juice, the ringing of are kind and friendly with others, even above all else. She is most popular
gongs, weaving of tithweed mists, the the urban followers of this faith tend to among merchants and craftsmen.
discussion of visions, and indecipherable be forthright, blunt, and rather earthy, As far as Nephtlys and her followers
sermons which often dissolve in the brooking no foolishness, and have little are concerned, whatever is good for
Grand Lama frothing at the mouth and tolerance for those who put on high- business is good, regardless of any sort
haranguing the fellowship in tongues. falootin’ airs. of moral consideration; followers
Daily meditation, usually accompanied happily buy and sell slaves and drugs
by the inhaling of tithweed mist and the Grand Flail Sanjdiir Firdauczii (CG as often as they do grain and gems, as
chanting of prayers from the holy texts, is male Smyrian human 10th level cleric of long as it is profitable and legal (and
required in order to “lighten one’s soul” in Dorak, SL Gentry 13) tends to his people sometimes, carefully, even when it is not
order to enable it to “float unto Shang Ta like a shepherd tends to his sheep, not legal, as long as it is very profitable).
who is one with the Celestial Dream.” hesitating to thump those that stray
too far from the flock, while Great The local priesthood is less mystic, more
Contrary to rumors, the huge green stone Mother Majramaa Csomaaja (CG practical, and rather more evil than the
statue of a dragon that dominates the female Smyrian human 10th level cleric of hierarchy in Viridistan, and focuses less on
central hall is made of cheap stone, not jade, Suthak, SL Gentry 13) is voluptuous in the spider aspects and more on the wealth,
though the huge pearl in its right claw is real, a matronly way, and is one of the most though the spider motif remains very
and worth 50,000 gp. If the pearl is ever skilled herbalists in the province. popular. Priests deal as much in information
lifted from the claw, a magic mouth appears as in physical goods, and are renowned as
and loudly screams invectives at the thief. Entered via the Hall of Heroes and through gossips, rumormongers, and blackmailers.
the garden, the temple is divided into sections The saying goes that “Priests of Armadad
The temple and its priests are not very for men and women, as the faith believes in Bog may know where the skeletons are buried, but
active in society, though the dozen a “separate but equal” philosophy. priests of the Spider know why.” Priests dress
Mendicant Brothers of the faith often to impress, and wear expensive robes and
go out to beg for donations; they can The Temple of Dorak houses a tall gem-encrusted holy symbols, as well as
be quite a bother in the markets and statue of the god; in its hand it holds a plenty of jewelry. They hold great fetes and
streets, and can be recognized by their giant-sized +4 flail that enables the one festivals, for they love spectacle, and have
saffron robes, blue-stained lips and touching it to grow to the size of a storm sought to have an official arena built, but
teeth, black and silver Rune Ki Staffs, giant and wield the flail. The Grand Flail to no avail. Priests of all levels are carried
and simple wooden beggars’ bowls. is assisted by a 7th level Great Hammer, in palanquins, the more garish and richly
two 4th level Great Clubs, four 2nd level accoutered the better, and are followed by a
76. TEMPLE OF SMYRDYBOGA Staffs, and nine 1st level Cudgels.
(D/E-5 through D/E-6): Smyrdyboga train of sycophants, servants, and slaves.
teaches the reverence of Dorak, the The Temple of Suthak houses a statue Grand Spider Sergios “Venom-
Lord of Peace, and Suthak, the Lady of the goddess holding a huge silver Tongue” Kallistratos (LE male High
of Plenty — both chaotic good gods font; it is said that water poured into Viridian 10th level cleric of Nephtlys, SL
dedicated to peace, good, protection, the font can cure any wound or disease. Gentry 13) is believed to be the wealthiest
and fertility of people, animals, and The Great Mother is served by a 7th person in the town, wealthier even than
plants. The faith believes that peace level Temple Mother, a 5th level Little the Shah. He spends most of his time
and prosperity are the natural order of Mother, three 3rd level Great Healers, outside the city, overseeing his farms,
things, and that discontent and dangers and 12 1st level Healers. mines, and other interests. He is secretly
occur when that balance is upset. War a partner in the “green slave” trade with
is an unnatural state, and means things The garden is shared between the temples
and the House of Healing, and many Klytemnestra Xanthou of the Hedonae
have gotten far out of balance.
WILDERLANDS OF HIGH ADVENTURE 29
Temple (see #62), and spends several Temple Tempter, the Natchai, and the per inch of human or halfling hair (no
nights a month dallying at her temple. magician Orfellis Maltaran — all of the less than 6 inches long) and 1 gp per
His fellow priests, including the 8th level Immortal City — would pay dearly to inch of elven hair; prices are for the full
Bishop, the 5th level Curate, the 3rd level find the one once known only as “The head of hair, cut down to a half-inch.
Priest, the two 2nd level Adepts, and the Chortling Rogue.” His wigs are famous, and sell for 5 to 30
eight 1st level Neophytes are all as greedy, gp for human or halfling hair wigs, 50
though not as talented as he. 79. WAREHOUSE (A-8): This warehouse to 300 gp for elven hair wigs, and range
is owned by a consortium of river merchants from the plain and nigh undetectable
The temple treasury is reputed to be who trade along the River Flee and the (1% per 10 minutes, cumulative) to the
enormous, a veritable lake of gold and silver Sharryn, putting into port at Kevalla, Hyyap, grand and opulent, with dyes, gems,
dotted with islands of gems and jewels. Quiff, and Oonsla in the east to the twin and filigree, or even entire dioramas.
Legend has it that it is guarded by a giant hamlets of Fleeport and Cragfalls in the west During fittings and showings he gathers
spider golem made of bronze; no one knows (Hex 4: 0715), and most hamlets in between. information on doings of the upper
for sure, as no thief has ever successfully Built of reinforced masonry, the stout iron classes, for dissemination to the other
gained entry and lived to tell the tale. double doors have very difficult locks (CL members of his Mycretian cell, Giraud
10), and the building is guarded at all times the Hawk (#59) and Lysandra of the
THIEVES’ GUILD: See Copper by two mercenaries (2nd level fighters). The
Crown Flophouse (#43), above. Seven Veils (#38).
piles of bales, crates, and boxes from the east
78. WAREHOUSE (A-3): This stone- contain raw feathers, feather pillows, feather 82. WINE (F-5): Beppi’s Winery is
walled warehouse is divided inside into beds, quills, and duck feathers, as well as small the best stocked shop in the province,
10 ft. by 10 ft. rooms, each with its own boxes marked “Trenth” that contain bottles of with pipes, barrels, kegs, flasks, and
door and highly secure lock (CL 8 to alchemical potions, nostrums, and oils; the live bottles imported from the Elephas, the
pick). Space is rented by the week at 3 fowl from Hyyap are taken immediately to the Desert Lands, Antillia, and the Roglaras.
gp per week, 10 gp per month. The main market upon arrival, as are the slaves brought Beppi (CG male Mishell halfling 5th level
door, made of solid iron, has an extremely in from Oonsla (under sub-license from Slave cleric of Losborst, SL Merchant 8) is the
difficult lock pick (CL 12). A watchman Master Yudh). The piles from Fleeport and local Grand Toaster of Losborst, the
lives in the warehouse, warming himself Cragfalls contain boxes of preserved monster chaotic good god of wine, song, and
on cold nights with a small brazier. bits, crates of pig iron, bars of copper and tin, merriment. His storage cellar doubles
bales of wool, and, 20% of the time, hidden in as a shrine to Losborst, and is the center
Jholi Ahrbee (CG male Starrcrag dwarf bales of wool, ingots of silver from Sputgar or of local urban cult activities, which
15th level rogue, SL General 5) was an gold from Starrcrag. consist of imbibing large quantities
adventurer, once upon a time, but that of wine and having lots of good, clean
was before he lost his left leg, right 80. WEAPONS SHOP (B-13): Aembrosii fun. For every drink they imbibe, they
arm, left eye, and spleen in a caper Borcszuul (NG male Smyrian 2nd level fighter, must offer an equal or better drink to
gone wrong. Unknown to most, he’s SL Merchant 6) sells used melee weapons of someone who cannot afford their own.
not merely the watchman; he’s also the all kinds. Neither swift nor smart, Aembrosii
owner of the warehouse. Jholi will gladly “imports” most of his products through Per gallon: Tell Qa Red 3 sp; Y’Dell
tell friends about his adventures over a cousin, a shifty fellow named Vlaekos Rose 6 sp; Mishell Burgundy 12 sp;
strong dwarven spirits; he knows many Draezuulan (NE male Smyrian 5th level rogue, SL Hetep Goblin Stompy 15 sp; Aelvoress
old rumors and legends of treasure General 5); though he claims he is a merchant, Elven White 2 gp; Kahled Elven White
troves, lost cities, and hidden treasuries. Vlaekos actually acquires his “goods” through 3 gp; Mishell Mauve 4 gp; Raknid Elven
the robberies and murders he and his gang Jade 6 gp; Nydad Red 8 gp; Desert
He’s armed with a pair of +3 returning of 27 bandits perform along the Ming River Rose of Ell Bastis 10 gp; Wildwood
throwing daggers, a short sword +2, and Road. Vlaekos fences the rest of the goods (a.k.a. “Antillian”) Red 15 gp; Mishell
a light crossbow; wears a belt of giant elsewhere, but gives his clueless cousin a good Violet 20 gp; Shopshire Ice Blue 25 gp;
strength (21, +4) and an amulet of proof deal. Aembrosii’s weapons are usually worn, Luckstone Rose 30 gp; Ordurt Elven
against scrying and mind reading; and keeps often nicked, but are relatively cheap. Blue 35 gp; Palewood Elven Gold 40 gp;
his treasure of 5,853 gp, a seven demon Ailill Elven Silver 60 gp. Wines are sold
bell, and five crystal balls (one of each 81. WIG MAKER (C-8): Anwyll ap by the 2-quart bottle, 2-gallon keg (10%
major type) in a type III bag of holding Gwydyon (LG male Aelvoress elf 4th discount), 12-gallon cask (20% discount),
hidden in a crate in a dusty chamber of the level illusionist/Mycretian, SL Guild 7) and 30-gallon barrel (30% discount).
warehouse, which otherwise looks to hold makes wigs for men and women of
nothing more than crates of old farming the nobility and gentry. They are made 83. WITCH (I-5): Wyldigra the White
implements and rags. of elven, human, and halfling hair Witch (LG female Common Viridian 5th
(dwarves never sell theirs). He pays 1 sp level white witch, SL General 5, Int 15, Wis

30 IMPERIAL TOWN OF TELL QA


16, Cha 16) usually finds employ as a Disposition: 1) Hungry, 2) Mirthful, 3) her 100 gp fee in coin or gems. If she
midwife and healer; she sometimes can Depressed, 4) Gassy, 5) Drunk, 6) Bored. is returning from a reading she has an
be hired to go on adventures as magical escort of two mercenary guards (CG
and healing support, but only for 2. Armor Vendor: Knobby Elmer (NE male Aelvoress elf 1st level fighters, SL Guild
completely good parties. She has been male Aelphen 1st level fighter, SL Merchant 4, 4, AC 15, HD 1d10, HP 10, 4, Attacks:
sent to Tell Qa as a test by her celestial AC 14, HD 1d10, HP 6, Attacks: expert long sword (BtH +3, 1d8+2 damage), mail
patrons, in order to find and root out morningstar (+3 BtH, 2d4+2 damage). Str shirt + medium steel shield, long sword, dagger,
a coven of Black Witches that is in the 13, Int 14, Cha 13). Elmer pushes a cart 1d4 gp and 3d6 sp each).
town (see #72). She has narrowed the filled with used bits of armor throughout
coven’s presence down to the Witch’s the streets of the town; when he’s in the Disposition: 1) Friendly, 2) Ethereal, 3)
Teats Tavern, but does not know who Inner Town, he actually has a few nice Concerned, 4) Helpful, 5) Passionate, 6) Angry.
the members are as yet. She has a wand chain shirts, scale hauberks, and helms.
Most of his wares are slightly rusted, 4. Beggar: Zsolt the Dolt (NE male
of witchery and a cauldron of wisdom to Smyrian 4th level beggar, SL Guild 2, AC 12,
aid in her efforts, and is supported by her dented, or hacked. There is a 25%
chance of finding a piece of armor to HD 4d6+4, HP 17, Attacks: dagger (+1
familiar, Sid, the white rabbit (actually an BtH, 1d4 damage) Dex 16, Int 14, Cha 14).
angelic being on par with a quasit). fit any needed repair, though the piece
often needs as much work as the armor Zsolt appears to be afflicted by some sort
of brain damaging attack; he has a huge,
TELL QA to which it can be attached. He buys
ugly scar running from his right eye over
armor from Vlaekos Draezuulan (#80),
ENCOUNTERS knowing full well where it came from. his head to the back of his neck, and at
He often spies for Vlaekos, passing on times it seems to ooze blood and pus.
Here are 20 interesting encounters
information about merchant caravans No hair grows around the scar, and his
you can use in Tell Qa, or, with minor
and traveling adventuring parties. He body seems to be wracked with spasms
changes, in virtually any city or town
carries 3 gp and 9 sp in his belt pouch, of pain while he blurts out curses,
of the Falling Empire. Roll 1d20
and his till contains 10d10 gp and 10d6 imprecations, and (false) predictions. He
to determine the encounter. Each
sp. He wears a jarring mix and match set also stutters terribly, has a wild left eye,
encounter has a disposition chart; roll
of armor, all as rusty and nicked as the and drools and spits a lot.
1d6 on the chart to determine the
encounter’s disposition. The disposition items heaped on his cart. It is all a clever disguise, though (except
might be toward the adventurers, or for the walleye and the spitting), and
Disposition: 1) Angry, 2) Devious, 3)
toward an NPC friend or enemy, or rather than being a wounded idiot, Zsolt
Conniving, 4) Helpful, 5) Busy, 6) Bored.
merely a general state of being. is quite unharmed and cunning. He
3. Astrologer: Argoel Armeswyn (CG spies for both the Thieves Guild (#43)
1. Archer: Alfmund the Obese (CN
female Aelvoress elf 5th level wizard, SL Guild and the Ming River Road Gang (#80),
male Aelphen 3rd level fighter, SL Military
7, AC 11, HD 5d4, HP 9, Attacks: dagger and has at times set both sides up, for
9, AC 14, HD 3d10, HP 24, Attacks:
(+1 BtH, 1d4 damage)or by wand or by spell. the right price. He never sells his true
long composite bow (+5 BtH, 1d8 damage).
Int 15, Wis 15, Cha 15. Spells: detect magic predictions, only false ones, as he prefers
Str 14, Dex 15, Cha 13). Alfmund is a
x2, detect poison, mage hand, message, charm to use them to his own advantage. Zsolt
member of the III Imperial Archer Throng
person x2, comprehend languages, identify, read has a 20% chance of knowing something
of Mammoth Hall, in town for R&R.
magic, detect thoughts, locate object, clairvoyance semi-secret or unknown about anything
He rooms with the guard, so he spends
/ clairaudience). Argoel lives in a fine flat important about the town to the
much of his time and money in various
off of Alfmourn Road, and meets clients adventurers (costs 2d6 sp minimum).
taverns, his favorite being the Burley
at their homes. She casts horoscopes Zsolt has 1d6 cp in his beggar’s bowl
Huntsman (#68). Alfmund recently
using ancient Aelvoress astrological at any time, but keeps 5d6 sp and 5d6
stopped in at the Ivory Mammoth
techniques, and has a bit of the True cp in a hidden pocket of his rags. If
(#52) and immediately fell hard for
Sight (10% chance of a true vision per he is “Hurried” it means he is carrying
Morgane MacDonald; for her part, she
session). She protects herself as needed a pouch with 20 gp from the Guild or
considers the archer to be a drunken
with a wand of magic missiles (27 the Gang, and is on his way home, to
letch, and will beat him within an inch
charges). She wears flowing midnight- his small flat in the tenement next to the
of his life the next time he crosses her
blue silk robes with stars, moons, and Witch (#83) on New Wall Street.
doorstep. He carries 23 gp, 14 sp, a
comets, a similar wimple and veil, carries
long composite bow, 20 arrows, a short There, in a room otherwise bare save
14 gp and 10 sp in her pouch, and wears
sword, a dagger, and wears studded for a heap of sleeping furs and a cheap
a silver necklace with white moonstone
leather armor (fit to bursting). He does oil lamp, two sacks containing 201
worth 350 gp. There is a 15% chance
not possess any carbelium arrows. gp and 219 sp are hidden under the
that she is returning from a reading with
floorboards. A beggar and a miser, Zsolt
WILDERLANDS OF HIGH ADVENTURE 31
rarely spends ought but the coppers 12, Cha 15). Dagny is a precocious, flowers a sack filled with fine silk clothing
he earns through his daily begging, scrawny, dirty and disheveled, yet pretty and silver bangles, chains, armlets, and
gleefully counting ever gold and silver urchin. She has big brown puppy-dog anklets worth 400 gp.
coin in the deep of the night. eyes and when she frowns nothing
seems right with the world. She speaks Disposition: 1) Busy, 2) Friendly, 3) Thoughtful,
Disposition: 1) Hurried, 2) Sneaky, 3) clearly and very intelligently for her age, 4) Worried, 5) Amorous, 6) Helpful.
Devious, 4) Hungry, 5) Bored, 6) Lusty. and is quite fearless. She claims to be 8. Drunken Dwarf: Drenglo Thrainskel
5. Blink Dog: Midnight, Bane of visited by “The Pure One,” a glowing (NG male Starrcrag dwarf 4th level fighter,
Darkness (LG male blink dog, AC 16, grandfatherly figure whom only she can SL Guild 7, AC 9, HD 4d10+8, HP 41,
HD 4d10, HP 25, Attacks: bite (+4 see, who is guiding her to help others Attacks: fist (+6 BtH, 1d2+2 subdual damage).
BtH, 1d8 damage), blink, teleport, twilight toward a better life. She seeks to help Str 16, Con 16. He is specialized in the battle
vision, dark vision, cast light as a 4th level her fellow urchins with her gifts, and is axe, but does not possess one). Drenglo was
caster 3/day, Saves M, Int 14, Wis 13, considered the leader of the younger once a famed miner from Starrcrag, who
XPV 240). Midnight lost his pack urchins of the town. Like Midnight, the sought his fortune in ancient long-lost
several weeks ago during a battle with guard is very fond of her, and brooks no mines. Several years ago he encountered
a tribe of Greenscale kobolds. Lonely mistreatment of the sweet child. There something unspeakable in the dark depths,
for company, he has entered the town, is a 13% chance that she and Midnight and lost the will to mine, or to do much
seeming to be little more than a large, are encountered together. She has a 50% of anything else save drink, ever since.
wolfish stray dog. His coat is silvery chance of holding 1d6 coppers, a sweet, He has long since lost all his possessions
black, such that he glitters by moon, or a piece of fruit in her grubby hand. save for the clothes on his back and a map,
star, and torchlight. He can speak Disposition: 1) Sweet, 2) Pensive, 3) crumpled, torn, and beer-stained, that he
Viridian, Smyrian, and Canidae, though Mirthful, 4) Sad, 5) Helpful, 6) Angry. keeps hidden in his left boot. He will not
only speaks to those he has studied for part with the map for love or money, as he
days and knows to be good of heart. By 7. Courtesan: Iluzka the Supple (CG fears what will be unleashed if the location
night he prowls the streets, watching female Smyrian 3rd level courtesan, SL General 5, is discovered. Note that the map is in
for evil, and by day he pretends to be AC 11, HD 3d6+3, HP 11, Attacks: dagger such a state because Drenglo continually
little more than a stray, begging for (+1 BtH, 1d4 damage). Dex 15, Con 14, crumples, tears, and spills beer all over it,
scraps and playing with urchins (while Cha 16). Iluzka is ostensibly a florist and during his few lucid moments; it is magical,
also guarding against evil). He is very party planner for the gentry and nobles and though it can be disheveled, it cannot
fond of Dagny the Urchin (#7, below), of the town, but that is merely a front for be destroyed! Thus he considers himself
and there is a 13% chance that they her less-than-legal but very-in-demand the guardian of the map.
are encountered together. He knows services. She is careful not to tread on
something is wrong at the Witch’s Teats Madame Sandira’s turf, and specializes in He moves from tavern to tavern, earning
Tavern (#72) as he can smell it in the entertaining old widowers. She has several his beer money by betting on himself
scraps, while he thinks he has found loyal customers in the Inner Town and in in fisticuffs, or through washing dishes,
a possible ally of goodly heart in the country manors near town, and is usually or by performing other small, quick
Dancer, Lysandra of the Seven Veils en route to (1-35) or returning from (36- jobs for copper bits. He never, ever
(#38), whom he has followed in the 70) an appointment when encountered, or begs, even when most desperate. When
night. He has come to the help of the out shopping (71-00). encountered he is usually on his way to
guard once before, so that now anyone the next tavern or looking for small jobs
seen by them to be mistreating him She has her slave boy, Vili (CG male that can tide him over. He wears raggedy
must answer for their unkindness. Smyrian 1st level rogue, AC 12, HD 1d6, HP clothing and has a 33% chance of having
4; well-treated and very loyal) with her at all 1d12 cp hidden in his right boot.
Disposition: 1) Kind, 2) Playful, 3) Hungry, times, pushing a small hand cart of fresh
4) Angry, 5) Disturbed, 6) Helpful. flowers and decorations alongside her as Disposition: 1) Drunk, 2) Weepy, 3) Suspicious,
she goes to her appointments, or carrying 4) Very drunk, 5) Sleepy, 6) Brooding.
6. Child: Dagny the Urchin (LG her purchases when shopping. She tends
female Common Viridian 1st level Mycretian, 9. Gem Merchant: Caledwych ap
to the décor and flowers before she tends Gawl (CG male Aelvoress elf 3rd level
SL General 4, AC 11, HD 1d12, HP 5, to her other business. She carries a pouch
Attacks: none. Channeling, Disarm, Healing wizard, SL Guild 7, AC 10, HD 3d4, HP
with 3d6 gp and 3d6 sp normally, double 8, Attacks: staff (+1 BtH, 1d6 damage) or
Hands, SR 10+/-, Subdual Combat. when shopping, plus has 2d4x25 gp when
Mycretian Gifts: 0th level [rrrr]: calm spell. Int 15, Wis 12, Cha 14. Spells: arcane
returning from an appointment. She mark, detect magic, mage hand, message, change
spirits, cure light wounds, share spirit, spirit wears a plain gray cloak and soft boots,
sight; 1st level [rrrr]: blessing of peace, self, magic missile x2, sleep, see invisibility).
but has hidden in the cart beneath her Caledwych operates out of his expansive
friend, remove fear, soothe spirits. Int 14, Wis
32 IMPERIAL TOWN OF TELL QA
flat on Dorak Road, across from the kind of wine, and never seems to have Disposition: 1) Vengeful, 2) Hateful, 3)
Smyrian Imperial Baths (#19). He meets any coin, though he never, ever seems to Remorseless, 4) Disinterested, 5) Busy, 6) Angry.
with prospective customers in his flat, have to pay for his own drinks. He usually
under guard, so when encountered in the (66% chance) has 1d3 scantily-clad, similarly 12. Garrulous Guard: Ali ibn Hasan
streets he is either out shopping (01-40), drunken beautiful trollops hanging onto ibn Dosten ibn Sven al Taweel (NG
visiting a friend (41-60), en route to or him (1st to 4th level CG or CN courtesans), male Dorin 5th level fighter, SL Guild 6, AC
from Aelvoress Hall (61-85), or quietly and sometimes (33%) also has a trail of 20, HD 5d10+5, HP 32, Attacks: expert
following up on rumors of a new gem 3d4 temporary followers (of any sex, race, falchion (+7 BtH, 2d4+3 damage), expert
find (86-00). He is always business-like, class, and level). His temporary followers long spear (+6 BtH, 1d8+2 damage), or
and on the lookout for new gems, even buy him, themselves, and anyone else they expert short composite bow (+5 BtH, 1d8+1
when he is not actually buying or selling. encounter as much wine as they can afford, damage). Str 15, Con 15, Cha 17). Ali is a
He pays 30% of a gem’s finished value spending every coin they possess to spread mercenary guard from the far south; he
for raw gems, 60% for finished gems, the drunken revelry. He always has a glass made his way up here to Tell Qa by hiring
and tried to sell at 120% value, though of wine in hand that never seems to spill, on to various north-bound caravans. He
he’ll go as low as 90%. He is quite sure and never seems to empty, no matter how searches for the home of his ancestor,
of his own abilities, and does not hire much he drinks from it. He appears to wear Sven the Tall, from whom he gained
guards. He wears wealthy merchant a hat made of grapevine, from which 4d4 his platinum white hair and silvery eyes
clothing, and his staff looks more like large, juicy grapes hang; each grape acts as a (which look very unusual on a bronze-
a merchant’s walking stick, so it is not potion of longevity. The grapes never fall by skinned Dorin, though most women
obvious that he is a wizard. His belt accident, and can never be picked without find it intriguingly handsome). He seeks
pouch contains 18 gp and 14 sp. He Losborst’s permission. If picked, the grape the land known as “Way-lon,” where it is
has a silver chain on his neck with a remains fresh and juicy until eaten. said that water falls in solid form half the
gold key hanging on it under his shirt; year round. Ali is very chatty, and loves
the key is magical, and when held in the Disposition: 1) Drunk, 2) Mischievous, 3) Very to talk about everything and anything,
air and turned right, then left, then right Drunk, 4) Violent, 5) Peaceful, 6) Helpful. including his homeland and family, the
again while saying “37-24-35” a safe weather, horses, women, history, wine,
11. Golem: The Nameless One (NE warfare… anything, incessantly. Ali is tall
door appears in mid-air. 18” x 18”, the male flesh golem, AC 18 (+2 magic weapon or
door opens to a safe hidden in his flat; (6’4”), muscular, and quite handsome in
better needed to hit), HD 7d10, HP 40, Attacks: an exotic way, and has left broken hearts
the safe contains 856 gp, 4 small opals 2 fists (+11 BtH, 2d8 damage each) or bastard
(10 gpv each), a moonstone (25 gpv), a all along the caravan ways from Lenap.
sword +3/+5 vs. arcane spell casters (+14 BtH, He is otherwise absolutely trustworthy as
bloodstone (50 gpv), and two large opals 1d10+7 damage or +16 BtH, 1d10+9 damage
(100 gpv each). He opens the safe only a guard, and never abandons his charge.
against wizards), Immune to (Most) Magic, Saves He wears banded mail and carries a
when he believes himself to be safe, P, Str 20, Int 14, Wis 14, XPV 550). The
alone, and never in public. medium steel shield, bears the above
Nameless One is a flesh golem that gained listed weapons plus 20 arrows, carries 50
Disposition: 1) Cheery, 2) Cunning, 3) full sentience and free will, and destroyed gp, 10 sp, four violet-blue sapphires (50
Acquisitive, 4) Bored, 5) Serious, 6) Hurried. his creator, a vile wizard, several years ago. gpv each), a silver-coated flask of fine
Since then he has wandered the world, brandy (100 gpv for the flask), and a fine
10. God: Losborst, the God of Wine seeking a purpose to life; he has come gold signet ring bearing an unusual rune
(CG male god, SL Noble 20, AC 20 (magic to the conclusion that his purpose is to (it is in ancient Avalonian) that acts as a
weapons needed to hit), HD 8d12, HP 74, kill all wizards. The Nameless One only ring of protection +3.
Attacks: fist (+15 BtH, 2d10 subdual damage recently arrived in town, and is scouting
+ punch drunk ability) or drunken wave. Punch out the different wizards and their various Disposition: 1) Bubbly, 2) Drunk, 3)
Drunk: Those struck by Losborst must make a protections. He does not care who he Peaceful, 4) Chatty, 5) Jocular, 6) Serious.
charisma save against CL 10 or instantly become harms to get the job done, though he never
utterly inebriated, and a follower of Losborst, harms a child, nor allows a child to come to 13. Houri: Princess Pibul Chula of
for 3d4 hours. Drunken Wave: When he waves harm; he cannot explain why this is so. The Karak, a.k.a. the Red Lotus (CN
his hands over his head, the target must make a Nameless One appears to be a tall man, female Houri 3rd level courtesan, SL General
charisma save against CL 10 or instantly become of indeterminate race, with long flowing 4, AC 16, HD 3d6+3, HP 14, Attacks:
utterly inebriated, and a follower of Losborst, for 3d4 black hair, splotchy piebald skin, and many slap (+1 BtH, 1d2 subdual) or scimitar (+1
hours). Losborst appears to be nothing more scars. He dresses in warrior-style clothing, BtH, 1d6 damage). Dex 16, Con 15, Cha
than a visiting nobleman of indeterminate though he wears no armor, and has a large, 17. Beauty Shield: Houris add their charisma
age and race, making the rounds of every rune-carved blade in a harness on his back. bonus to AC. Houri Powers: May use change
tavern and serving house in town. He wears The Nameless One needs not to eat or self, charm person, and hypnotism each 1/day, all
finery that has been spattered with every sleep, and is always on the move. at 3rd level of ability). Pibul is no Karakhan,

WILDERLANDS OF HIGH ADVENTURE 33


nor a princess; she is a houri, a creature Disposition: 1) Bored, 2) Mirthful, heavy lance (+2 BtH, 1d8+2 damage). Str 15,
of demonic blood who seeks male 3) Sly, 4) Lusty, 5) Hot Tempered, 6) Con 14, Cha 15). Demetrios is the seventh
companionship incessantly (usually her Languorous. of his line to hold title to the Landgraviate
companions suffer little ill, other than of Dragoumis, once a large swath of
a much-lightened purse and a certain, 14. Illusionist: Ambroise the Artiste land south of Tell Qa. Unfortunately,
exquisite tiredness). She lives with Bastet (NE male Common Viridian 4th level his grandfather was little more than a
the Ghinorian and five other “sisters.” illusionist, SL Guild 6, AC 11, HD 4d4, sycophant, and his father was a drunkard,
Pibul helps plan the entertainment for the HP 10, Attacks: dagger (+1 BtH, 1d4 so Demetrios lost much of his patrimony
parties the houris throw, and has become damage). Int 16, Wis 13, Cha 16. Spells: to other more cunning landowners and
quite renowned among the gentry and influence x2, mending, prestidigitation, petty nobles even before he was born.
nobility as a “most pleasing” hostess. hypnotism x2, silent image x2, detect magic, Today he holds a small manor with fields
minor image x2). Ambroise is an aspiring and vineyards and a small townhouse,
When encountered, she is either shopping artist, working in whatever medium across from the wigmaker (#81) on the
(01-25), en route to or returning from a catches his fancy at the moment; he has Smyrian High Road.
“party” (26-50), or on the prowl for a studio flat on Midbailey Road, two
some fun (51-00). She likes men, of any doors down from the brothel. While Demetrios seeks to regain the wealth
race, though she prefers stout warriors his work is good, he’s still developing and prestige of his forefathers through
to scrawny wizards. If on the prowl she a strong following, so he supplements building a company of stout companions
seeks to pick up the most charismatic his income with gifts donated by gentle to go adventuring with him, for wealth
male fighter or barbarian in the group and noble “fans” of his work (aided in and honor; as a member of the “petty
(charisma and constitution must be at least their decision, of course, by his magic). nobility” (i.e., “up-jumped” commoners
13 each, or she ignores the group entirely). He seeks out young and bored scions of SL 9 or better) there is less social
There’s no charge when she’s out to have of wealthy families (male or female) to stigma to this method of advancement.
fun, though her companion must pay be his companion of the moment, and Though he is slight of build, he is no
for all drinks and meals, and shower her plies them with alcohol, magic, and sex simpering fop, and his armor and blade
with gifts. She remains enthused about a to get what he wants. He is considering are well made and well used.
paramour for as long as her lover can “recruiting” up-and-coming adventurers,
make charisma and constitution checks as they seem to have more disposable When encountered Demetrios is seeking
each day against CL 3, and, of course, as wealth and no one asks questions when new companions to go on an adventure
long as he showers her with gifts. they go broke or disappear. (whatever adventure strikes the Judges’
fancy or meets his needs). While he is a
Pibul has an unearthly beauty, When encountered he is shopping or out faithful follower of Armadad Bog, he
possessing an acrobatic and supple yet partying with a current companion (01- is unaffected by the racial hatreds of
pleasingly ample form with scarlet skin, 85, male or female, noble or gentle class his people; he was virtually raised by his
shining blue eyes, raven black hair that scion, wealthy and dissipated, 1st to 3rd Smyrian and Aelphen servants. While he
goes down to her knees, small red horns level fighter or rogue) or seeking a new holds to his semi-noble status, he is not
on her forehead, and pouting lips that one (86-00). Ambroise has medium green afraid to mix with the baser classes. He
hide ivory-white glittering teeth. She skin (often mistaken for High Viridian), has a firm and unswerving sense of honor,
stands merely 5’0” but seems much straw-blonde hair, deep green sparkling but must be the leader of any expedition
taller when wearing her full “Karakhan eyes, and dresses in flamboyant, expensive of which he is a member. His word is
princess” regalia, which she wears to clothing, usually in greens and yellows. his bond, but he often gives his word in
any major event or expensive tavern He carries 3 gp (2d4x10 when with a written, contractual form, in triplicate, and
(such as the Starfall (#71), which she companion) and 10 sp, and when he has always to his betterment if at all possible.
adores). Otherwise she wears Amazon- a companion usually wears 1d3 pieces of
style warrior-woman clothing, with a jewelry (3d6x10 gpv each, quickly pawned He wears his armor and weapons at
chainmail bikini and halter, neither of after his companion abandons him). all times (as is his right as landgrave),
which leave much to the imagination. including plate mail, long sword, and
She carries 38 gp, 22 sp, and wears a Disposition: 1) Bored, 2) Drunk, 3) Vicious, (when horsed) his heavy lance. He
silver waist chain with jade chips (125 4) Amorous, 5) Devious, 6) Mirthful. carries 89 gp and 14 sp as pocket
gpv), a silver arm band in the form of change, and has 2,868 gp in the vault
15. Landgrave: Demetrios Dragoumis at his townhouse. He wears a large gold
a dragon (75 gpv), a silver toe ring with (LE male High Viridian 2nd level knight, SL
a large jade chip (50 gpv), and a silver necklace with a medallion bearing his
General 11, AC 20, HD 2d10+2, HP 17, crest (1,000 gpv) and a gold signet ring
tiara with jade flakes in the form of a Attacks: long sword (+2 BtH, 1d8+2 damage),
peacock’s tail (750 gpv). (a ring of protection +2). His servants

34 IMPERIAL TOWN OF TELL QA


are all Smyrians or Aelphen, and he has too dangerous. He carries 60 gp and 18 whom Gregorios drags with on a leash
a bad reputation among nobles, gentry, sp, and always wears his ring of protection like a dog), ready at hand to administer the
and the petty nobility for his mingling +3. While away his wagon is guarded by Daily Flogging to those who fail to meet
with the “lesser races” and lower classes; his quasit familiar in the form of a small the stringent requirements of the temple.
it is rumored (and true, in fact) that his feral dog (coyote). In addition to the items, By the end of the day the bag, and the sad
great-grandmother was Smyrian. which are displayed around the inside of boy carrying it, stink to high heaven. He
the wagon on shelves or hanging from the administers the rite as the whim takes him
Disposition: 1) Mirthful, 2) Angry, 3) wall, there is a chest (poison needle trap with lay members of the temple, and when
Brooding, 4) Bored, 5) Grim, 6) Domineering. CL 6 to find, CL 6 to disarm, poison CL he has the opportunity with non-believers
16. Magic Merchant: Odo the Alchemist 9 or die, writhing and screaming in pain, in (i.e., he is in the Viridian Plaza, or elsewhere
(CE male Common Viridian 6th level witch, SL 1d6 minutes) with 603 gp, 539 sp, and 237 where supporters outnumber pagans).
Merchant 6, AC 13, HD 6d4, HP 12, Attacks: cp. Hidden in a cut-out book (“Legends
of the Witches of Marmon”) on a shelf Gregorios is usually out on a lark (01-
dagger (+2 BtH, 1d4 damage) or spells. Int 14, Wis 50), shopping (51-80), or on a mission
14, Cha 16. Spells: 0th level [rrrrr] detect is a velvet bag with a small opal (10 gpv),
3 moonstones (25 gpv), 3 amethysts (250 for Kriton (81-00); he carries 4 gp, 7 sp,
chaos/evil/good/law, detect magic, endure elements, and his silver holy symbol of Armadad
mage hand, prestidigitation; 1st level [rrrrr] gpv each), a fire opal (500 gpv), and a black
opal (1,000 gpv); the black opal is cursed Bog; his blue-green robes are often
cause/cure light wounds, change self, charm person, read disheveled, stained with wine and food,
magic, false/undetectable aura; 2nd level [rrrr] such that whoever takes it from the wagon
suffers a -6 penalty to their strength. While and stink of fish. He needs to carry little
accelerate/delay poison, detect/hide thoughts, enhance cash, as he usually takes whatever he
attribute, paralyze/remove paralysis; 3rd level [rr] in the Grand Market he is selling, putting
on a good show for the marks, and looking needs from the laity as a “goodwill gift.”
bestow/remove curse, cause/remove disease). Though
purportedly a legitimate businessman, Odo is for suckers upon which to unload the Disposition: 1) Bored, 2) Drunk, 3) Hurried,
actually a witch steeped in demon-worship. cursed items for cold, hard cash. 4) Mischievous, 5) Pious, 6) Outraged.
Handsome, always smiling, and friendly, he Disposition: 1) Seemingly Friendly, 2)
uses his powers to separate his customers 18. Rune Ki Priest: Baunge Tarquin
Devious, 3) Brooding, 4) Very Devious, Fintim Linbin Whinbim F’tang (LN
from their coin and, sometimes, their lives. 5) Falsely Generous, 6) Grim.
Most of his nostrums are nothing more than male Common Viridian 3rd level cleric of
snake oil, but he sells enough real potions 17. Mer Shunna Priest: Gregorios Shang Ta, SL Gentry 6, AC 12, HD 3d8,
and items as to allay suspicions. He travels Vlatakis (LE male High Viridian 2nd level HP 17, Attacks: Rune Ki staff (+2 BtH,
throughout the province; when in the rural cleric of Armadad Bog, SL Gentry 5, AC 1d6+1 damage). Dex 16, Wis 14, Cha 13.
areas he seeks out lone travelers and peasants 10, HD 2d8+2, HP 15, Attacks: fish slap Rune Ki Staff Style: Staff Cunning, Staff
that no one will miss, and sacrifices them to (+2 BtH, 1d2+1 subdual damage). Str 13, Wisdom. Spells: detect chaos/evil/good/law,
his dark lord for power and treasure. Con 14, Wis 12. Spells: create water, detect detect magic, endure elements, first aid, cure
poison, first aid, purify food and drink, command, light wounds, protection from chaos/evil/
Thus he has a strange collection of sanctuary). Gregorios is a lesser priest, little good/law, sanctuary, hold person). Tarquin
minor magical items in his gypsy-style more than an acolyte, at the Mer Shunna is a baunge, or prayer leader of the
wagon (1d3+1 such items, each of Temple (#74) and is one of Alderman Rune Ki Temple (#75). As such he has
600 XPV or less, plus 1d3+1 cursed Kriton’s bureaucrats (#4), holding a been exposed continually for years to
items), which is based in the Grand fine sinecure. Gregorios comes from a tithweed in all its forms, and has lost
Market when he is in town. He sells the well-off family of the gentry, and never nearly all sense of reality. He continually
good stuff (which include an additional really had to work for anything in his life; has visions (or so he claims), and took
1d3+1 potions of any spell he can thus he is quite incompetent, and were it his current name from words revealed to
cast) at a discount to those he knows not for his family connections, his pure him during these visions; he no longer
will use them to commit evil deeds, at bloodline, and his friendship with Kriton remembers what his original name was,
a premium to others, and will sell the the Black, he’d probably be out in the and often forgets who he is. Tarquin is
cursed items (gifts from his master for streets. As it is, his stout physique makes usually wandering the streets, either in
him to pass on, they act as per the item him a moderately proficient bully-boy a stupor (01-75) or seeking donations
represented by Odo, plus 1d4 days after of the commoners, which is all that the for the temple (76-00, though he’s still
being sold) to young “heroes” at a deep temple and Kriton really need. in a stupor even then). At random times
discount, “because you so remind me he shouts out the vision he is having;
of myself at that age.” About town, of course, he’ll not be wearing there is a 15% chance that it actually has
armor or carrying any weapon, save for a something to do with the adventurers,
When encountered outside the Grand bag of a dozen large fish (actually carried being a real, true vision of importance
Market, Odo is shopping for needed by his Tharbrian slave boy, Quigley, of something that has happened, is
items; he never takes victims in town, it’s
WILDERLANDS OF HIGH ADVENTURE 35
happening, or will happen. Shang Ta storeroom, while the upstairs is her living Nar dresses and acts the part of an adventurer,
works in mysterious ways. quarters. When encountered she’s either and to his credit, he actually has gone on some
out selling her wares (01-60), shopping dungeon delves, but most of his coin is earned
Tarquin wears stained saffron robes, (61-90) or en route to or from a religious by fleecing the gullible or outright purse cutting.
carries a black and silver Rune Ki Staff, and service (91-00, she is a lay member of His favorite con is the “rich treasure map sale.”
a wooden beggar’s bowl (50% chance of the Smyrdyboga Temple and holds He has dozens of these, ready to be sold to
1d20 cp). For some reason half the time her own services with a small sect of the first unsuspecting wet-behind-the-ears
he wears a handkerchief on his head; he followers who reject the alliance with wanna-be adventuring hero. He makes it easy
claims it helps him understand his visions. the House of Healing (#50)). If she is on the marks by offering to take a “percentage
Disposition:1)Stoned,2)Placid,3)Disinterested; selling her wares she has two hired down,” then go with them to the site of the
4) Raving, 5) Very Stoned, 6) Mirthful. bearers (1st level fighter or rogues), “dungeon” for shares. Of course, he actually
each carrying well-wrapped packages of guides them to the lair of an owlbear, fire
19. Spice Merchant: Mariszka Madacz spice worth 20d10 gp, including sachets lizard, spider gorilla, or other fearsome beast
(CG female Smyrian 3rd level cleric of Suthak, of black pepper, cardamom, cinnamon, that is far too deadly for green adventurers, and
SL Merchant 5, AC, HD 3d8+3, HP 16, clove, coriander, cumin, fennel, ginger, promptly disappears when the fighting starts.
Attacks: mace (+1 BtH, 1d6 damage). Con mustard, nutmeg, red pepper, rosemary, He returns later, when the beast has gone to
14, Wis 16, Cha 15. Spells: detect poison, first and saffron; she also carries a purse of feed or drink elsewhere, and loots the bodies.
aid x2, purify food and drink, cure light wounds 40d10 gp. Normally she also carries a
x2, remove fear, delay poison, lesser restoration). pouch with 4 gp and 12 sp, plus wears While it is quite lucrative, he spends
Mariszka is young (22) and quite lovely, a silver holy symbol of Suthak with 3 money like water, and rarely has more
with long curly brown hair, blue eyes, decorative bloodstones (175 gpv). than a few minas to his name. When he’s
pale skin, and a lean physique. Mariszka just back from a “successful adventure”
runs a tidy and profitable spice trade she Disposition: 1) Busy, 2) Helpful, 3) Serious, he is generous and drunk, and has 12d6
inherited from her parents; she deals 4) Generous, 5) Cheerful, 6) Bubbly gp; when recovering from a binge, he’ll
with all the major taverns and no few be morose or bored, and have only 2d6
20. Thief: Narwhoodle Beedleboo gp; when he’s spent his last mina, and is
gentle and noble houses. She acquires (NE male Mishell halfling 3rd level rogue,
the spices through merchants who down to just 1d6 sp, he’ll be devious and
SL Guild 5, AC 14, HD 3d6, HP 13, sly. He always has his leather armor and
run the caravan route from Viridistan; Attacks: short sword (+1 BtH, 1d6 damage).
these merchants have known her since short sword, as well as a Type III bag of
Dex 16, Cha 16). With his long, pointed, holding, into which he throws everything
she was a child, and consider her to be hairy ears, purple skin, platinum white
family. Anyone trying to move in on her the dead marks possessed, save the
hair, and gold-flecked mauve eyes, Nar bodies (and if he can ever hook up with a
operation will answer to them (a wealthy (as he prefers to be called) is easily
Smyrian couple, 7th level wizards both). necromancer looking to buy those…).
distinguished as a Mishell halfling; as the
She operates out of her home, a fine old Mishell are, for the most part, an honest Disposition: 1) Generous, 2) Morose,
house on Riverwall Road, just north of and hard-working people, few suspect 3) Devious, 4) Drunk, 5) Bored, 6) Sly.
the Brewer (#27); the lower level is her him of being a con-man and thief.

36 IMPERIAL TOWN OF TELL QA

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