(ENG) D&D 3.5 Ed. - Forgotten Realms - Shining South - Flip eBook Pages 51-100 (2025)

MAGIC AND SPELLS 50 Saving Throw: None Spell Resistance: No You cause a block of stone to turn invisible and hover at a designated point in the air. The stone remains there until triggered, either by special conditions set by you or by a command word you choose. Once triggered, the stone trap turns visible and falls naturally. The stone of the stone trap can be positioned so that it holds up additional material within the weight limit of the spell. For example, a 2,200- pound stone with stone trap cast on it by a 13th-level cleric could support an additional 400 pounds. This additional weight could be placed on top of the stone in midair, the stone could function as a plug in a hole in a ceiling, and so on. As a trap, the suspended stone has an attack bonus equal to your caster level. Any creatures hit by the stone when it falls take 1d6 points of damage for every 200 pounds of weight, plus 1d6 points of damage for every 10 feet the stone falls, for a maximum of 20d6 points of damage. Anything atop the stone might deal additional damage, but such supplementary material can only deal damage above and beyond the maximum (20d6) if it doesn’t rely on the fall to deal that damage. The conditions for triggering a stone trap can be as simple or as elaborate as you desire. Special conditions can be based on a creature’s name, identity, or alignment, but otherwise must be based on observable actions or qualities. Other intangibles such as level, class, Hit Dice, and hit points don’t qualify. For example, a stone trap can be set to activate when a lawful evil creature approaches, but not when a blackguard approaches. Arcane Material Component: A drop of blood and a pebble. STONEFIRE Evocation [Fire] Level: Cleric 5 Components: V, S, DF Casting Time: 1 standard action Range: Touch Area: One 5-ft. square + one 5-ft. square/four levels Duration: 1 round/level Saving Throw: None Spell Resistance: Yes You cause natural, nonliving stone to combust, emitting thick black smoke and sending forth waves of heat. Anyone touching the burning rock takes 2d6 points of fi re damage each round, while the intense heat coming from the stone deals 2d4 points of fi re damage to creatures within 10 feet and 1d4 points of fi re damage to those past 10 feet but within 20 feet. The burning stone deals its damage to all creatures in the area when it appears and on your turn each round. Undead take double damage from stonefi re. Ignited stone is consumed by the fl ames at the rate of 1 foot of thickness per round (so a 10-footthick wall covered with stonefi re would require 10 rounds to burn through). Burning away load-bearing walls, columns, or other supports might cause cave-ins or collapses. See Cave-Ins and Collapses, page 66 of the Dungeon Master’s Guide. If the burning stone takes 20 points of cold damage or more in 1 round, the fl ames go out. (Do not divide cold damage by 4, as normal for objects.) STREAMERS Evocation Level: Cleric 5, sorcerer/wizard 5 Components: V, S, M Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Effect: One or more streamers Duration: 1 round/level Saving Throw: None Spell Resistance: Yes You cause a number of glowing, red streamers to shoot forth from the your hand when you cast the spell. You may fi re one streamer, plus one additional streamer for every three levels beyond 9th (to a maximum of four streamers at 18th level). Each streamer targets one creature; multiple streamers can each be targeted at a different creature, or many streamers can target one creature. A streamer moves on its own, pursuing its target without your concentration, hovering in the same space as the target with a readied touch attack. Whenever the target next takes any sort of action, the streamer makes a touch attack against it (at the caster’s base attack bonus). On a successful attack roll, Sticks and stones Illustration by Ralph Horsley 620_17929_Ch3.indd 50 8/2/04 1:54:19 PM

MAGIC AND SPELLS 51 the streamer deals 5d10 points of damage. If a target takes no actions for the duration of the spell, the streamers around it disappear with no effect. Streamers can be attacked (AC 20), but only magic weapons have any effect on them. Any successful attack destroys a streamer. Material Component: 6-inch strand of red spider silk. SUN BOLT Evocation [Light] Level: Cleric 2, sorcerer/wizard 2 Components: V, S Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Effect: Ray Duration: 1 round Saving Throw: Refl ex partial Spell Resistance: Yes A ray of burning sunlight springs from your hand. You must make a ranged touch attack to hit your target. A creature struck by the bolt is blinded for 1 round and takes 2d6 points of damage. Creatures harmed by sunlight take double damage. Undead always take double damage, as do fungi, molds, oozes, and slimes; undead damaged by sunlight (such as vampires) always take triple damage. A successful Refl ex save negates the blindness. SUSPENSION Transmutation Level: Sorcerer/wizard 4 Components: V, S, M Casting Time: 1 standard action Range: Touch Target: Any nonliving object up to 1,000 lb./level Duration: 1d4 days + 1 day/level (D) Saving Throw: None Spell Resistance: No This spell functions like levitate, except as noted above and as follows. You can mentally direct the object to move up or down as much as 45 feet each round for the duration of the spell; doing so is a move action. When you cease concentration, the object remains in place for the duration of the spell. Material Component: A small leather loop suspended from a bent wire of gold. TIDAL WAVE Evocation Level: Sorcerer/wizard 9 Components: V, S, M, XP Casting Time: 10 minutes Range: Long (400 ft. + 40 ft./level) Area: A wave 75 ft. high and 500 ft. wide Duration: 1 min./level; see text Saving Throw: None Spell Resistance: No You create a moving wall of water that can drown swimmers, swamp ships, and fl ood port cities. Upon completion of the spell, the tidal wave forms and moves from the starting point you designate in the direction you specify at a speed of 150 feet per round for the duration of the spell, or until it strikes land. Any creature swimming in the water as the tidal wave hits it must make a DC 30 Swim check each round to remain afl oat. Creatures that succeed are washed forward by the tidal wave and must continue to make Swim checks each round. Creatures that fail the check are sucked beneath the tidal wave and forced 8d10 feet below the surface of the water, taking 4d6 points of nonlethal damage. The wave passes over submerged creatures, which are subject to drowning (see page 304 of the Dungeon Master’s Guide). Any Medium or smaller ship caught in the path of the tidal wave takes 6d10 points of damage, while larger ships take an additional 6d10 points of damage per size category they are larger than Medium. Furthermore, the ship is carried along by the tidal wave for a number of feet equal to the number of points of damage taken ×5. For example, a sailing ship that takes 66 points of damage is carried in the surge of the wave for 330 feet. If the movement of the ship results in a collision with another ship or with land, the ship takes additional damage (see below). Any creatures and equipment aboard the ship that are not lashed down are swept off the decks and into the sea (and creatures are then subject to the Swim checks noted above). If a tidal wave drives up onto shore, it deals 6d10 points of damage to everything in its path within 200 feet of the shore, 3d10 points of damage to everything farther than 200 feet but within 400 feet of the shore, and 1d10 points of damage to everything farther than 400 feet but within 1,000 feet of shore. Any ships in port or washed ahead of the tidal wave take 6d10 points of damage in addition to any taken for being struck by the wave (see above) and end up 5d10×10 feet inland when they come to rest. Material Component: A plank of wood smacked against the surface of the water. XP Cost: 500 XP. WALL OF PAIN Necromancy [Evil] Level: Cleric 4, sorcerer/wizard 4 Components: V, S, F Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Effect: Wall whose area is up to one 10-ft. square/level Duration: 1 round/level (D) Saving Throw: Will negates Spell Resistance: Yes You fi ll an area with horrid energy that infl icts severe pain upon any who pass through it. Affected creatures take a –2 penalty on all attacks, saving throws, and checks while inside the area of the wall. Further, the wall deals 1d4 points of nonlethal damage per caster level (to a maximum of 15d4) per round to anyone caught in it. Focus: A miniature scourge. 620_17929_Ch3.indd 51 8/2/04 1:54:25 PM

52 The wizards of Halruaa are every bit as skilled as those of Thay in crafting magic items, but the Halruaans offi cially export nothing, guarding the secrets and results of their workmanship quite closely. Still, the products of their expertise have found their way beyond the Walls and into distant lands. The gold dwarves of the Great Rift also make remarkable items that they sell in their surface markets on a regular basis. Spellcasters among Dambrath’s Crinti manufacture sinister objects designed for macabre entertainment and war, while the Durpari make up for what they don’t construct with the prolifi c amounts of magic they import from distant lands. Magic Items In addition to the magic items presented in the Dungeon Master’s Guide and any other items in an ongoing FORGOTTEN REALMS campaign, the following magic items can be found in the Shining South or in the hands of people or creatures from those regions. Armor In the Shining South, several new kinds of magic armor have been developed to deal with the unique threats found there, some of which come from the environment itself. MAGIC ARMOR AND SHIELD SPECIAL ABILITIES A suit of magic armor or a magic shield with a special ability must have at least a +1 enhancement bonus. Anchoring: A character wearing a suit of armor or a shield with this property is diffi cult to move from his position during a fi ght. The wearer gains a +5 enhancement bonus on the appropriate ability checks to resist bull rush, overrun, and trip attacks. Faint transmutation; CL 5th; Craft Magic Arms and Armor, bull’s strength; Price +3,750 gp. Anchoring, Greater: As anchoring, except it grants a +10 enhancement bonus on the appropriate ability checks against bull rush, overrun, and trip attacks. Moderate transmutation; CL 10th; Craft Magic Arms and Armor, bull’s strength; Price +15,000 gp. Blinking: On command, a character wearing armor with this property can blink back and forth from the Material Plane and the Ethereal Plane (as the blink spell). This ability can be activated once per day and lasts for 1 minute. Faint transmutation; CL 10th; Craft Magic Arms and Armor, blink; Price +15,000 gp. Blurring: The form of a creature wearing this type of armor or shield shifts and wavers. This distortion grants the wearer concealment (20% miss chance). Those who cannot see the wearer may ignore the effect, as can someone under the effect of true seeing. Faint illusion; CL 3rd; Craft Arms and Armor, blur; Price +36,000 gp. Comfort: Armor with this property allows its wearer to ignore the effects of intense natural heat or cold. The character can exist comfortably in conditions between –50 and 140 degrees Fahrenheit without having to make Fortitude saves (as described on pages 302 and 303 of the Dungeon Master’s Guide). The character’s other equipment is likewise protected. Faint abjuration; CL 5th; Craft Magic Arms and Armor, endure elements; Price +5,000 gp. Freedom: A character wearing armor with this property can act as if continually under the effect of a freedom of movement spell. Moderate abjuration; CL 7th; Craft Magic Arms and Armor, freedom of movement; Price +60,000 gp. 620_17929_Ch4.indd 52 8/2/04 1:56:25 PM

MAGIC ITEMS 53 Healing: When someone wearing armor with this property is rendered disabled or dying from injuries, the armor heals 20 points of damage automatically (the wearer does not need to activate the property). This ability functions once per day. Moderate evocation; CL 11th; Craft Magic Arms and Armor, contingency, cure moderate wounds; Price +32,000 gp. Health: A character wearing a suit of armor or a shield with this property is immune to all types of diseases, whether natural or supernatural. Faint conjuration; CL 5th; Craft Magic Arms and Armor, remove disease; Price +11,250 gp. Masking: A suit of armor or a shield with this ability protects its wearer and his gear from divination spells and items (such as crystal balls). If a divination is attempted on the wearer, the caster of the divination must succeed on a DC 20 caster level check. Faint abjuration; CL 5th; Craft Magic Arms and Armor, nondetection; Price +45,000 gp. Menacing: Armor or shields with this property allow their users to terrify foes. Three times per day, on command, the wearer becomes frightening, forcing any opponent within 30 feet and with fewer HD than she possesses to make a Will saving throw (DC 10 + 1/2 the wearer’s HD + her Cha modifi er). Those who fail become panicked for 10 rounds and cower if cornered. Those who make the saving throw are shaken for 1 round, but are immune to further uses of this ability from the same menacing armor for 24 hours. Moderate necromancy; CL 9th; Craft Magic Arms and Armor, Selective Spell, fear; Price +60,000 gp. Mirror Image: On command, three times per day, a suit of armor or a shield with this property allows the user create images of himself such as those created by the mirror image spell. The ability creates six images that last for 6 minutes or until they are struck, whichever comes fi rst. Moderate illusion; CL 6th; Craft Magic Arms and Armor, mirror image; Price +20,000 gp. Proof against Enchantments: A character wearing a suit of armor or a shield that possesses this property gains immunity to the fi rst three enchantment spells that would otherwise affect him each day. Moderate abjuration; CL 9th; Craft Magic Arms and Armor, break enchantment; Price +50,000 gp. Sailing: The wearer of armor with this quality automatically succeeds on Balance checks (up to DC 20) while on board a ship. Though its weight does not change, the armor itself is slightly buoyant, granting the wearer a +5 circumstance bonus on Swim checks. Spiked full plate of blurring Large steel shield of menacing Small wooden shield of anchoring Breastplate of vermin controlling Illustration by Wayne England 620_17929_Ch4.indd 53 8/2/04 1:56:31 PM

MAGIC ITEMS 54 Moderate transmutation; CL 6th; Craft Magic Arms and Armor, sea legs, creator must have 5 ranks in the Swim skill; Price +20,000 gp. Sanctuary: Three times per day, on command, a character wearing armor or a shield with this property is protected as if by a sanctuary spell (Will DC 11 negates). The effect lasts for 1 minute. Moderate abjuration; CL 10th; Craft Magic Arms and Armor, sanctuary; Price +1 bonus. Vermin Controlling: The wearer of a suit of armor or a shield with this property may control up to 26 HD of vermin per day, similar to the undead controlling property (see the Dungeon Master’s Guide for more details). At dawn each day, the wearer loses control of the vermin still under his sway. Armor or shields with this ability appear to be made of segmented body parts (such as an arachnid or an insect); this feature is entirely decorative and has no other effect on the armor. Strong enchantment; CL 15th; Craft Magic Arms and Armor, mass charm monster; Price +49,000 gp. Weapons As a place where certain nations can trace their roots back to some of the most powerful spell-using cultures in the history of Faerûn, the Shining South is the source of a wide variety of new magic weapons. MAGIC WEAPON SPECIAL ABILITIES A magic weapon with a special ability must have at least a +1 enhancement bonus. Enervating: An enervating weapon is particularly insidious and favored by dark-hearted cultures such as that found in Dambrath or Veldorn. On a critical hit, a creature hit by an enervating weapon takes damage and also gains one negative level, and that creature dies if it has total negative levels equal to or exceeding its HD. Spell resistance applies. If the creature survives, any negative level bestowed by this weapon is removed after 13 hours. Undead struck by an enervating weapon take weapon damage normally, but they also gain 5 temporary hit points instead of a negative level. Bows, crossbows, and slings so crafted confer the enervating ability upon their ammunition. Strong necromancy; CL 13th; Craft Magic Arms and Armor, enervation; Price +3 bonus. Weakening: Weakening weapons deal 1 point of Strength damage in addition to their regular damage with each successful attack. Spell resistance applies. This weakness lasts for 10 minutes, and multiple strikes on the same creature are cumulative, but the creature’s Strength score cannot drop below 1 as a result of this ability. Bows, crossbows, and slings so crafted confer the weakening power upon their ammunition. Moderate necromancy; CL 10th; Craft Magic Arms and Armor, ray of enfeeblement; Price +3 bonus. Exhausting: Any creature struck by an exhausting weapon must make a DC 14 Fortitude save or become fatigued for 5 minutes. Spell resistance applies. The ability has no effect on creatures that are already fatigued or those immune to fatigue. Bows, crossbows, and slings so crafted confer the exhausting ability upon their ammunition. Faint necromancy; CL 5th; Craft Magic Arms and Armor, ray of exhaustion; Price +1 bonus. Paralyzing: On a successful critical hit, a paralyzing weapon renders any living creature immobile for 10 rounds unless it succeeds on DC 17 a Will save. Each round on its turn, the paralyzed creature gets a new saving throw to break the effect. Spell resistance applies. Creatures immune to mind-affecting magic are immune to this property. Bows, crossbows, and slings so crafted confer the paralyzing ability upon their ammunition. Moderate enchantment; CL 10th; Craft Magic Arms and Armor, hold monster; Price +2 bonus. Rusting: A rusting weapon is never constructed of any iron parts, but must be built of wood, bone, stone, or other nonferrous materials. When it is employed, it can cause metal objects with which it comes into contact to quickly rust. A wearer of a ferrous armor or shield that is struck by a rusting weapon must make a DC 16 Fortitude saving throw or the item loses 1 point of armor bonus—shields are struck fi rst. Once an item loses its entire armor bonus, it falls to pieces, ruined. Bows, crossbows, and slings so crafted confer the rusting ability upon their ammunition. Moderate transmutation; CL 7th; Craft Magic Arms and Armor, rusting grasp; Price +1 bonus. SPECIFIC MAGIC WEAPONS The following weapons are usually constructed with exactly the abilities described here. Great Rift Blazing Skylance: This +2 lance is specifi cally designed for use by Great Rift skyguards. Three times per day, the lance can be commanded to fi re a cone of searing fl ames out to a distance of 15 feet from the tip, dealing 5d4 points of fi re damage to targets within the cone’s area. Victims can make a DC 13 Refl ex save for half damage. Faint evocation; CL 5th; Craft Magic Arms and Armor, burning hands; Price 14,334 gp. Great Rift Forceful Skylance: A variation on the Great Rift blazing skylance, this +2 lance can produce a magic missile effect on command, three times per day, fi ring three missiles with each use. These missiles can be aimed at up to three targets within 150 feet of the lance. Faint evocation; CL 5th; Craft Magic Arms and Armor, magic missile; Price 14,334 gp. Pick of Piercing: Crafted by the dwarves of the Great Rift, this +1 heavy pick destroys objects made of force, such as Bigby’s forceful hand or a wall of force. To destroy such objects, the wielder of the pick must touch them with the pick. Moderate transmutation; CL 11th; Craft Magic Arms and Armor, disintegrate; Price 13,508 gp. Scourge of Pain: This +1 scourge is covered in razor-sharp barbs. Each time it strikes, it deals an extra 1d8 points of nonlethal damage and causes agonizing pain in the creature struck. The target must succeed on a DC 17 Fortitude save or take a –4 penalty on attacks, saving throws, and checks for 1d4 rounds. Priestesses of Loviatar are fond of these weapons. 620_17929_Ch4.indd 54 8/2/04 1:56:37 PM

MAGIC ITEMS 55 Moderate necromancy; CL 9th; Craft Magic Arms and Armor, symbol of pain; Price 26,320 gp. Stun Bolt: This +1 bolt has been specially enhanced so that it deals normal damage and stuns a creature struck by it. A target struck by a stun bolt must make a DC 20 Will save or be stunned for 1d6 rounds. Creatures immune to mind-affecting spells and abilities are also immune to stun bolts. Strong enchantment; CL 13th; Craft Magic Arms and Armor, symbol of stunning; Price (50 bolts) 9,630 gp. Whip of Constricting: This +2 whip has the ability to entangle and crush opponents it strikes. A Large or smaller creature struck by the whip takes normal damage and must make a DC 15 Refl ex save or become entangled, if the wielder so wishes. A creature capable of spellcasting that is bound by the whip must make a DC 15 Concentration check to cast a spell. An entangled creature can slip free with a DC 20 Escape Artist check. If you’ve commanded the whip to entangle someone, you can’t continue to use it as a weapon. Once per day, the whip’s wielder may command it to constrict whatever it has entangled. For 17 rounds, the whip gains a Strength score of 35 and a grapple bonus of +41. Every grapple check that succeeds against the entangled creature deals 2d6+12 points of damage. Strong evocation; CL 17th; Craft Magic Arms and Armor, animate rope, Bigby’s crushing hand; Price 97,381 gp. Wondrous Items In addition to the vast varieties of wondrous items found elsewhere in Faerûn, the following unusual magic items are popular in the Shining South. Amulet of Proof Against Petrifi cation: This amulet gives its wearer immunity to any petrifying attack. Strong transmutation; CL 11th; Craft Wondrous Item, stone to fl esh; Price 66,000 gp. Belt of Priestly Might: Many of these items fi rst appeared in Halruaa at the end of the Time of Troubles, which the wizards took as a sign that Mystra had returned. Each broad leather belt has a stamp of the holy symbol of a deity in the front, and followers of that deity or anyone of the deity’s alignment can wear the belt safely. (If this item is placed as treasure, select or randomly determine the deity to whom it is dedicated.) Any other creature gains one negative level from wearing the belt. The negative level remains as long as the belt is worn. This negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the belt is worn. Three varieties of this sort of belt exist. Belt of Priestly Might: This version grants its wearer a +2 natural armor bonus to Armor Class and a +4 enhancement bonus to Strength. Moderate transmutation; CL 8th; Craft Wondrous Item, barkskin, bull’s strength; Price 28,000 gp; Weight 1 lb. Belt of Priestly Might and Warding: This version has all the abilities of a belt of priestly might, plus once per day, on command, it can create a magic circle against evil (or a magic circle against good, if the belt is devoted to an evil deity) that lasts for 80 minutes. Moderate transmutation; CL 8th; Craft Wondrous Item, barkskin, bull’s strength, magic circle against evil (or magic circle against good); Price 41,000 gp; Weight 1 lb. Belt of Holy Might: This version has all the abilities of a belt of priestly might and warding. Its magic circle against evil (or magic circle against good) ability lasts for 110 minutes, plus its wearer may use a word of recall once per day, affecting only himself and his equipment, that transports him to the nearest temple devoted to the belt’s deity. Moderate transmutation; CL 11th; Craft Wondrous Item, barkskin, bull’s strength, magic circle against evil (or magic circle against good), word of recall; Price 70,000 gp; Weight 1 lb. Dweomered Doors: A wide variety of these magic doors exist in the Shining South, serving both benefi cial and baleful purposes. Such doorways are widespread in Halruaa, where wizards install them in their sanctums. These doors might come in odd shapes, be crafted of unusual materials, and possibly have other features Pick of piercing Weakening warhammer Enervating kukri Illustration by Wayne England 620_17929_Ch4.indd 55 8/2/04 1:56:44 PM

MAGIC ITEMS 56 (locks, traps, additional spells) set on them as well. The doors are often masterfully crafted, with highly stylized motifs, but just as many are unremarkable. Some guard valuable prizes, some block a means of escape, and some open onto blank walls, nothing more than a trap for the overly curious. Eight examples follow. Animating Door: Any dead creature that falls or is carried through a doorway of this type is temporarily animated (as the animate dead spell) for 1d6+4 rounds. The animated creatures function in all ways as either zombies or skeletons, depending on the state of decomposition (DM’s discretion) and attack any other living creatures in the area. Moderate necromancy; CL 7th; Craft Wondrous Item, animate dead; Price 15,000 gp. Holding Door: Doors of this type are often constructed as an exit from a particularly dangerous area to give those fl eeing from danger a false sense of impending escape. When they pass through such a door, living creatures vulnerable to mind-affecting spells and abilities must succeed on a DC 17 Will save or be held immobile for 9 rounds. Immobilized creatures get a new saving throw to end the effect each round. Moderate enchantment; CL 9th; Craft Wondrous Item, hold monster; Price 90,000 gp. Door of Beasts: This door is always found shut, locked, and adorned with an elaborate knocker or doorknob in the shape of a beast-head decorated with gems for eyes. Any time the gems are disturbed, the door fl ies open and emits monsters (as the summon monster IV spell) that immediately attack. The same happens if the door is opened from the side of the knocker. Summoned creatures disappear 7 rounds after they appear, but the door has no limit to the number of creatures it can summon. Moderate conjuration; CL 7th; Craft Wondrous Item, summon monster IV; Price 56,000 gp. Door of Derangement: Typically, this doorway affects only every third creature that passes through it, though variations are not uncommon. The affected creature must make a DC 17 Will save or be blinded, deafened, and feebleminded (as the respective spells) for 1d4+1 minutes. Moderate enchantment; CL 9th; Craft Wondrous Item, blindness/deafness, feeblemind; Price 40,500 gp. Door of Mirrors: This type of doorway usually functions sporadically—one creature in four, once per day, or randomly (20% chance). Those affected by the door are surrounded by 1d4+2 exact images of themselves, which duplicate their every move for 1d6+1 minutes. After that time the images remerge with the affected creature, dealing it 1d6 points of electricity damage and subjecting the victim to a confusion effect for 1 round per image. Moderate varies; CL 7th; Craft Wondrous Item, confusion, mirror image, shocking grasp; Price 22,000 gp. Door of Negation: This powerful doorway suppresses the spell and spell-like functions of magic items. The door makes a dispel check (1d20+20) against the caster level of any magic item that passes through it. If the dispel check equals or exceeds the 11 + the item’s caster level, its functions are suppressed for 1d4 rounds. Artifacts are immune to this effect. Strong abjuration; CL 20th; Craft Wondrous Item, greater dispel magic; Price 80,000 gp. Door of Visions: Each creature passing through this doorway sees a very distinct and clear image (determined at the time of the door’s creation) such as that created by a silent image spell. Faint illusion; CL 3rd; Craft Wondrous Item, silent image; Price 8,000 gp. Silencing Door: This type of door is crafted so that it shuts automatically when left unattended. When it shuts, a silence spell is cast upon the door itself, affecting those nearby. Doors of this type are frequently made with passwords or special keys that temporarily negate the effect. Faint illusion; CL 3rd; Craft Wondrous Item, silence; Price 12,000 gp. Halruaan Skyship: Of all the wonders of Halruaa, the most famous is the skyship—a sailing vessel that fl oats on air instead of water. Halruaa’s elders guarded their methods of creating these devices for centuries, leaving others to experiment (and fail) with various methods. Recently, a renegade Halruaan wizard let the secret out, and a couple of wealthy governments have commissioned their own skyships. A skyship is much like a standard sailing vessel in appearance and crew needs. The typical Halruaan skyship has three masts, square sails, two panels that can be swung out on each side for guidance, and a broad beam that allows it to land on fl at surfaces without listing. Ten plates are affi xed to the underside of the ship, which are traditionally made from the shells of Halruaan sea turtles. The magic of a skyship comes in multiple parts. Essential is the control rod, a narrow cylinder of silver with a tube of gold slipped over each end, which is linked to the plates on the ship’s belly. These ten plates contain the magic that causes the vessel to rise into the air (a larger ship requires more plates). The rod Halruaan skyship 620_17929_Ch4.indd 56 8/2/04 1:56:50 PM

MAGIC ITEMS 57 amplifi es the will of the ship’s helmsperson and thereby controls the vertical movement of the ship, allowing the vessel to rise and fall at a speed of 45 feet. While most of the ship’s horizontal movement is at the mercy of the wind, its sails, steering panels, and supplemental magic from the plates allow it to turn with clumsy maneuverability. A skyship can also enter and sail in water and cannot be sunk so long as its magic remains intact. Strong transmutation; CL 15th; Craft Wondrous Item, fl y, suspension; Price 400,000 gp; Weight 20 tons. Pouch of Winds: This item looks like an ordinary leather pouch, tied shut and bulging at the seams with its contents. It weighs no more than the leather it is made of. Once per day, when the pouch is opened, the user can select one of two effects: a favorable wind or a contrary wind. If the user chooses a favorable wind, then the prevailing wind conditions shift so that a strong wind (see Table 3–24: Wind Effects, page 95 of the Dungeon Master’s Guide) turns to blow in the direction the user wishes. If a contrary wind is called from the bag, a strong wind blows directly opposite the current heading of a single ship within sight of the user. Either of these conditions last for 2d12 hours before the wind shifts back to its original course. Moderate evocation; CL 10th; Craft Wondrous Item, wind wall; Price 12,000 gp; Weight —. Solution of Stillness: This stoppered bottle contains a thick, oily substance that, when poured into a storm-tossed ocean, calms the waters (winds become light/moderate) in a 100-foot radius for 2d12 hours. The solution negates magically created waves and also acts as an antipathy spell against any creatures from the Elemental Plane of Water. Strong varies; CL 15th; Craft Wondrous Item, antipathy, control weather; Price 9,500 gp; Weight 1 lb. Vapor Bottle: This item looks like a simple silver fl ask with a silver stopper. It functions exactly like an eversmoking bottle, except that fog billows forth rather than smoke. Faint transmutation; CL 3rd; Craft Wondrous Item, fog cloud; Price 5,400 gp; Weight 1 lb. Minor Artifacts In the lands of the Shining South, particularly Halruaa, mighty wizards and priests have crafted some amazing items, a few of which are described below. Dread Doorway: Perhaps the most infamous item known to come from Halruaa’s magical history, a dread doorway is a truly frightening item to encounter. Three forms of dread doorways are known. Annihilation Doorway: This item is usually more of a passage or tunnel than an actual door. It is often carved or constructed to look like something else, such as a demonic head with its mouth (the passage) open wide, a water slough between levels of a dungeon, and so forth. The open space of an annihilation doorway functions as a sphere of annihilation, except that the black void is shaped to match the passage and it cannot be moved by any means. A creature passing through an annihilation doorway is utterly consumed and destroyed. Only the intervention of a deity can reverse the effect. Strong transmutation; CL 20th. Imprisoning Doorway: Like an annihilation doorway, an imprisoning doorway is often more of a passage or tunnel. Any creature passing through the doorway is instantly bound into the door (as per the trap the soul spell) unless it makes a DC 22 Will save. Spell resistance does not apply. An imprisoning doorway can hold up to 100 HD of creatures, and when new victims are imprisoned, creatures that have been trapped in the doorway the longest are released to keep the total at or below this maximum. To all outward appearances, an affected creature seems to disappear (or shapechange into a new form, if another creature is released). If an imprisoning doorway is destroyed, all the creatures bound within it are released (DM determines randomly; hostile creatures immediately attack others in the area). Strong conjuration; CL 20th. Wraith Doorway: This form of dread doorway houses a dread wraith inside (see page 258 of the Monster Manual). The door is always encountered locked, and it usually also has other magical means of barring passage. Each time a creature touches or walks through a wraith doorway (or each round, if continuous contact is maintained or a creature stands in the open doorway for consecutive rounds), it must succeed on a DC 22 Fortitude save or take 1d8 points of Constitution drain. If a creature is slain by this drain, it rises as a wraith 1d4 rounds later. The dread wraith within a dread doorway cannot be turned or attacked while imprisoned in the dread doorway. Destroying the door releases the dread wraith, which immediately attacks. At that point, the dread wraith can be attacked normally. Strong necromancy; CL 19th. Great Elixir: Of all the tales of powerful magic that have emerged from Halruaa, the legend of the great elixirs is perhaps the most remarkable. The fi rst great elixir concoction possibly originated in Netheril itself. Regardless of their origins, the chaotic nature of these liquids made them an unappealing risk, and Illustration by Sam Wood Wraith doorway 620_17929_Ch4.indd 57 8/2/04 1:56:56 PM

MAGIC ITEMS 58 the formula for their creation was eventually lost and forgotten. Some caches of the unpredictable stuff do pop up every once in a while. A great elixir is a translucent, aquamarine liquid that twinkles and swirls gently about in endless motion. It is described as tasting like fi ne wine on fi re. Oddly, the fl uid works on a particular creature only once per experience level; additional consumptions generate no results. The possible effects of a dose of the elixir are as follows.: d% Elixir Result 01–14 Death occurs instantly (no saving throw). 15–26 A feeblemind condition (as the spell) sets in (no saving throw). 27–32 Imbiber is infected with mindfi re (see Diseases, page 292 of the Dungeon Master’s Guide). If the imbiber is an arcane spellcaster, her spells turn wild and unpredictable—75% of the times she attempts to cast a spell, the normal result is replaced by a result from the rod of wonder table, page 237 of the Dungeon Master’s Guide. This spellcasting affl iction is permanent unless the imbiber makes a DC 25 Fortitude save. It lasts 4d12 days if the save succeeds. 33–39 Blindness sets in (no saving throw). 40–46 Imbiber is subjected each day to an uncontrolled shapechange (as the spell) into a random beast that breathes air and can live on dry land (no saving throw). The change lasts for 1d4 hours, but the daily occurrence of the change is permanent. 47–56 Imbiber is affl icted with lycanthropy (DM’s choice of lycanthrope, no saving throw). 57–75 Imbiber takes 1 point of ability drain to one random ability score (no saving throw). 76–77 Imbiber gains mage armor spell-like ability 4/day.* 78–79 Imbiber gains alter self spell-like ability 1/day.* 80–81 Imbiber gains detect magic spell-like ability at will.* 82 Imbiber gains dimension door spell-like ability 1/day.* 83 Imbiber gains dispel magic spell-like ability 3/day.* 84–85 Imbiber gains detect thoughts spell-like ability 2/day.* 86 Imbiber gains feather fall spell-like ability at will.* 87 Imbiber gains hold person spell-like ability 1/day.* 88 Imbiber gains invisibility spell-like ability 2/day.* 89 Imbiber gains pass without trace spell-like ability at will.* 90 Imbiber gains spell turning spell-like ability 1/day.* 91–92 Imbiber gains spider climb spell-like ability 3/day.* 93 Imbiber gains water breathing spell-like ability 3/day.* 94 Imbiber gains ethereal jaunt spell-like ability 1/day.* 95 “Greatness”—imbiber gains 1d2+1 of the powers listed above (from d% roll of 76 through 94; other powers can be created at the DM’s discretion). 96–100 Imbiber gains 2d4 points of either Intelligence or Charisma (50% chance of either) and permanent greater spell immunity against one school of spells (randomly determined). *As cast by a 12th-level wizard. Overwhelming transmutation; CL 30th. Zarangan: Each one of these wondrous stones, almost certainly created in Netheril, is a smooth rock that has been polished to a glassy sheen. A zarangan is shaped to fi t in a wielder’s hand, with small protrusions jutting up between the fi ngers of a closed fi st. In this way, it can function as a +1 weapon that deals 1d4+1 points of damage. A zarangan’s main powers are far more impressive—an individual grasping the stone can, on command: —use dimension door as the spell 1/round as a 20th-level wizard; —use word of recall to teleport to the zarangan’s “home” (a destination determined during the item’s creation) 1/day; —use cure critical wounds (on the bearer only) 1/day. A zarangan often has its command word inscribed on its surface somewhere. It can only transport the individual grasping it, regardless of how many other creatures are in contact with the bearer. It frees the bearer from all nonmagical restraints and forcibly separates him from the grasp of other creatures when it is called upon to use its word of recall ability. In addition to the above common faculties, each zarangan also has additional unique capabilities. First, it has one of the following spells as an ability usable 1/hour: chain lightning, cone of cold, invisibility, lesser ironguard, levitate, unseen servant, or water breathing. Second, it grants spell immunity against 1d3 spells (determined randomly). Many zarangans were carried to Halruaa after the fall of Netheril, and several have been taken to other lands or buried in ancient tombs in the intervening years. More than a few liches have manufactured a zarangan that has since found its way elsewhere, and those who try to use one of these mysterious stones might fi nd themselves in an undead wizard’s home, far from their own. Strong varies; CL 19th; Weight 2 lb. major Artifacts A few unique and ultrapowerful items with ties to places and people in the Shining South are known (or believed) to exist to this day. Astrolabe of Nimbral: This large and cumbersome apparatus is covered with an assortment of levers, knobs, and buttons, looking remarkably like a cross between a printing press and a pipe organ. With it, a character can transport an entire structure, such as a vehicle or a small tower, anywhere on Toril in a great display of teleportation. As its name implies, the Astrolabe of Nimbral was crafted by the most powerful of wizards from the island nation of Nimbral, and stored in the treasure vaults of the Nimbral Lords. It was eventually stolen by a particularly resourceful band of adventurers led by the Halruaan wizard Dwalimar Omen and taken back to his home nation. From there, it was installed on the Halruaan skyship Realms Master and used by Omen and several others to hunt down dangerous artifacts at the behest of Netyarch Zalathorm. The Astrolabe of Nimbral allows one who is skilled in its use to teleport an object of up to twenty 10-foot cubes in size, as well as everything contained inside that object, anywhere on 620_17929_Ch4.indd 58 8/2/04 1:57:02 PM

MAGIC ITEMS 59 Toril. To properly understand and control the Astrolabe, the user must make a DC 30 Intelligence check. A character gains a +2 bonus on this check for every 5 ranks in Spellcraft and Knowledge (arcana) he has. Failure by 4 or less indicates the destination is off by 5d10×10 miles; failure by 5 or more means the destination is randomly determined. Objects moved from one location to another are subject to changes in slope, altitude, and stability in the foundation. Thus, it is considered wise to be aloft (such as in a skyship) before operating the Astrolabe. Crystal Orb: Thought to have been crafted by the wizard Halruaa (one of the fi rst wizard-kings of the nation bearing the same name), the Crystal Orb is a large, clear sphere about 1 foot in diameter. Since the beginning of the rule of the netyarchs, the Orb has been the primary means of communicating and managing the affairs of Halruaa. The Crystal Orb currently resides in an inner chamber in Zalathorm’s palatial tower in Halarahh. The Orb only responds to the primary user, which was designated as the reigning netyarch of Halruaa during its creation. With the Crystal Orb, a user can communicate with up to fi ve hundred unique individuals at once. During a conversation, the user has complete control over who can speak and be heard by the rest of those mentally present. The link also provides a mental image of the face of any speaker. The Orb must be attuned to contact any particular individual through a minor activation sequence whereby the user touches both the Orb and the potential recipient at the same time and utters a command word. Thereafter, the user can mentally contact the recipient when that command word is uttered a subsequent time. Zalathorm has established a single command word for the entire Council of Elders, and he is able, thusly, to reach every member at the same time to conduct the business of running Halruaa. Contact from the Orb is not compulsory. The recipient can feel a mental signal, but he can choose to ignore it. If the recipient chooses to respond to the signal, he immediately fi nds himself in telepathic contact with the wielder of the Orb and anyone else the wielder has contacted at that time. To protect the Crystal Orb, it has been further imbued with a contingent teleport object spell. Anyone attempting to remove it from the chamber where it is kept causes the Orb to be sent to the inner sanctuary of the high priest of Mystra at Mount Talath, who magically contacts Zalathorm to make arrangements for the artifact’s safe return. Gulkuluster’s Deathstaff: Created by one of the most powerful of Halruaa’s wizards centuries ago, Gulkuluster’s Deathstaff was designed to be used as a means of ultimate destruction against almost any foe. Each use of the Deathstaff produces one of the following effects. Maximized widened fi reball Maximized widened acidball* Maximized widened electricity ball* Maximized widened frostball* Maximized widened sonicball* *These are variations on fi reball created with alternate energy descriptors; for example, an acidball spell functions as a fi reball spell but deals acid damage. Gulkuluster’s Deathstaff can hold 50 charges—and through a unique property of its construction, it automatically regains 1 charge each week. If it ever reaches 0 charges, it becomes nonfunctional until a week has passed. Ongild: Named for the Halruaan wizard that created it, the Ongild is a fi st-sized emerald that has been imbued with a variety of powers. Its last known location was in the belly of the red dragon Hoondarrh, who lairs on the isle of Skadaurak in the kingdom of Mintarn. The Ongild continually allows its wearer to heal 1 point of damage per level every hour. Furthermore, its wearer can use each of the following effects as an 18th-level wizard 1/day—delayed blast fi reball, prismatic spray, reverse gravity, and spell turning. Sunphelm of Shandaular: The Sunphelm of Shandaular is an ancient crown that has served as the regalia of at least three kingdoms: Ashanath, Eltabranar, and Arkaia. Its origin is unknown, having been discovered by Shan the Golden, a wizard in the employ of the gold dwarves of the Great Rift, in an ancient crypt buried beneath the waters of the Akanamere shortly before the opening of the Orcgate. Shan bore the crown for many years, fi rst as a mercenary leader of the Nars, and later as the fi rst queen of Ashanath. After her death, it passed to her son, grandson, and great-grandson (Arkaius the Archmage), each ruling Ashanath from the city of Shandaular in turn. It is from this era that the headpiece became known as the Sunphelm of Shandaular. Today, the Sunphelm’s fate remains unknown, although knowledgeable scholars speculate that it rests atop the brow of some matron mother in the drow city of T’lindhet. Fashioned of silver and gilt with golden runes, the Sunphelm is a simple circlet with seven beljuril-tipped spikes that seem to fl icker with inner light. A trio of king’s tears dangles from the front of the crown on silver chains. Each king’s tear contains a different image within—a view of the arch in the northern half of Shandaular circa –1000 DR, a view of the arch in the southern half of Shandaular circa 200 DR, and a view of the city of Arkatuil and the Bay of Dancing Dolphins circa 750 DR. The seven beljurils of the Sunphelm of Shandaular collectively provide light equal to that of a candle and exhibit the effects of a holy star spell (see page 104 of Player’s Guide to Faerûn) as commanded by the wearer. In addition, the wearer of the Sunphelm is continuously girded by the benefi ts of a contingent heal spell that activates immediately whenever the wearer would be killed from damage or Constitution damage or drain. Illustration by Sam Wood 620_17929_Ch4.indd 59 8/2/04 1:57:07 PM

60 The expanses of the Shining South serve as home to a wide variety of creatures, gentle beasts and fi erce predators alike. A few are unique to this region of Faerûn, such as the rattelyr dragon that burrows under the grasslands of the Shaar, or the enigmatic laraken that inhabits a swamp in Halruaa. Others are not only common to many parts of the continent, but also infest the dark places of the South. Some of the creatures presented in this chapter are suitable for characters; such monsters have a level adjustment given in their statistics. Creatures without a level adjustment entry are not recommended as characters (they are mindless predators, for example, or they have an effective character level above 20th). Beguiler Small Magical Beast Hit Dice: 1d10 (5 hp) Initiative: +3 Speed: 30 feet (6 squares), climb 10 ft. Armor Class: 14 (+1 size, +3 Dex), touch 14, fl at-footed 11 Base Attack/Grapple: +1/–5 Attack: Claw +5 melee (1d3–2) Full Attack: 2 claws +5 melee (1d3–2), bite +3 melee (1d4–2), and short sword +3 melee (1d4–2) Space/Reach: 5 ft./5 ft. Special Attacks: Rake 1d3–2 Special Qualities: Darkvision 60 ft., low-light vision, true sight Saves: Fort +2, Ref +5, Will +0 Abilities: Str 6, Dex 17, Con 11, Int 12, Wis 10, Cha 11 Skills: Balance +5, Climb +8, Hide +9*, Listen +2, Move Silently +5, Spot +2 Feats: MultiattackB, Weapon Finesse Environment: Warm plains Organization: Solitary, pair, or pack (1–4) Challenge Rating: 1 Treasure: Standard Alignment: Always neutral Advancement: 2–3 HD (Small) Level Adjustment: +0 (cohort) This plump quadruped is about the size of a small dog. It is somewhat mouselike in appearance, with big, glistening black eyes, large ears, and a pointed snout. The beguiler is an exceptionally intelligent creature with natural camoufl aging and the ability to see the truth behind any illusion. A beguiler is about a foot tall and around 2 feet long. Though not particularly aggressive, beguilers are prized by wizards as familiars or for the magic inherent in their pelts. The origin of the beguiler’s unusual powers has long been a mystery, but those who have studied this creature have determined that it is the favored prey of ethereal marauders. The beguiler species seems to have developed its unique abilities to avoid these planar predators. Beguilers feed on both plants and animals, preferring plump, water-rich cacti prevalent in their native environment, as well as small fi eld mice and the eggs and young of ground-nesting birds. Beguiler Illustration by Christopher Rush 620_17929_Ch5.indd 60 8/2/04 1:58:16 PM

MONSTERS OF THE SOUTH 61 Beguilers speak their own language and Common. A beguiler can be acquired as a familiar by a 7th-level arcane spellcaster with the Improved Familiar feat. See page 200 of the Dungeon Master’s Guide for more information. Combat Beguilers possess four sets of sharp, retractile claws and a sharp bite attack. Beguilers can also wield weapons in their hairless, prehensile tails. Rake (Ex): Attack bonus +5 melee, damage 1d3–2. True Seeing (Su): Beguilers always see as if under the effect of a true seeing spell. Skills: While dry, beguilers can change the hue and pattern of their fur to match the coloration of their surroundings, even to colors and patterns not found in nature, giving them a +8 racial bonus on Hide checks. Beguilers have a +8 racial bonus on Climb checks. A beguiler can always choose to take 10 on Climb checks, even if rushed or threatened. Behir, Halruaan Medium Magical Beast Hit Dice: 5d10+25 (52 hp) Initiative: +1 Speed: 30 ft. (6 squares), climb 10 ft. Armor Class: 18 (+1 Dex, +7 natural), touch 11, fl at-footed 17 Base Attack/Grapple: +5/+9 Attack: Bite +9 melee (1d6+6 plus 1d4 electricity) Full Attack: Bite +9 melee (1d6+6 plus 1d4 electricity) Space/Reach: 5 ft./5 ft. Special Attacks: Breath weapon, constrict 2d6+6 plus 1d4 electricity, rake 1d2+2 plus 1d4 electricity, static discharge Special Qualities: Can’t be tripped, darkvision 60 ft., immunity to electricity, low-light vision, scent Saves: Fort +9, Ref +5, Will +0 Abilities: Str 18, Dex 13, Con 21, Int 6, Wis 9, Cha 12 Skills: Climb +16, Hide +3, Spot +1 Feats: Cleave, Power Attack Environment: Warm hills or any (Halruaa) Organization: Solitary or pair Challenge Rating: 6 Treasure: Standard Alignment: Always neutral Advancement: 6–9 HD (Medium); 10–15 HD (Large) Level Adjustment: — This creature looks like a cross between a large snake and a crocodile with horns and too many legs. Its thick scales are brilliant blue. The Halruaan version of the many-legged behir is a smaller, more magical breed than its cousin. They are kept as guardians and occasionally pets. It is rumored that unsavory elements in Halruaan society raise vicious strains of these creatures for behir-baiting dens, but such sport is frowned upon, if not actually illegal. Halruaan behirs take about fi ve years to reach adult size, which is about half the size of average behirs. They seldom reach 20 feet or weigh more than 1,500 pounds. Halruaans usually “harvest” a behir long before it gets too big. Halruaan behirs are known for their colorful hides. Blue is the most common color, but innovative breeders (who are invariably necromancers) have developed strains of green, coral, and even rose-hued monsters. The intelligence of the Halruaan behir has suffered, due to this forced breeding for color and size. They are still cunning predators and sharp-eyed guardians, however, and their breath weapon is fully as strong as that of their larger kin. Halruaan behirs do not speak any recognizable language. Combat A Halruaan behir is likely to rely on its breath weapon when threatened, because hatchlings are often trained not to bite, maul, or crush. Some Halruaan behirs are trained to constrict prey—or intruders—to the point of unconsciousness. Since they emit discharges of electricity when agitated, any form of combat with a Halruaan behir can be dangerous. Breath Weapon (Su): 20-foot line, once every 10 rounds, damage 7d6 electricity, Refl ex DC 17 half. The save DC is Constitution-based. Constrict (Ex): A Halruaan behir deals 2d6+6 points of damage plus 1d4 points of electricity damage on a successful grapple check. It can make six rake attacks against a grappled foe. Rake (Ex): Six claws, attack bonus +9 melee, damage 1d2+2 plus 1d4 electricity. Static Discharge (Ex): When angry or agitated, a Halruaan behir generates electricity with its body. This discharge deals 1d4 points of electricity damage to any creature hit by the behir, touches it, or makes a successful melee attack against it with a natural or metal weapon. Skills: Halruaan behirs have a +8 racial bonus on Climb checks. A Halruaan behir can always choose to take 10 on climb checks, even if rushed or threatened. Halruaan behir Illustration by Chris Hawkes 620_17929_Ch5.indd 61 8/2/04 1:58:24 PM

MONSTERS OF THE SOUTH 62 Dark Tree Huge Plant Hit Dice: 10d8+50 (95 hp) Initiative: –1 Speed: 10 ft. (2 squares) Armor Class: 20 (–1 Dex, –2 size, +13 natural), touch 7, fl atfooted 20 Base Attack/Grapple: +7/+24 Attack: Claw +15 melee (1d8+9) or bite +14 melee (2d6+13) Full Attack: 2 claws +15 melee (1d8+9) or bite +14 melee (2d6+13) Space/Reach: 15 ft./15 ft. (5 ft. for bite) Special Attacks: Blood drain, confusion, improved grab Special Qualities: Low-light vision, plant traits, resistance to fi re 15, vulnerability to cold Saves: Fort +14, Ref +2, Will +3 Abilities: Str 28, Dex 8, Con 21, Int 5, Wis 10, Cha 7 Skills: Listen +13 Feats: Combat Refl exes, Great Fortitude, Power Attack, Weapon Focus (claws) Environment: Warm forests Organization: Solitary Challenge Rating: 7 Treasure: None Alignment: Usually neutral evil Advancement: 11–16 HD (Huge); 17–30 HD (Gargantuan) Level Adjustment: — What seemed to be a normal cypress tree moments ago begins to slash and claw with its thick, woody limbs. A terrible maw opens along one side of its trunk, lined with wicked teeth. Native to the Shining South, dark trees drink the blood of humans and other intelligent creatures that wander into their native jungles. A renegade Halruaan wizard named Benauril created them about 200 years ago, hoping for servants not unlike treants. His creations slew him instead and have now spread from Aerilpar Forest to the Forest of Amtar, Rethild, the Toadsquat Mountains, and the southern and eastern reaches of the Lluirwood. Dark trees resemble cypress trees, but their bark is darker, and little moss grows on them. Usual specimens are about 18 to 20 feet in height, with a span of branches 40 feet across, but dark trees can grow to twice this size. They weigh as much as a normal tree. Two deep black eyes, which are almost impossible to fi nd unless one knows precisely where to look, are set above a dark tree’s maw. These creatures superfi cially resemble treants, but anyone who sees a dark tree can hardly ignore the palpable hatred and evil emanating from it. Dark trees do not speak. Combat Dark trees prefer intelligent prey and delight in tormenting their victims before the kill. They attack with their two arms, trying to draw victims toward their gaping maws to bite and drink blood. Blood Drain (Ex): A dark tree can feast on the blood of its victims by making a successful grapple check. If it has a creature grappled, it can make a grapple check to deal bite damage and drain blood, dealing 1d4 points of Constitution damage to the creature. Improved Grab (Ex): To use this ability, a dark tree must hit a single target with both of its claw attacks. It can then attempt to start a grapple as a free action without provoking attacks of opportunity. If it wins the grapple check, it establishes a hold and can begin to drain blood. Confusion (Sp): As a free action once per round, a dark tree can use confusion on one victim within 50 feet (Will DC 12 negates). In combat, this has the same effect as the confusion spell cast by a 10th-level sorcerer. Occasionally, victims of the dark tree’s confusion ability end up wandering deep into the surrounding wilderness, becoming hopelessly lost. More often than not, a dark tree takes advantage of a victim’s confused state and drains it of its blood. Dark tree Illustration by Jason Engle 620_17929_Ch5.indd 62 8/2/04 1:58:29 PM

MONSTERS OF THE SOUTH 63 Dragon, Rattelyr Dragon (Fire) Environment: Warm deserts Organization: Solitary pair, or family (1–2 adults, 2–5 offspring) Challenge Rating: Wyrmling 2; very young 3; young 4; juvenile 6; young adult 8; adult 10; mature adult 12; old 14; very old 16; ancient 18; wyrm 19; great wyrm 20 Treasure: Double standard Alignment: Always lawful evil Advancement: Wyrmling 3–4 HD; very young 6–7 HD; young 9–10 HD; juvenile 12–13 HD; young adult 15–16 HD; adult 18–19 HD; mature adult 21–22 HD; old 24–25 HD; very old 27–28 HD; ancient 30–31 HD; wyrm 33–34 HD; great wyrm 36+ HD Level Adjustment: Wyrmling +2; very young +3; young +3; juvenile +5; others — This wingless dragon has a great hood, dark with hints of violet, all about its head. The beast’s charcoal-colored scales glow dully in the bright sun as it shakes its tail with a menacing rattle. Breath Frightful Base Attack/ Fort Ref Will Weapon Presence Age Size Hit Dice (hp) Str Dex Con Int Wis Cha Grapple Attack Save Save Save (DC) DC Wyrmling T 2d12+2 (15) 11 11 13 10 11 8 +2/–6 +4 +4 +3 +3 1d6 (12) — Very young S 5d12+5 (37) 13 11 13 12 13 10 +5/+2 +7 +5 +4 +5 2d6 (13) — Young S 8d12+16 (68) 15 11 15 12 15 10 +8/+6 +11 +8 +6 +8 3d6 (16) — Juvenile M 11d12+22 (93) 17 11 15 14 15 12 +11/+14 +14 +9 +7 +9 4d6 (17) — Young adult M 14d12+42 (133) 19 11 17 14 17 12 +14/+18 +18 +12 +9 +12 5d6 (20) 18 Adult L 17d12+51 (161) 23 11 17 16 17 14 +17/+27 +22 +13 +10 +13 6d6 (21) 20 Mature adult L 20d12+80 (210) 27 11 19 18 19 16 +20/+32 +27 +16 +12 +16 7d6 (24) 23 Old L 23d12+115 (264) 29 11 21 20 19 18 +23/+36 +31 +18 +13 +17 8d6 (26) 25 Very old H 26d12+130 (299) 31 11 21 22 21 20 +26/+44 +34 +20 +15 +20 9d6 (28) 28 Ancient H 29d12+174 (362) 33 11 23 24 23 22 +29/+48 +38 +22 +16 +22 10d6 (30) 30 Wyrm H 32d12+192 (400) 35 11 23 26 25 24 +32/+52 +42 +24 +18 +25 11d6 (32) 33 Great wyrm G 35d12+245 (472) 37 11 25 28 27 26 +35/+60 +44 +26 +19 +27 12d6 (34) 35 Age Speed Initiative AC Special Abilities Caster Level SR Wyrmling 60 ft., burrow 30 ft. +0 14 (+2 size, +2 natural), Resistance to electricity 20, — — touch 12, fl at-footed 14 immunity to fi re, rattle, tremorsense Very young 60 ft., burrow 30 ft. +0 15 (+1 size, +4 natural), — — — touch 11, fl at-footed 15 Young 60 ft., burrow 30 ft. +0 17 (+1 size, +6 natural), — — — touch 11, fl at-footed 17 Juvenile 60 ft., burrow 30 ft. +0 18 (+8 natural), — — — touch 10, fl at-footed 18 Young adult 60 ft., burrow 30 ft. +0 20 (+10 natural), — 1st — touch 10, fl at-footed 20 Adult 60 ft., burrow 30 ft. +0 21 (–1 size, +12 natural), Hood extension 3rd 11 touch 9, fl at-footed 21 Mature adult 60 ft., burrow 30 ft. +0 23 (–1 size, +14 natural), DR 5/magic 5th 13 touch 9, fl at-footed 23 Old 60 ft., burrow 30 ft. +0 25 (–1 size, +16 natural), — 7th 15 touch 9, fl at-footed 25 Very old 60 ft., burrow 30 ft. +0 26 (–2 size, +18 natural), DR 10/magic 9th 17 touch 8, fl at-footed 26 Ancient 60 ft., burrow 30 ft. +0 28 (–2 size, +20 natural), — 11th 19 touch 8, fl at-footed 28 Wyrm 60 ft., burrow 30 ft. +0 30 (–2 size, +22 natural), DR 15/magic 13th 21 touch 8, fl at-footed 30 Great wyrm 60 ft., burrow 30 ft. +0 30 (–4 size, +24 natural), — 15th 23 touch 6, fl at-footed 30 620_17929_Ch5.indd 63 8/2/04 1:58:37 PM

MONSTERS OF THE SOUTH 64 Rattelyr dragons are territorial creatures, but they take interest in the world beyond their lairs. They like to burrow through loose earth and surprise opponents by bursting out of the soil. Rattelyrs are wingless dragons with webbed claws, a fanged maw, and the serpentine tail of a rattlesnake. They have glossy, rust-colored scales at birth, which slowly deepen into hues of deep magenta, charcoal, and black at maturity. Young rattelyrs possess small nodules of violet at the base of their heads, which grow into distinctive ribbed hoods by adulthood. An adult rattelyr’s hood tenses and extends forward in proportion to how angry it is, usually reaching full extension only during a battle to the death with a blue dragon or some other hated foe. Unusually short-lived for dragons, rattelyrs age fi ve times faster than normal for the species, becoming great wyrms in 240 years and dying of old age before 300. Rattelyrs prefer warm climates and usually restrict themselves to environs with loose soil. Although they get some of their nourishment by absorbing heat and sunlight, these carnivores favor fl esh and will not hesitate to eat sentient beings. These dragons dwell in large, low-ceilinged burrows or caverns, but spend much of their time stalking their home territories in search of intruders or any form of excitement. If well fed and approached cautiously, rattelyrs have been known to converse and deal with other intelligent creatures. On occasion, rattelyrs might ally themselves with beings of great power for the promise of wealth or sport. They can be sociable, and have been known to capture adventurers or lost merchants just to gain news of the outside word. Of course, such guests only depart with their lives if the dragon isn’t hungry. Rattelyrs speak Common, Draconic, and various regional tongues. Combat Rattelyrs employ their keen eyesight to spot potential prey from far off, which usually gives them suffi cient warning to prepare for combat. If time permits, they bury themselves under a light layer of sand or dirt, waiting for the target to approach, and then erupt directly into melee combat. Against formidable opponents, rattelyrs unleash their breath weapon fi rst and follow up with their fearsome rattle. Rattelyrs enjoy toying with weak opponents. Breath Weapon (Su): A rattelyr has one type of breath weapon: a cone of fi re. Rattle (Su): A rattelyr can employ the rattle on its tail as a standard action. Any nondragon within 240 feet of the rattelyr must make a Will save (DC 10 + 1/2 the rattelyr’s HD + its Cha modifi er) against this sonic, mind-affecting ability or become panicked for 4d6 rounds. Those with 5 or more HD are shaken for 4d6 rounds instead. A creature that makes the Will save cannot be affected by the same dragon’s rattle for one day. All creatures (including dragons) that are within range and can hear the rattle must make a DC 15 Concentration check to employ any spells or spell-like abilities for as long as the rattling noise lasts. Hood Extension (Su): A rattelyr can extend its hood as a free action. When fully extended, the hood refl ects spells as if the rattelyr were affected by spell turning (as the spell). The dragon can refl ect as many levels of spells per day as it has Hit Dice. Tremorsense (Ex): Rattelyrs can automatically sense the location of anything within 60 feet that is in contact with the ground. Skills: Climb, Hide, Jump, and Move Silently are considered class skills for rattelyrs. They have a +8 racial bonus on Spot checks and a +8 racial bonus on Hide checks in sandy terrain or in areas of loose dirt. Giant, Cyclops Large Giant Hit Dice: 13d8+52 (110 hp) Initiative: –1 Speed: 40 ft. (8 squares) Armor Class: 18 (–1 size, –1 Dex, +10 natural), touch 8, fl at-footed 18 Base Attack/Grapple: +9/+21 Attack: Longspear +16 melee (2d6+12/×3) or slam +16 melee (1d4+8) or rock +8 ranged (2d6+8) Full Attack: Longspear +16/+11 melee (2d6+12/×3) or slam +16/+22 melee (1d4+8) or rock +8 ranged (2d6+8) Space/Reach: 10 ft./10 ft. (10–20 ft. with longspear) Special Attacks: Rock throwing Special Qualities: Low-light vision, rock catching Saves: Fort +12, Ref +3, Will +3 Abilities: Str 27, Dex 9, Con 19, Int 6, Wis 8, Cha 6 Skills: Climb +13, Jump +13, Spot +4 Feats: Cleave, Far Shot, Great Cleave, Point Blank Shot, Power Attack Environment: Warm mountains Organization: Solitary or fi st (2–5) Challenge Rating: 8 Treasure: Standard Alignment: Usually chaotic evil Advancement: By character class Level Adjustment: +4 Rattelyr dragon Illustration by Rick Sardhina

MONSTERS OF THE SOUTH 65 This bizarre giant has a brutish look about it, with thick limbs and a bowlegged gait. One huge eye rests below its low brow. Cyclopes are loutish giants that enjoy tormenting and eating smaller folk. They are easily tricked, but they fi ght fi ercely and to the death. Cyclopes look like very tall humans with light tan to deep brown skin, a dark eye, and dark hair. They dress in hides. Their teeth are usually crooked and yellowed, and they are fond of crude jewelry made of bones and colorful rocks. A cyclops is usually around 12 feet tall and weighs about 1,500 pounds. All cyclopes speak Giant. Combat Cyclopes like to attack from higher ground, usually springing up from behind outcroppings of rock where they can hurl boulders with minimal risk to themselves. Rock Throwing (Ex): Rocks thrown by a cyclops have a range increment of 120 feet (240 feet with the Far Shot feat). Cyclops Society Cyclopes are aggressive and enjoy raiding caravans, taking whatever goods interest them, and capturing humanoids for food. Whether alone or in a small band, cyclopes lair in shallow caves on mountainsides. They seem to be particularly bad-tempered and rarely bargain or trade, preferring to attack any and all interlopers, including other giants. Cyclopes as Characters Most cyclopes never interact with other races, except in combat, but a loner occasionally fi nds his way into civilization and adapts to different ways. The few cyclopes that become clerics worship Grolantor and may choose two of the following domains: Chaos, Death, Earth, Evil, or Hatred. Most cyclopes spellcasters are adepts. Cyclopes characters possess the following racial traits. —+16 Strength, –2 Dexterity, +8 Constitution, –4 Intelligence, –2 Wisdom, –4 Charisma. —Large size: –1 penalty to Armor Class, –1 penalty on attack rolls, –4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters. —Space/Reach: 10 feet/10 feet. —Cyclops base land speed is 40 feet. —Racial Hit Dice: A cyclops begins with 13 levels of giant, which provide 13d8 Hit Dice, a base attack bonus of +9, and base saving throw bonuses of Fort +8, Ref +4, and Will +4. —Racial Skills: A cyclops’s giant levels grant skill points equal to 16 × (2 + Int modifi er). Class skills include Climb, Jump, and Spot. —Racial Feats: A cyclops’s giant levels grant fi ve feats. —Weapon and Armor Profi ciency: A cyclops is automatically profi cient with simple weapons. —Low-light vision. —+10 natural armor bonus. —Natural Attack: Slam (1d4). —Special Attacks (see above and the Giant entry in the Monster Manual): Rock throwing. —Special Qualities (see the Giant entry in the Monster Manual): Rock catching. —Automatic Languages: Giant. Bonus Languages: Common, regional dialects. —Favored Class: Barbarian. —Level Adjustment: +4. Cyclops Illustration by Vince Locke 620_17929_Ch5.indd 65 8/2/04 1:58:48 PM

MONSTERS OF THE SOUTH 66 Laraken Large Outsider (Extraplanar) Hit Dice: 15d8+75 (142 hp) Initiative: +5 Speed: 20 ft. (4 squares), swim 30 ft. Armor Class: 14 (–1 size, +1 Dex, +4 natural), touch 10, fl atfooted 13 Base Attack/Grapple: +15/+24 Attack: Tentacle +19 melee (1d6+5 plus absorption) or absorbed magical power (see below) Full Attack: 2 tentacles +19 melee (1d6+5 plus absorption) or absorbed magical power (see below) Space/Reach: 10 ft./10 ft. Special Attacks: Absorb magic Special Qualities: Darkvision 60 ft., dimension door, sense magic, spell resistance 35 Saves: Fort +14, Ref +10, Will +8 Abilities: Str 21, Dex 12, Con 20, Int 3, Wis 8, Cha 10 Skills: Escape Artist +19, Listen +19, Spot +19, Swim +31 Feats: Alertness, Cleave, Combat Refl exes, Great Cleave, Improved Initiative, Power Attack Environment: Warm marshes or Nishrek Organization: Solitary Challenge Rating: 14 Treasure: None Alignment: Always neutral evil Advancement: 16–20 HD (Large); 21–45 HD (Huge) Level Adjustment: — This yellow sphere glistens from moisture as it undulates through the muck. Two thick, twitching tentacles protrude from opposite sides of its body. A laraken is a magic-absorbing creature from the plane of Nishrek, home of the orc pantheon, that hates all other living things and attacks any that approach. It prefers to lurk in wet places such as marshes and swamps where it can stay moist. Indeed, a laraken will not willingly come onto dry land, except to pursue its food—magic. Also known as a magic-drainer, a laraken appears as a glistening, yellow sphere with two long tentacles protruding from opposite sides of its fl eshy body. A full-size laraken is about 10 feet in diameter and can weigh as much as 2,500 pounds. Larakens do not speak. Combat A laraken lashes out with both of its tentacles each round. In addition to dealing bludgeoning damage, the touch of a laraken’s tentacle drains magic. Larakens sometimes use magical abilities they have absorbed. Absorb Magic (Su): A laraken absorbs magic in the form of spells cast at it, magic items it contacts, or the spells of spellcasters the creature strikes. Larakens prefer to drain spells, but they settle for the powers of magic items. Spellcasters struck by a laraken must make a DC 22 Fortitude save or lose their highest-level spell slot or prepared spell. The laraken can then use that spell on its next turn if it so chooses. If the victim possesses two or more spells of the same level, the drained spell is randomly chosen. If a spell cast at a laraken fails to overcome the creature’s spell resistance, it absorbs the spell and has the ability to cast that spell on its next turn as a standard action. Each time a laraken is struck by a magic item with charges, bonuses, or other special powers (or it strikes the item using the rules for sundering found on page 158 of the Player’s Handbook), the item must make a DC 22 Fortitude save or be permanently drained of one charge, power, or bonus. Larakens fi rst drain charges the item has, then powers (most potent fi rst), then each individual point of enhancement bonus the item possesses. A laraken gains 1 temporary hit point for every charge it absorbs, gains a +1 bonus on its attack rolls until the end of its next turn each time it absorbs a point of enhancement bonus, and it can use any power it drains from an item until the end of its next turn. Temporary hit points fade in 1 hour. Absorbed powers, spells, and enhancement bonuses last only until the end of the laraken’s next turn—a laraken cannot cast a spell it absorbed 2 rounds ago. These magic-absorbing abilities do not function against arcane spells (or items) utilizing the Shadow Weave. The save DCs are Constitution-based. Dimension Door (Sp): As a standard action, a laraken can use dimension door as an 8th-level caster. Laraken Illustration by Mike Dubisch 620_17929_Ch5.indd 66 8/2/04 1:58:54 PM

MONSTERS OF THE SOUTH 67 Sense Magic (Su): A laraken can discern magical auras and their strengths, as well as remaining spell slots within a spellcaster, choosing its targets based on this perception. Even without the aid of sight, the creature can sense a spellcaster with remaining spell slots, a functioning spell, or magic item within 60 feet. This ability functions automatically and is always active. Skills: A laraken has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. Loxo Large Monstrous Humanoid Hit Dice: 5d8+5 (27 hp) Initiative: +1 Speed: 30 ft. (6 squares) Armor Class: 14 (–1 size, +1 Dex, +4 natural), touch 10, fl at-footed 13 Base Attack/Grapple: +5/+13 Attack: Morningstar +8 melee (3d6+6) or slam +8 melee (1d6+4), or javelin +5 ranged (1d8+4) Full Attack: Morningstar +8 melee (3d6+6) and slam +3 melee (1d6+2), or 2 slams +8 melee (1d6+4), or javelin +5 ranged (1d8+4) Space/Reach: 10 ft./10 ft. Special Attacks: Berserk rage, trample 1d8+6 Special Qualities: Darkvision 60 ft. Saves: Fort +2, Ref +5, Will +4 Abilities: Str 19, Dex 12, Con 13, Int 10, Wis 11, Cha 8 Skills: Climb +7, Listen +4, Spot +4, Survival +5 Feats: Cleave, Power Attack Environment: Warm plains Organization: Solitary, pair, company (3–5), or herd (20–40 plus 20% noncombatants plus 1–4 2nd-level rangers, 1 2ndlevel spellcaster, and 1 3rd–5th level ranger) Challenge Rating: 2 Treasure: Standard Alignment: Usually neutral Advancement: By character class Level Adjustment: +2 This elephantlike humanoid has bluish-gray skin and two trunks, each of which ends in a three-fi ngered handlike appendage. The creature is stocky in all extremities, sporting large ears and tusks. It wears loose, patterned clothing. Loxos are peaceful creatures, but they defend their territories and families with great tenacity, becoming highly enraged when they see other members of their clan hurt. They are among the most dangerous of all plains dwellers to those who incur their wrath. Loxos prefer simple, rustic clothing, particularly cut from cloth patterned with circles or diamonds. The typical loxo stands about 7 to 7 1/2 feet tall and weighs about 500 pounds. Loxos speak their own language. Some individuals also speak Common or other dialects. Combat Loxos prefer melee to ranged combat, and they use thrown weapons only when they can’t close with enemies. If a herd is threatened, the adult male loxos charge intruders while the females move the young to a defensible location. Once the young are secure, the males make a fi ghting retreat toward the females, so that they too can join the melee. Berserk Rage (Ex): A loxo that sees a clan member killed or incapacitated enters a berserk rage. For 6 rounds, the loxo gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but takes a –2 penalty to Armor Class. The following changes are in effect as long as the berserk rage lasts: HD 5d8+15 (37 hp); AC 12, touch 8, fl at-footed 11; Base Attack/Grapple +5/+15, Full Attack +10 melee (3d6+9, morningstar), or +10 melee (1d6+6, 2 slams), or +5 ranged (1d8+6, javelin); SA trample 1d8+9 (DC 18); SV Fort +4, Ref +5, Will +6; Str 23, Con 17, Climb +9. After the berserk rage ends, the loxo is fatigued (–2 penalty to Strength, –2 penalty to Constitution, can’t charge or run) until the end of the encounter. Trample (Ex): As a standard action during its turn each round, a loxo can trample creatures of Medium size or smaller. The loxo merely has to move over the opponents. The trample deals 1d8+6 points of bludgeoning damage. A trampled opponent can either make an attack of opportunity at a –4 penalty or attempt a DC 16 Refl ex save for half damage. The save DC is Strength-based. Loxo Society Loxo herds are nomadic. They move about, grazing and harvesting fruits and nuts from groves of trees they have planted. When they reach a grove or a good area for grazing, they build temporary huts to serve as shelter until it’s time to move on. Loxos need Loxo Illustration by Richard Sardinha 620_17929_Ch5.indd 67 8/2/04 1:59:00 PM

MONSTERS OF THE SOUTH 68 massive amounts of grass and other vegetable material to fuel their big bodies. When not eating, these creatures create rustic works of art that they barter for items or tools they need. Loxo herds are divided into clans, and all members of a clan wear the same pattern of clothing. Each herd has a chief (called a lox-fi thik, or herd-lieutenant), who is a ranger, and a tannuk, who has at least two levels of spellcaster. Loxos as Characters Leaders of loxo herds tend to be rangers. Loxo clerics worship aspects of the Faerûnian giant deities Hiatea and/or Iallanis and can choose two of the following domains: Animal, Good, Family, Healing, Moon, Plant, Strength, and Sun. Loxo characters possess the following racial traits. —+8 Strength, +2 Dexterity, +2 Constitution, –2 Charisma. —Large size: –1 penalty to Armor Class, –1 penalty on attack rolls, –4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters. —Space/Reach: 10 feet/10 feet. —Loxo base land speed is 30 feet. —Racial Hit Dice: A loxo begins with fi ve levels of monstrous humanoid, which provide 5d8 Hit Dice, a base attack bonus of +5, and base saving throw bonuses of Fort +1, Ref +4, Will +4. —Racial Skills: A loxo’s monstrous humanoid levels grant skill points equal to 8 × (2 + Int modifi er). Class skills include Climb, Listen, Spot, and Survival. —Racial Feats: A loxo’s monstrous humanoid levels grant it two feats. —Weapon and Armor Profi ciency: A loxo is automatically profi cient with simple weapons and light armor. —Darkvision out to 60 feet. —+4 natural armor bonus. —Natural Attacks: Two trunk slams (1d6). —Special Attacks (see above): Berserk rage, trample. —Automatic Languages: Loxo. Bonus Languages: Common, regional dialects. —Favored Class: Ranger. —Level Adjustment: +2. Mantimera Large Magical Beast Hit Dice: 9d10+27 (76 hp) Initiative: +1 Speed: 30 ft. (6 squares), fl y 50 ft. (poor) Armor Class: 19 (–1 size, +1 Dex, +9 natural), touch 10, fl atfooted 18 Base Attack/Grapple: +9/+17 Attack: Bite +12 melee (2d6+4) Full Attack: Bite +12 melee (2d6+4) and bite +12 melee (1d8+4) and gore +12 melee (1d8+4) and 2 claws +10 melee (1d6+2); or 6 spikes +10 ranged (1d8+2/19–20) Space/Reach: 10 ft./5 ft. Special Attacks: Breath weapon, spikes Special Qualities: Darkvision 60 ft., low-light vision, scent Saves: Fort +9, Ref +7, Will +6 Abilities: Str 19, Dex 13, Con 17, Int 4, Wis 13, Cha 10 Skills: Hide +1*, Listen +11, Spot +11, Survival +1 Feats: Alertness, Flyby AttackB, Hover, Iron Will, Multiattack, TrackB, Weapon Focus (spikes)B Environment: Warm hills Organization: Solitary or pack (2–5) Challenge Rating: 8 Treasure: Standard Alignment: Usually chaotic evil Ad vancement: 10–13 HD (Large); 14–27 HD (Huge) Level Adjustment: — This creature has the hindquarters of a big goat and the forequarters of a great lion. It has batlike wings and three heads—a horned goat, a vaguely humanoid beast, and a fi erce dragon. Its back is set with curved barbs, and its long tail ends in a cluster of deadly spikes. Mantimera Illustration by Ralph Horsley 620_17929_Ch5.indd 68 8/2/04 1:59:06 PM

MONSTERS OF THE SOUTH 69 Mantimeras are the sterile crossbreeds resulting from the mating of a manticore with a chimera. The creature has the humanlike head of a manticore, as well as its wings and tail. Its other two heads are those of the chimera—the goat and the dragon. A mantimera is about 10 feet long, stands around 5 feet tall at the shoulder, and weighs between 3,000 and 4,000 pounds. Mantimeras speak Draconic and Common. Combat Like its chimera parent, the mantimera prefers to surprise prey. It swoops down from the sky or lies concealed, loosing a volley of tail spikes and its dragon breath weapon before closing to fi ght. If possible, the beast stays aloft during battle. Breath Weapon (Su): A mantimera’s breath weapon depends on the color of its dragon head. To determine the head color and breath weapon randomly, roll 1d10 and consult the table below. Regardless of its type, a mantimera’s breath weapon is usable once every 1d4 rounds, deals 3d8 points of damage, and allows a DC 17 Refl ex save for half damage. The save DC is Constitution-based. d10 Head Color Breath Weapon 1–2 Black 40-ft. line of acid 3–4 Blue 40-ft. line of lightning 5–6 Green 20-ft. cone of gas (acid) 7–8 Red 20-ft. cone of fi re 9–10 White 20-ft. cone of cold Spikes (Ex): With a snap of its tail, a mantimera can loose a volley of six spikes as a standard action (make an attack roll for each spike). This attack has a range of 180 feet with no range increment. All targets must be within 30 feet of each other. The mantimera can launch only twenty-four spikes in any 24-hour period. Skills: A mantimera’s three heads and manticore parentage give it a +4 racial bonus on Listen and Spot checks. *In areas of scrubland or brush, a mantimera gains a +4 racial bonus on Hide checks. Carrying Capacity: A light load for a mantimera is up to 348 pounds; a medium load, 349–696 pounds; and a heavy load, 697–1,044 pounds. Starsnake Medium Magical Beast Hit Dice: 5d10 (27 hp) Initiative: +9 Speed: 10 ft. (2 squares), fl y 60 ft. (average) Armor Class: 19 (+5 Dex, +4 natural), touch 15, fl at-footed 14 Base Attack/Grapple: +5/+4 Attack: Bite +10 melee (1d4–1 plus poison) Full Attack: Bite +10 melee (1d4–1 plus poison) Space/Reach: 5 ft./5 ft. Special Attacks: Poison, spell-like abilities, static discharge Special Qualities: Dream shield, spell resistance 15 Saves: Fort +4, Ref +9, Will +4 Abilities: Str 9, Dex 20, Con 11, Int 16, Wis 16, Cha 26 Skills: Diplomacy +18, Listen +11, Search +11, Sense Motive +11, Spot +11 Feats: Improved Initiative, Weapon Finesse Environment: Warm plains Organization: Solitary Challenge Rating: 5 Treasure: None Alignment: Always chaotic neutral Advancement: 6–10 HD (Medium); 11–15 HD (Large) Level Adjustment: — This gossamer-winged snake glitters with an iridescent sheen, resembling a rope of gemstones as it fl ies through the air. A starsnake is an antisocial creature that is most dangerous while asleep. Though it is native to open grasslands, the creature prefers to rest on high rocks or trees. A starsnake’s glossy scales range in hue from luminous shades of blue and green to radiant ruby. Their eyes always possess a sky-blue hue. Starsnakes can reach 8 to 10 feet long when fully grown but weigh only 6 to 8 pounds. A starsnake fi nds its own kind Starsnake Illustration by Vince Locke 620_17929_Ch5.indd 69 8/2/04 1:59:12 PM

MONSTERS OF THE SOUTH 70 abhorrent, and being hermaphroditic, doesn’t seek the company of other starsnakes to produce young. When resting during the heat of the day, the snakes employ a dream shield that repels magic and rewards anyone who touches them with a jolt of electricity. They are reclusive creatures that are usually seen only at twilight, their beautiful wings refl ecting the sunset colors. Starsnakes feed upon rodents, presenting a threat only to other creatures foolish enough to disturb their slumber. They do, however, delight in playing pranks on intelligent beings, coming to rest in spots where they might engage such creatures in conversation. While talking, starsnakes often plant ludicrous (but usually harmless) suggestions. A common explanation for foolish behavior is to claim, only half in jest, that someone was “beguiled by a starsnake.” Starsnakes speak Sylvan. Individuals might speak other languages as well, such as Halruaan and Common. A starsnake can be acquired as a familiar by a 12th-level arcane spellcaster with the Improved Familiar feat. See page 200 of the Dungeon Master’s Guide for more information. Combat Starsnakes spend much of the day and night dreaming, for their abilities are as potent asleep as awake. When awake, a starsnakes defends itself with its spell-like abilities if it can, using its bite attack only if it must. Poison (Ex): Injury, Fortitude DC 12, initial and secondary damage 1d6 Dex. The save DC is Constitution-based. Spell-Like Abilities: At will—charm person (DC 19), hold person (DC 21); 3/day—charm monster (DC 22), suggestion (DC 21); 1/day—eyebite (DC 24), hold monster (DC 23). Caster level 12th. Static Discharge (Ex): A starsnake generates electricity within its body while it sleeps. If a starsnake is asleep, any creature that touches it or makes a successful melee attack against it with a natural or metal weapon takes 1d4 points of electricity damage from the discharge. Dream Shield (Su): While asleep, a starsnake generates an aura that absorbs spells and spell-like abilities. Any targeted spell directed at the starsnake is absorbed and instantly converted into electrical energy. This energy is discharged back at the original caster in a bolt that deals 1d10 points of electricity damage per level of the spell absorbed. The bolt is 5 feet wide with a maximum range of 200 feet, and a successful DC 20 Refl ex save halves the damage. It can set fi re to combustibles and damage objects in its path. If the damage caused to an interposing barrier breaks through that barrier, the bolt might continue if range permits. Otherwise, the bolt stops at the barrier. The save DC is Charisma-based. Tall Mouther Large Aberration Hit Dice: 7d8+7 (38 hp) Initiative: +4 Speed: 40 ft. (8 squares) Armor Class: 18 (+4 Dex, –1 size, +5 natural), touch 13, fl atfooted 14 Base Attack/Grapple: +5/+14 Attack: Slam +9 melee (1d6+5) Full Attack: 4 slams +9 melee (1d4+5) and bite +7 melee (2d6+2) Space/Reach: 10 ft./10 ft. (slam 15 ft.) Special Attacks: — Special Qualities: Arrow evasion, darkvision 60 ft. Saves: Fort +3, Ref +6, Will +5 Abilities: Str 20, Dex 19, Con 13, Int 8, Wis 10, Cha 7 Skills: Climb +9, Hide +1, Listen +4, Search +2, Spot +4, Survival +2 Feats: Alertness, Combat Refl exes, Multiattack Environment: Warm forests Organization: Solitary, pair, or handful (3–5) Challenge Rating: 5 Treasure: Standard Alignment: Usually neutral Advancement: 8–14 HD (Large); 15–21 HD (Huge) Level Adjustment: — Six gangly, blue-furred limbs support a head that looks like a crazed, tusked gorilla. The 4-foot-long head is all teeth and big, leering eyes. No torso is visible. Tall mouther Illustration by Chris Hawkes 620_17929_Ch5.indd 70 8/2/04 1:59:18 PM

MONSTERS OF THE SOUTH 71 The tall mouther is a whirling dervish of devastation in melee. It’s an object lesson in the value of being close friends with a powerful spellcaster or archer—someone who can kill the beast without having to charge into melee range. These creatures plague Luiren. A tall mouther has a huge head with six long limbs protruding directly from it, and no torso to speak of. At any given time, two or three of the surprisingly fl exible, 15-foot-long limbs are on the ground to support the weight of the head and give the mouther stability. The mouther’s head rarely rises 15 feet high, unless it’s attempting to avoid the blow of a weapon. The creature’s natural motion keeps the head 5 to 7 feet off the ground. It weighs about 500 pounds. Tall mouthers speak Common and broken Halfl ing, both in accents that can only be described as obscene. Combat Tall mouthers stand out of their opponents’ melee range and use their slam attacks. If would-be prey rushes in to fi ght and moves more than 5 feet into or through a mouther’s threatened area, the mouther gets an attack of opportunity (or multiple attacks of opportunity, thanks to the Combat Refl exes feat, should more than one opponent make the same mistake). Arrow Evasion (Ex): A tall mouther’s wild whirl of arms and its shifting central head make it hard to hit with normal missiles (but not magical ranged attacks, such as spell rays and magic arrows). Normal ranged attacks (such as from bows or thrown weapons) have a 20% chance of missing the mouther outright. Skills: Tall mouthers have a +4 racial bonus on Climb checks. Tasloi Tasloi, 1st-Level Warrior Small Humanoid Hit Dice: 1d8+1 (5 hp) Initiative: +1 Speed: 30 ft. (6 squares), climb 20 ft. Armor Class: 13 (+1 size, +1 Dex, +1 small wooden shield), touch 12, fl at-footed 12 Base Attack/Grapple: +1/–4 Attack: Short sword +2 melee (1d4–1) or javelin +3 ranged (1d4–1) or net +3 ranged Full Attack: Short sword +2 melee (1d4–1) or javelin +3 ranged (1d4–1) or net +3 ranged Space/Reach: 5 ft./5 ft. Special Attacks: — Special Qualities: Low-light vision, light sensitivity Saves: Fort +3, Ref +1, Will –1 Abilities: Str 10, Dex 13, Con 13, Int 10, Wis 9, Cha 6 Skills: Climb +9, Hide +9, Listen +3, Move Silently +5, Spot +3 Feats: Alertness Environment: Warm forests Organization: Gang (4–9), warband (10–24 plus 1–6 Medium dire rats), band (10–100 plus 100% noncombatants plus 1 3rd-level elite per 20 adults, 1 leader of 5th–7th level, and 4–24 dire rats), tribe (40–400 plus 1 3rd-level elite per 20 adults, 1 or 2 lieutenants of 4th or 5th level, 1 leader of 6th–8th level, 10–100 dire rats, and 2–8 spider eaters) Challenge Rating: 1/3 Treasure: Standard Alignment: Usually chaotic evil Advancement: By character class Level Adjustment: +0 This small, long-legged humanoid has a fl at head and a green hide covered with black hair. It shuffl es forward, dragging its knuckles as it moves. Tasloi are jungle inhabitants whose race is thought to be thousands of years old. They are quick and nimble in the trees and prefer to spend their time among the branches. A tasloi stands about 3 feet tall and weighs between 30 and 40 pounds. They walk in a crouching posture, dragging their knuckles at times. Their skin is green and thinly covered with coarse, black hair. Tasloi have gold, catlike eyes. Tasloi Illustration by Wayne England 620_17929_Ch5.indd 71 8/2/04 1:59:24 PM

MONSTERS OF THE SOUTH 72 Tasloi speak their own language, but some clever individuals might speak Common or another human dialect. Combat Tasloi normally attack from above, dropping from the surrounding treetops onto their unwary opponents. If they gain surprise, they use their nets to ensnare adversaries, otherwise attacking with their short swords and javelins. They use hit-and-run tactics to wear down tough foes, always avoiding a stand-up fi ght. If they manage to down an enemy, tasloi always try to abscond with the body—food for the group. Light Sensitivity (Ex): Tasloi are dazzled in bright sunlight or within the radius of a daylight spell. Skills: Tasloi have a +8 racial bonus on Climb checks and use their Dexterity modifi er rather than their Strength modifi er when making such chesks. A tasloi can always choose to take 10 on Climb checks, even if rushed or threatened. Tasloi have a +4 racial bonus on Hide and Move Silently checks. *In thickly forested areas, the Hide bonus increases to +8. Tasloi cavalry (mounted on Medium dire rats) exchange Alertness for Mounted Combat and have a Ride bonus of +5, reducing Listen and Spot to +0 each. The tasloi warrior presented here had the following ability scores before racial adjustments: Str 12, Dex 11, Con 13, Int 10, Wis 9, Cha 8. Challenge Rating: Tasloi with levels in NPC classes have a CR equal to their character levels –2. Tasloi Society The tasloi live in loosely structured bands consisting of several families. Their lairs are usually a series of large trees interconnected by vines and ropes. Each tree sports platforms, 50–100 feet above the ground, upon which the tasloi live. Some tasloi work and live on the ground, along with the village’s “livestock.” That livestock includes a number of dire rats and, occasionally, several spider eaters. The rats are kept as pets and used to aid in construction, maintenance, and protection of the community. Medium dire rats are used as mounts. If the village has any spider eaters, these beasts are reserved as steeds for the most powerful tasloi in the settlement. Tasloi as Characters Tasloi leaders tend to be rogues or fi ghter/rogues. Tasloi clerics worship an aspect of the goblin deity Maglubiyet and may choose to two of the following domains: Destruction, Evil, Planning, or Trickery. Most tasloi spellcasters are adepts. Tasloi characters possess the following racial traits. —–2 Strength, +2 Dexterity, –2 Charisma. —Small size: +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, –4 penalty on grapple checks, lifting and carrying limits 3/4 those of Medium characters. —Tasloi base land speed is 30 feet. —Tasloi have a climb speed of 20 feet. —+4 racial bonus on Hide and Move Silently checks. In thickly forested areas, the Hide bonus increases to +8. A tasloi uses its Dexterity modifi er for Climb checks and has a +8 racial bonus on Climb checks. A tasloi can always choose to take 10 on Climb checks, even if rushed or threatened. —Low-light vision. —Special Quality (see above): Light sensitivity. —Automatic Languages: Tasloi. Bonus Languages: Common, Sylvan, regional dialects. —Favored Class: Rogue. Thri-kreen Medium Monstrous Humanoid Hit Dice: 2d8 (9 hp) Initiative: +2 Speed: 40 ft. (8 squares) Armor Class: 15 (+2 Dex, +3 natural), touch 12, fl at-footed 13 Base Attack/Grapple: +2/+3 Attack: Claw +3 melee (1d4+1); or gythka +3 melee (1d10+1); or chatkcha +4 ranged (1d6+1) Full Attack: 4 claws +3 melee (1d4+1) and bite –2 melee (1d4 plus poison); or gythka +3 melee (1d10+1) and 2 claws –2 melee (1d4) and bite –2 melee (1d4 plus poison); or gythka +1/+1 melee (1d10+1/1d10+1) and 2 claws –2 melee (1d4) and bite –2 melee (1d4 plus poison); or chatkcha +4 ranged (1d6+1) Space/Reach: 5 ft./5 ft. Special Attacks: Poison, psi-like abilities Special Qualities: Darkvision 60 ft., immunity to sleep effects, leap, naturally psionic Saves: Fort +0, Ref +5, Will +4 Abilities: Str 12, Dex 15, Con 11, Int 8, Wis 12, Cha 7 Skills: Balance +3, Climb +2, Hide +3*, Jump +35, Listen +2, Spot +2 Feats: Defl ect ArrowsB, Multiweapon Fighting Environment: Temperate or warm desert, warm plains Organization: Solitary or pack (5–10) Challenge Rating: 1 Treasure: None Alignment: Usually chaotic neutral Advancement: By character class Level Adjustment: +1 or +2 if psionic This creature looks like a humanoid praying mantis, complete with an insectlike head sporting compound eyes and a complex jaw structure. A sand-colored exoskeleton covers its entire body, and six limbs—four of which are arms, the other two legs—protrude from its midsection. Its mandibles clack and antennae wave eagerly as it leaps forward, strange weapons at the ready. Thri-kreen, often called mantis warriors, are intelligent humanoids who prefer to live in deserts and savannas, where they maintain a nomadic lifestyle as hunters. Alien and inscrutable, thri-kreen can seem bloodthirsty monsters to those who don’t know them well. 620_17929_Ch5.indd 72 8/2/04 1:59:34 PM

MONSTERS OF THE SOUTH 73 A thri-kreen, when fully grown, averages about 6 feet tall and weighs about 200 pounds. The typical thri-kreen wears only what it needs for holding its equipment, but no clothing or armor. They create and wear no decoration. Thri-kreen are at home in arid, open landscapes where they can easily blend in with the dry grass, windblown dunes, and bare rock. Permanent thri-kreen communities are just about nonexistent. Instead, packs of thri-kreen range widely over their own territories, foraging and hunting for daily sustenance. On rare occasions, two or more packs might come together to join their strength against especially dangerous foes. Thri-kreen speak a language made up of clicks and snaps of their mandibles. Most thrikreen whose packs roam near humanoid civilizations also speak Common. Combat While hunting, thri-kreen use their natural camoufl age to sneak up on potential prey. Thri-kreen close to combat (and fl ee from it) quickly due to their speed and leaping ability. They can use the gythka and chatkcha (exotic weapons that are unique to mantis warriors), but they prefer to attack with their claws and poisoned bites. Poison (Ex): Injury (bite), Fortitude DC 11, initial damage 1d6 Dex, secondary damage paralysis for 2d6 minutes. A thrikreen produces enough poison for one bite per day. The save DC is Constitution-based. Psi-Like Abilities: When using the Expanded Psionics Handbook, apply the following psi-like abilities to a thri-kreen. 3/day—chameleon, know direction and location; 1/day—greater concealing amorpha, metaphysical claw. Manifester level is equal to 1/2 the thri-kreen’s Hit Dice (minimum 1st). Leap (Ex): A thri-kreen is a natural jumper. It gains a +30 competence bonus on all Jump checks. Naturally Psionic: When using the Expanded Psionics Handbook, a thri-kreen gains 1 bonus power point at 1st level. This benefi t does not grant the ability to manifest psionic powers unless such powers are gained through another source, such as levels in a psionic class. Skills: *The exoskeleton of a thri-kreen blends in well with desert terrain, granting a +4 racial bonus on Hide checks in sandy or arid settings (including the Shaar). Thri-Kreen as Characters Most thri-kreen leaders are rangers. Thrikreen clerics usually venerate Tempus and can choose two of the following domains: Chaos, Protection, Strength, or War. Thri-kreen characters possess the following racial traits. —+2 Strength, +4 Dexterity, –2 Intelligence, +2 Wisdom, –4 Charisma. —Medium size. —Thri-kreen base land speed is 40 feet. —Darkvision out to 60 feet. —+3 natural armor bonus. —Multiple Limbs: Thri-kreen have four arms and can take the Multiweapon Fighting and Multiattack feats (see page 304 of the Monster Manual). —Natural Attacks: Four claws (1d4) and a bite (1d4). —Weapon Familiarity: Thri-kreen treat the gythka and chatkcha (see page 16) as martial weapons, rather than exotic weapons. —Naturally Psionic: If you are using the Expanded Psionics Handbook, thri-kreen gain 1 bonus power point at 1st level. —Special Attacks (see above): Poison, psi-like abilities. —Special Qualities (see above): Immunity to sleep effects, leap. —Racial Hit Dice: A thri-kreen begins with two levels of monstrous humanoid, which provide 2d8 Hit Dice, a base attack bonus of +2, and base saving throw bonuses of Fort +0, Ref +3, Will +3. —Racial Skills: A thri-kreen’s monstrous humanoid levels grant skill points equal to 5 × (2 + Int modifi er). Class skills include Balance, Climb, Hide, Jump, Listen, and Spot. A thri-kreen has a +4 racial bonus on Hide checks in sandy or arid settings, including the Shaar. —Racial Feats: A thri-kreen gets Defl ect Arrows as a bonus feat. In addition, a thri-kreen’s monstrous humanoid levels grant it one feat. —Automatic Languages: Thri-kreen. Bonus Languages: Common, Shaaran. —Favored Class: Ranger. —Level Adjustment: +1. If you are using the Expanded Psionics Handbook, a thri-kreen has a level adjustment of +2 due to natural psionic abilities. Thri-kreen Illustration by Jason Engle 620_17929_Ch5.indd 73 8/2/04 1:59:38 PM

74 Dark things creep out of the hearts of gloomy forests, attacking caravans that roll past along trade roads. Strangers whisper of hidden tombs lying buried in the hills, the last resting places of long-lost kings. Sinister forces from the Underdark creep to the surface, and deadly beast-chieftains band together to harry the lands around their territories. Remnants of an ancient nation lie hidden within trap-fi lled towers in a land of wizards. Old portals disgorge travelers from far-away places. In the Shining South, adventurers can fi nd plenty to keep them busy—and wealthy. A campaign set in the Shining South offers a multitude of possibilities for adventure, intrigue, and treasure. The lands of Halruaa, the Shaar, and the Golden Water feature vastly divergent human cultures from those found elsewhere in Faerûn. Dambrath, Luiren, and the Great Rift are nations of other races entirely, places where half-drow, hin, and gold dwarves consider humans a minority. The land of Veldorn is ruled by terrible monsters altogether. The following chapters detail nine different lands of the South, including information on major settlements and sites. Some cities have detailed statistics. Organizations of the South The Shining South is a place far removed from western Faerûn, both in distance and in culture. Similarly, the subtle and secretive powers of other parts of the world hold no sway over the southern coast. Where the Zhentarim butt heads with the folk of the Dalelands and beyond, and the Red Wizards torment the peoples of the East, the South has its own organizations. Certainly, agents from distant lands travel to the south (whether openly or incognito), but they are solitary fi gures far from their masters’ spheres of infl uence. The Conclave Within the Council of Elders in Halruaa is a smaller, hidden organization known only as the Conclave. Its membership is a secret, and all in Halruaa both respect and fear it. The Conclave is not an offi cially sanctioned political body, but rather a private and elite society of the most powerful—and power-hungry—of Halruaa’s arcane spellcasters. Its members have taken it upon themselves to police the research, use, and abuse of magic in Halruaa. Though no one can say for sure, most believe the Conclave was founded shortly after the Netherese arrived in what would become Halruaa as a force to ensure no repeat of their peers’ tragic mistakes in Netheril. When a wizard’s experiments or practices get out of control, the Conclave often steps in to correct the situation. Usually, a simple note is delivered, a warning against further misuse of the Art. If that doesn’t work, the Conclave fi nds other means of persuading the offending wizard from continuing to step over the line. Of course, some practitioners are simply too pride-fi lled to acknowledge the power of the Conclave and ignore the warnings. When such hubris occurs, the Conclave simply eliminates the offending wizard. At least, that is what most presume happens—troublemakers who offend the Conclave tend to just disappear. Of course, some see the Conclave as more than just a watchdog force, believing the organization is a far more ambitious entity, with designs on controlling the wizard-king and the elders outright. A few believe the Conclave already exerts this control. Still others insinuate connections between the Conclave and the rumored rise of shadow magic in Halruaa, a combination that is more than a little unsettling. 620_17929_Ch6.indd 74 8/2/04 2:11:49 PM

CAMPAIGNS 75 Church of Loviatar The worship of Loviatar is the offi cial religion of Dambrath. Most of the leaders in the nation are high-ranking members of the temple’s hierarchy, and the Maiden of Pain’s tenets have infl uenced a substantial portion of the country’s personality—its laws and punishments, its recreation and pastimes, and its relationships with other nations. It is small wonder that undercurrents of tension fl ow between the adherents of Loviatar and the drow of T’lindhet in the Underdark below. Perhaps it is because the drow recognize the value of the alliance that was made so many centuries ago, or perhaps it is simply because the church of Loviatar has grown too powerful to oppose, but Dambrath has gradually but steadily begun to slip from the matron mothers’ grips. The priestesses of the scourge grow ever more bold and independent with each passing decade. Some say it won’t be long before those who worship Lolth fi nd themselves unwelcome in Dambrath. In the meantime, Loviatar’s church continues to expand its infl uence, looking to establish proper temples in places in Faerûn that have never welcomed the Maiden of Pain before. Taking a cue from the Red Wizards of Thay, the high priestesses are considering establishing their own kind of enclaves in foreign cities where they trade heavily. Such an establishment would be an offi cial Dambrathan trade center to all outward appearances, but it would also serve as a temple for those far from the comforts of home. Rumors of these plans have reached the ears of other nations, leaving fear in their wake. House Jordain The Jordaini are as integral a part of Halruaan society as the wizards themselves, and every one of them was trained at House Jordain. Sitting on the coast of Halruaa southwest of Khaerbaal, House Jordain is nominally answerable to Zalathorm and the Council of Elders in Halruaa, but in truth, it operates independently of all except the magehounds. The training grounds are responsible for producing the counselors who serve their wizard masters in a unique, magic-free manner. But the wizards operating House Jordain, and the Jordaini themselves, have the ability to manipulate the endless political games that take place among the wizards. From everything as overt as allowing favored wizards to choose the best and brightest among the newly trained to the far more subtle workings of advice meant to steer policy, the ways in which the Jordaini can sway the outcome of Halruaan politics is immeasurable. The Maquar The noble warriors of Estagund live to serve the rajah of that nation in whatever capacity he requires. They have dedicated their lives to loyalty and obedience, and they are the rajah’s bodyguards, couriers, public work force, and army. They are also the single most infl uential organization in Estagund, though few people realize it. The rajah of Estagund relies heavily on the Maquar, and he values the leadership’s insight into matters political and warrelated. He uses the crusaders not only as a peacekeeping force in his own nation, but also as a standing army. The rajah might also employ the Maquar to exert pressure on his political rivals, because he can assign units of Maquar crusaders to various landed nobles in Estagund to use as they see fi t. What the rajah gives he can take away. Although the Maquar are unquestioningly loyal to the rajah, most of the citizens mistakenly think that is based on tradition. The reality is, the Maquar choose to serve, but only so long as it benefi ts the Maquar. The crusaders have discovered just how much pull they have with the rajah, and they use it to their advantage. As a group, the Maquar are every bit as powerful as the rajah himself, and they are beginning to exploit this fact to mold Estagund to their liking. Quinix the Glabrezu Deep inside the heart of the Gate of Iron Fangs in the far southwestern tip of the Forest of Amtar, a fi end plots. Quinix, a glabrezu, accidentally stumbled through a partially functioning portal several years ago and found himself in the bowels of a ruined and crumbling city. A large tribe of gnolls camped in the surface ruins, and Quinix quickly brought them under his sway through intimidation and lies. They now believe the glabrezu to be a direct representative of their demon lord Yeenoghu, and they his privileged servants. For his part, Quinix has used the portal, which functions only erratically, to bring in two vrocks to serve as his bodyguards and lieutenants, and he has plans to add more fi ends to his retinue. With these assets at his disposal, the glabrezu has grown ambitious. For a demon, Quinix is surprisingly cautious. He has chosen to remain low-key initially, biding his time while his minions carefully reconnoiter the surrounding geography and political climate. He has instituted a policy of raids designed to maximize results while minimizing suspicion. His gnoll followers have struck at numerous caravans and small, isolated settlements, but they have managed to keep their true level of organization hidden. They capture everyone they don’t kill and take them back to the ruins as slaves who are put to work rebuilding the ruined city. As success builds, Quinix envisions expanding his territory, raiding farther afi eld for a broader range of resources—Halruaa is a prime target because of the rich magic the glabrezu believes is there for the taking. The demon also intends to recruit humans to serve as spies and soldiers (many in the Swagdar are suitable candidates). With such an army, Quinix expects to conquer some of the surrounding land outright. Shadow Wizards Hushed whispers in Halruaa claim that some among the elders have turned to Shar and the Shadow Weave. Of course, no one knows anything defi nite, but the suspicious suggest that these shadow wizards meet in secret, heavily warded against any sort of divination, and plan for the downfall of the current government in the nation. With their shadow magic, these criminals are slowly usurping the reins of power from Zalathorm and the Council 620_17929_Ch6.indd 75 8/2/04 2:11:53 PM

CAMPAIGNS 76 of Elders, ultimately planning to do away with the worship of Mystra and Azuth, and put Shar above all others. Some propose that the Conclave and the shadow wizards are one and the same—that their various deeds only appear to be guided from different groups. Others counter that the Conclave tirelessly opposes the shadow wizards, and only the former’s intervention has prevented the latter from gaining the upper hand. Most believe half of these rumors are propaganda perpetrated by both sides in their struggles against one another and the rest of the wizards of Halruaa. Others Numerous other organizations and power groups fi nd a home in the Shining South beyond those discussed above. Among them are: Beholders of Veldorn: The beholder clans that originally conquered Assur in Durpar still operate from the wild hinterlands of Veldorn. Part of the league of beast-chieftains, the beholders have machinations much more ambitious than merely antagonizing the caravan traffi c. They want their old city back, and more territory besides. Kethid: The lizardfolk nation of Kethid in the Great Swamp of Rethild plays an active role in events all across Faerûn, due to the availability of units of their mercenary company, the Servants of the Royal Egg. For the right price, King Ghassis is willing to have his troops do just about anything. Nagas of Ilimar: The nagas of the ruined city of Ilimar are a powerful group that has yet to fl ex its muscle fully. They bide their time, waiting for the moment when their ancient masters, the sarrukh, who lie entombed somewhere in the ruined city, emerge to lead them into battle. On that day, nagas, lizardfolk, and other, more frightening things will march out of the swamps. In the meantime, they have agents scouting the countryside of Dambrath and Halruaa, gathering intelligence and looking for possible weaknesses to exploit when the time comes. Pirates of the Great Sea: The various corsairs and pirates that sail the coastal waters of the Great Sea are a constant source of either frustration or wealth for many in the Shining South. A number of them have begun to operate in concert lately, with agents in every major city procuring information on shipments, protection fees, and job offers from merchants who wish to see their rivals’ ships sitting on the bottom of the ocean. From such a position of strength and organization, the pirates have become a true menace to every honest trading organization in the Shining South. Red Wizards: The Red Wizards have only a tiny foothold in the Shining South, having enclaves in various cities of the Golden Water. They have designs on expanding their trade further. In fact, the Thayans would love to get their greedy hands on some Halruaan secrets. Veldorni Freedom Fighters: Not everyone in the Land of Monsters is willing to submit to the iron rule of the beast-chieftains. Groups of resistance fi ghters have been organized within a number of monster-controlled settlements in the hopes of fomenting rebellion and eventually winning freedom. Several of these guerrilla groups are sponsored by other countries, churches, or by monstrous rivals of those currently in power. Q uinix the glabrezu lurks near the the Gate of Iron Fangs Illustration by Mike Dubisch 620_17929_Ch6.indd 76 8/2/04 2:11:56 PM

CAMPAIGNS 77 Yuan-ti: The serpent folk are widespread and constantly look for ways to exploit local populations in their endless quest for power and wealth. A number of yuan-ti factions operate secretly in the Shining South, looking for buried riches, subjects for experimentation, or to expand their territory. These groups might work in concert with one another until power struggles break the alliance. Dungeons in the Shining South A “dungeon” is traditionally an underground chamber in which prisoners are incarcerated, but adventurers in Faerûn use the term more loosely. To them, just about anything underground is a dungeon, preferably populated with monsters rather than prisoners. Mines, ruins, caves, subterranean homes, and passages all qualify. By the adventurer’s defi nition, there are dozens of dungeons across Faerûn, many of which were looted long ago, while others have lain undisturbed for centuries. When it comes to dungeons, the Shining South is no exception. The most notorious of these are described here. Aerilpar Mound: Sitting in a clearing in the heart of the Aerilpar Forest in Veldorn, this mysterious mound radiates strong magic. No trees grow inside the perimeter of the mound’s surrounding wall, and the predators of the forest stay well clear. Its origins are unknown, but everyone who’s heard of it agrees something must be hidden there. Few adventurers have managed to fi ght their way through the dangerous woods to the mound, let alone spend any time searching for a way inside. Akhlaur’s Tower: The wizard Akhlaur built his tower in the middle of the swamp that now bears his name. Finding the tower had been diffi cult, since it was mostly submerged beneath the surface of the growing swamp. Recently, however, the swamp has ceased its expansion and the tower once again sits above the water. For anyone lucky and resourceful enough to survive the dangers of the swamp itself, the tower still promises to be a storehouse of treasures that once belonged to one of the most powerful wizards in Halruaa. Ammathtar: This city was founded as a trade center where humans and halfl ings could meet on neutral ground to do business. Built on the fringes of the Southern Lluirwood near the caravan road running along the eastern side of Dambrath, the city was mysteriously wiped out overnight by something living inside the woods. Though much of the city was razed, plenty of buildings still stand for the brave to explore. Of course, whatever destroyed the city initially is almost certainly still lurking nearby. Azulduth: Known as the Lake of Salt, this shallow body of water is surrounded by ruins of an ancient sauroid civilization. Most of the ground-level structures have been picked clean by wizards from Mulhorand and elsewhere, but many unexplored levels reportedly lie below the surface. Of course, the local population—which includes some yuan-ti—is unlikely to welcome invasive explorers. Castle of Al’hanar: Reputedly built during the time of the long-vanished kingdom of Eltabranar, this ancient ruined fortress sits just south of the border of the Sharawood. The castle is the traditional home of the Knights of the Undying Dragon, an ancient order of crusaders who served as the sword arm of Myrkul. The Knights have stayed their post in the ensuing millennia, even in undeath. Once every century, the Knights ride forth from their castle to destroy the dracolich of the Sharawood, bringing its treasures back with them. The castle is rumored to contain more magic than has been seen in one place since the Imaskari ruled. Chasolné: This strange temple sits high on the cliffs that face the Great Sea in the East Wall of Halruaa. Massive, stylized heads seem to watch the ocean, perhaps waiting the return of some lost civilization. An altar above and behind the great heads marks the opening of a cave that seems to hold the promise of greater secrets inside, though no one has admitted to discovering any passages leading deeper. Council Hills: The ruined city of Shandaular sits in the middle of this cluster of barren hills where the Shaaryan tribes meet. Once the southern terminus of a two-way portal that connected Southern Shandaular with its northern sister city (on the coast of Lake Ashane, known as the City of Weeping Ghosts—see Unapproachable East for more information), these ruins are now nothing more than crumbling stones. Beneath the hills, however, much of the old city remains. The tribes of the Shaar bury many of their honored dead in tombs in the uppermost passages, but they rarely explore the deeper tunnels. Those same tribes don’t like to see the remains of their ancestors disturbed. The Gate of Iron Fangs: This long-abandoned city sits in the extreme southwestern tip of the Forest of Amtar. Its architecture hints that it was built by a serpent race, but no one knows for certain. The forest has mingled with the tumbled ruins aboveground, but much of the subterranean city still lies intact. Unfortunately for any would-be explorers, the city is infested with gnolls who serve a glabrezu named Quinix. The demon makes his home deep in the heart of the city and has used the portal there to bring in other fi ends. Guilmarl: Once a trade center for the Arkaiuns, this coastal city just east of Rethild was overrun by lizardfolk, who tired of the recurring incursions into their homeland. Now the adventurous search the remains of the city, hoping to fi nd some of what must have been left behind or lost. Explorers must contend with an ancient fang dragon that has taken up residence in the heart of the ruins if they want to come away with anything of signifi cant value. Ilimar: This ruined city dates back to the earliest times, and its construction is attributed to the sarrukh, one of the creator races. Nestled in the foothills north of Rethild, Ilimar is considered a holy site by the lizardfolk, who venerate the resident nagas. The nagas themselves jealously guard Ilimar against any intruders, for they can sense the presence of powerful life forms hidden somewhere in the heart of the ruins. Lhesper: On the shore of Lake Lhesper in the western Shaar sits a ruined town. Destroyed by rampaging gnolls during the 7th century DR, the place has continued to be a source of interest for treasure hunters. The ruins have become more dangerous in recent years as yuan-ti have arrived, searching for something they believe to be buried in the place. 620_17929_Ch6.indd 77 8/2/04 2:12:05 PM

CAMPAIGNS 78 Mortik City: Most locals who live near Mortik Swamp in Luiren dismiss the rumors of a ruined city in its heart, but that hasn’t stopped an endless fl ow of adventurers from searching for it. Whatever might be submerged there is well protected, for the Bog King and his minions are not fond of visitors. Narthtowers: This wizard’s tower sits in the foothills of the North Wall of Halruaa, and its most recent owner, Thongameir “Stormspells” Halargoth, has been dead for a number of years. No one else has fi gured out a way to claim the tower as their own—Halargoth was famous for his love of collecting unusual fl ora, and his tower is said to be fi lled with killer varieties. If anyone can destroy the deadly plants, there’s certain to be a trove of magic waiting as a reward. Old Vaelen: Once the capital of Veldorn, the ruined city of Old Vaelen is nestled among a handful of hills northwest of the Golden Water, along the Liontongue River. Though the ground level of the destroyed city contains little, the vaults beneath the hills are substantial. They’re also fi lled with undead and werecreatures who serve the king of the city, Saed the Vampire Lord. With all the raiding from Old Vaelen owing its source to Saed, his warrens must hold vast wealth. Peleveran: This unusual city was built into the side of the Landrise, a little north of where the River Shaar emerges from the great cliff face. Peleveran was destroyed in the Year of Dracorage (1018 DR) by the Cult of the Dragon during a spectacular and cataclysmic battle against a rebelling faction of its own, who had turned to the service of the demon-god Gargauth. A hidden temple lies deep inside the ruins of the city, and it might include a portal to the Nine Hells. Quarlin’s Tomb: This burial vault is rumored to house the remains of a Halruaan wizard who specialized in creating magical staves. No one knows for sure where the tomb is located, though it is reputedly near Dapplegate, in the Border Kingdoms. Anyone who manages to fi nd it may be able to recover a fortune in ancient magic, but not before fi ghting through the tomb’s wards and guardians. Shaareach Ruins: In the middle of the wooded section of the Channath Vale, where the River Shaar and the River Channath become the River Talar, the lush forest is slowly overgrowing and destroying the remnants an ancient city. Mysterious structures from an unknown culture line the banks of the rivers here, the architecture hinting at a civilization of skilled craftsfolk. Some of the buildings have already been consumed by the river or become so vine-cloaked that they are barely recognizable. Reaching the ruins is a trick in and of itself, because many fell creatures inhabit both the woods and the rivers. Starspires: This ruined keep sits on one side of Talath Pass in northwestern Halruaa. Once the home of Hansandrar Ilmeth, an archmage of Halruaa who created fabulous magical tomes and other items, it is now the lair of dangerous creatures native to the mountains. Old records indicate that Ilmeth tunneled extensively beneath and behind his keep, and he built warded vaults to store and protect his magical works of art. Thruldar: Formerly the westernmost city of Estagund, Thruldar was demolished by an evil druid and a horde of dark trees. Ghostwise halfl ings managed to slay the druid and magically seal his ghost and minions inside the city, but the place is now a deadly nest of fell plant creatures and undead things longing to get out. Since there were few survivors in the initial attack, most of the original inhabitants’ wealth is still inside the city, but the ghostwise halfl ings are not eager to let anyone explore the place. The Tombs of the Dead Kings: Scattered through the Hills of the Dead Kings, these various concealed tombs are the last resting sites of the old lords of Dambrath, when the Arkaiuns ruled before the coming of the drow. While Crinti explorers have already plundered some of these crypts, others were hidden well enough that no one has yet found them. Rumors claim that Malar himself granted the Arkaiuns treasures with which to guard their kings’ tombs. Wilderness Encounter Tables The Shining South is a vast region encompassing over 1.1 million square miles. Civilization resides in small pockets—cities along the coasts and trade routes—while most of the rest of the land is miles and miles of open plains, mysterious forest, or sheer-sided mountains. Encounter Chance As a party travels across the Shining South, there is a chance per hour of travel of a wilderness encounter, as set out in Table 6–1: Wilderness Encounter Chance. The fi rst number in a column is for a single hour of travel in that type of terrain, while the second (in parentheses) is the chance of a single encounter in 8 hours of travel in that terrain. If the terrain does not change in the course of a day’s travel, it’s much easier to make a single check and then randomly determine when the encounter takes place. TABLE 6–1: WILDERNESS ENCOUNTER CHANCE Open Camping/ Concealed Normal Cautious Camping/ Terrain Travel Travel Hiding Desolate 5% (33%) 2% (15%) 1% (8%) Wilderness 8% (49%) 4% (28%) 2% (15%) Frontier 10% (57%) 5% (33%) 2% (15%) Settled 12% (64%) 6% (40%) 3% (20%) Parties moving at half their best possible speed or slower are treated as using cautious travel, while open camping describes those that are stopped or camped normally. Parties camping in secret or hiding use the Concealed Camping/Hiding column. A party that lights a fi re is never camping in secret unless it can somehow hide the light and smoke. Desolate areas are not settled and do not support great numbers of wildlife or monsters. 620_17929_Ch6.indd 78 8/2/04 2:12:09 PM

CAMPAIGNS 79 Wilderness areas are not settled, but support signifi cant wildlife or monsters. Frontier areas are lightly settled, but communities are small and far apart. Settled areas feature broad stretches of cleared land, small villages, and thorps no more than a day’s travel from each other, and some patrols from nearby cities or fortresses. The Shining South holds eighteen general adventuring areas, whose encounter chances are described in tables 7–2 through 7–19 below. These supplant the encounter tables in the FORGOTTEN REALMS Dungeon Master’s Screen, since they provide more localized encounter possibilities. Encounter areas are: The Channath Vale; Dambrath; Durpar, Estagund, and Var the Golden; Dustwall and Giant’s Belt Mountains; Forest of Amtar; Gnollwatch Mountains; the Great Rift; Great Sea Coastal Waters; Halruaa; Lake Halruaa; Lluirwood; Luiren; Rethild, the Great Swamp; The Shaar; Southern Lluirwood; Toadsquat Mountains; Veldorn; and the Walls. How to Use the Encounter Tables Each encounter table includes the following information: d%: The result on percentile dice that generates the encounter. Use the Day or Night column, as appropriate. Encounter: The type of creature encountered. Some of these might be groups, such as an orc patrol or merchant caravan. If the indicated creature is a template, use the sample creature whose statistics appear in the template entry. Notations that identify a monster’s source follow some entries, as defi ned below. No note indicates the creature is described in the Monster Manual. If you don’t have access to one of the supplements mentioned, roll again on the table or select a replacement. MC: Monster Compendium: Monsters of Faerûn FR: FORGOTTEN REALMS Campaign Setting RF: Races of Faerûn SS: Chapter 5: Monsters of the South in this book Number Encountered: The number of creatures encountered. If the term “see Groups” appears here, refer to the Group Descriptions section below to determine the exact composition of the encounter. Group Descriptions Groups mentioned in the tables are described here. Aarakocra Patrol: 1d4+4 aarakocras and 1d2 aarakocra rangers (level 1d4+1). A rattelyr dragon in pursuit of a fresh meal Illustration by Rick Sardinha 620_17929_Ch6.indd 79 8/2/04 2:12:13 PM

CAMPAIGNS 80 Aquatic Elf Patrol: 1d10+10 aquatic elves, 1d2 fi ghters (level 1d2+1), and 1 leader (level 1d4+2). For the leader’s class, roll d%: cleric 01–15, fi ghter 16–55, ranger 56–80, wizard 81–100. Asabi Scouts: 1d3+1 asabis and 1d2 stingtails. Azer Squad: 1d10+10 azers, 1d2 azer fi ghters (level 1d4+1), and 1 leader (level 1d4+2). For the leader’s class, roll d%: cleric 01–30, fi ghter 31–90, wizard 91–100. Bandits: 1d3+2 1st-level warriors and 1d2 leaders (level 1d3). To determine the leaders’ class, roll d%: barbarian 01–10, fi ghter 11–60, rogue 61–100. For the race of the bandit group, roll d%: Human 01–70, half-orc 71–100. Bandits are usually chaotic evil. Barghest Pack: 1d2 barghests and 1d4+4 goblins. Bedine Band: The Bedine are encountered in scouting groups, mounted on camels. Bedine scouts include 1d3+1 1st-level human warriors, 1d2 human rangers (level 1d3+2), and 1 leader (level 1d3+3). For the leader’s class, roll d%: cleric 01–05, ranger 06–25, fi ghter 26–90, sorcerer 91–95, wizard 96–100. Bedine humans are usually chaotic good. Bugbear Band: 1d6+4 bugbears, 1d3 bugbear fi ghters and/or rogues (level 1d3), and 1 bugbear fi ghter/rogue (level 1d4+2). Cloaker Lord Swarm: 1d6+1 cloakers and 1 cloaker lord. Deepspawn Brood: 1 deepspawn and 2d4 spawn. For the race of the spawn, roll d%: chuul 01–10, cloaker 11–30, quaggoth 31–60, minotaur 61–80, umber hulk 81–100. Drider Troupe: 1d2 driders and 1d6+6 Medium monstrous spiders. Drow Scouts: 1d4+2 2nd-level drow fi ghters, 1d2 drow rogues (level 1d3+2), and 1 drow cleric (level 1d3+3). Elf Patrol: 1d6+6 1st-level wood elf warriors, 1d3 wood elf wizards (level 1d3+1), and 1 leader (level 1d4+1). To determine the leader’s class, roll d%: cleric 01–20, druid 21–40, fi ghter 41–50, ranger 51–80, rogue 81–100. Firenewt Marauders: 1d6+4 fi renewts, 1d2 fi renewt clerics (level 1d4), and 1 fi renewt fi ghter (level 1d6+1), all mounted on giant striders. Fungus Patch: 1d3+2 shriekers and 1d3+1 violet fungi. Ghast Pack: 1d3+1 ghasts and 1d6+6 ghouls. Ghostwise Halfl ing Scouts: 1d4+2 1st-level ghostwise halfl ing warriors, 1d2 ghostwise halfl ing rangers (level 1d3+1), and 1d2 ghostwise halfl ing druids (level 1d4+1). 50% chance they are mounted on giant owls. Giant Ant Crew: 1d6+5 workers and 1 soldier. Gnoll Hunters: 1d4+1 gnolls and 1d2 hyenas, led by 1 gnoll ranger (level 1d3+1). Gnoll Warband: 1d6+2 gnolls and 1d4 hyenas, led by 1 gnoll ranger (level 1d6). Goblin War Party: 1d8+4 goblins, 1d2+1 worgs, 1d2+1 goblin fi ghters (level 1d3), 1d2+1 goblin adepts (level 1d3+1), and 1 leader (level 1d4+2). To determine the leader’s class, roll d%: cleric 01–20, rogue 21–80, sorcerer 81–100. Gold Dwarf Patrol: 1d4+4 1st-level gold dwarf fi ghters, 1d4 gold dwarf clerics (level 1d4), 1d2 gold dwarf sorcerers (level 1d4), and 1 leader (level 1d4+2). For the leader’s class, roll d%: cleric 01–20, fi ghter 21–65, paladin 66–75, sorcerer 76–100. Hag Covey: 2 annises, 1 green hag, and 80% chance of 1d8 ogres and 1d4 evil giants. Hill Giant Raiders: 1d4+5 hill giants and 1d3+1 dire wolves. Hobgoblin Raiders: 1d6+3 hobgoblins, 1d2 hobgoblin fi ghters (level 1d2), and 1d2 dire wolves. Hobgoblin War Party: 1d10+5 hobgoblins, 1d3+1 dire wolves, 1d2 hobgoblin fi ghters (level 1d3), and 1 leader (level 1d6+2). For the leader’s class, roll d%: cleric 01–15, fi ghter 16–80, ranger 81–90, wizard 91–100. Kobold Warband: 2d4+8 kobolds, 1d2 dire weasels, and 1 leader (level 1d4). For the leader’s class, roll d%: cleric 01–20, fi ghter 21–45, rogue 46–65, sorcerer 66–100. Lightfoot Halfl ing Scouts: 1d4+4 1st-level lightfoot halfl ing warriors, 1d3+1 dogs, and 1 leader (level 1d3+3). For the leader’s class, roll d%: cleric 01–15, druid 16–20, fi ghter 21–60, ranger 61–70, rogue 7l–90, sorcerer 91–100. Lizardfolk Warband: 1d6+6 lizardfolk, 1d2 lizardfolk druids (level 1d3), and 1 lizardfolk leader (level 1d4+2). For the leader’s class, roll d%: barbarian 01–15, druid 16–75, fi ghter 76–90, ranger 91–100. Locathah Patrol: 1d6+6 locathah, 1d2 locathah barbarians (level 1d3), 1d2 sea cats, and 1 leader (level 1d4+2). For the leader’s class, roll d%: adept 01–10, barbarian 11–85, fi ghter 86–95, ranger 91–100. Merchants: 2d4 1st-level commoners, 2d4 1st-level warriors, and 1d2 leaders (level 1d6). To determine a leader’s class, roll d%: expert 01–20, fi ghter 21–40, rogue 41–90, wizard 91–100. Merchants are usually neutral. Merchant Ship: A sailing ship (see page 132 of the Player’s Handbook) carrying 4d4 1st-level commoners, 1d3+1 experts (level 1d6), and a group of merchants as described above. Merfolk Patrol: 1d10+10 merfolk, 2 3rd-level merfolk fi ghters, and 1 merfolk leader (level 1d4+2). To determine the leader’s class, roll d%: adept 01–20, bard 21–90, cleric 91–100. Militia: 1d6+2 1st-level warriors (the race is noted on the encounter table). Militias match the normal alignment for their race (usually neutral). Naval Patrol: 1d3 sailing ships (see page 132 of the Player’s Handbook), each carrying 4d4 1st-level commoners, 1d3+1 experts, 3d6+6 1st-level warriors, 1d4 2nd-level fi ghters, and 1d2 4th-level fi ghters. The race is noted on the encounter table. Nomads: 1d4+2 1st-level human warriors and 1d2 leaders (level 1d4). For the leaders’ classes, roll d%: barbarian 01–15, cleric or druid 16–30, fi ghter 31–45, ranger 46–90, rogue 91–95, sorcerer 96–100. Nomads might be Shaaryan humans (all mounted on light warhorses), loxo, or thri-kreen. NPC Party: The party consists of 1d3+2 NPCs. To determine the level of the NPCs, roll d%: 01–50, 1d4 levels lower than the average PC level, 51–85, same level as the average PC level; 86–100, 1d4 levels higher than the average PC level. Determine the class, race, and alignment of each character by using the NPC Generation tables on the FORGOTTEN REALMS Dungeon Master’s Screen (or the Dungeon Master’s Guide). Ogre Mage Raiders: 1d2 ogre mages and 1d3+1 ogres. Orc Patrol: 1d4+4 orcs, 1d2 orc barbarians (level 1d3), and 1 leader (level 1d4+2). For the leader’s class, roll d%: barbarian 01–30, cleric 31–45, fi ghter 46–85, rogue 86–90, sorcerer 91–100. 620_17929_Ch6.indd 80 8/2/04 2:12:18 PM

CAMPAIGNS 81 Orc Raiders: 1d10+5 orcs and 1d3+1 orc barbarians (level ld3). Orc Squad: 1d10+10 orcs, 1d3 orc fi ghters (level 1d4), and 1 orc leader (level 1d4+2). For the 1eader’s class, roll d%: barbarian 01–30, cleric 31–45, fi ghter 46–80, ranger 81–85, rogue 86–90, sorcerer 91–100. Patrol: 1d4+2 warriors (level 1d2) and 1 leader (level 1d6+1). The race of the patrol and class of the leader are noted on the encounter table. Patrols match the normal alignment for their race (usually neutral). Pilgrims: 3d4 1st-level commoners, 2d4 1st-level warriors, and 1d2 leaders (level 1d3). For the leaders’ classes, roll d%: Cleric 01–70, fi ghter 71–95, paladin 96–100. Pilgrims in the South are usually humans, half-elves, or half-orcs, and they are usually neutral. Pirate Ship: A sailing ship (see page 132 of the Player’s Handbook) carrying 1d10+10 1st-level commoners, 1d6+6 1st-level warriors, and 1d4+2 NPC leaders (level 1d6). Pirates are usually chaotic evil. To determine the classes of the leaders, roll d%: Barbarian 01–10, cleric 11–25, fi ghter 26–65, rogue 66–95, sorcerer 96–100. Pirates in the South are usually human or half-orc. Rangers: 1d4 warriors (level 1d2), 1d2 rangers (level 1d4), and 1 leader (level 1d4+3). To determine the leader’s class, roll d%: cleric 01–10, druid 11–40, fi ghter 41–50, ranger 51–100. In the Channath Vale, these characters are usually humans or wood elves. In the Forest of Amtar, they’re usually humans, wild elves, or half-elves. In the Great Rift, the characters are dwarves or gnomes. In Halruaa, they’re usually humans, elves, or half-elves. In the Lluirwood, Southern Lluirwood, and Luiren, they’re usually halfl ings. In the Shaar, they’re usually humans, loxo, or thri-kreen. In the Toadsquat Mountains, they’re usually humans, halfl ings, or dwarves. The band is usually neutral good, although rangers encountered in the Channath Vale or Toadsquats may be neutral evil instead (50% chance). River Bandits: 1d6+6 1st-level warriors and 1d3 leaders (level 1d4). For the leaders’ classes, roll d%: barbarian 01–10, bard 11–15, cleric 16–40, fi ghter 41–55, rogue 56–80, sorcerer 81–85, wizard 86–100. All are aboard a keelboat (see page 132 of the Player’s Handbook). River bandits are usually chaotic evil. For the race of the bandit group, roll d%: human 01–70, half-elf 71–100. Sahuagin Patrol: 1d8+8 sahuagin, 1d2 Large sharks, and 1 3rd-level sahuagin lieutenant. For the lieutenant’s class, roll d%: cleric 01–20, fi ghter 21–40, ranger 41–95, sorcerer 96–100. Siv Squad: 1d6+6 sivs, 1d4+1 2nd-level siv monks, and 1 siv leader (level 1d3+2). For the leader’s class, roll d%: cleric 01–10, fi ghter 11–20, monk 21–85, ranger 86–90, wizard 91–100. Slavers: 1d4+3 1st-level warriors, 1d2 fi ghters (level 1d4), 1d2 rogues (level 1d4), and 2d8 captives, who are typically 1st-level human commoners. Slavers are usually neutral evil. For the race of the slavers, roll d%: gnoll 1–10, half-orc 11–25, human 26–85, wererats 86–100. Stinger Hunters: 1d4+2 stingers and 1 stinger cleric (level 1d3+1). Strongheart Halfl ing Patrol: 1d6+6 1st-level strongheart halfl ing warriors, 1d2 strongheart halfl ing clerics (level 1d3), 1d2 strongheart halfl ing fi ghters (level ld3), and 1 leader (level 1d4+2). For the leader’s class, roll d%: bard 01–05, cleric 06–25, fi ghter 26–45, ranger 46–70, rogue 71–95, wizard 96–100. Tasloi Warband: 2d8+4 tasloi, 1d4+2 tasloi leaders (level 1d3+1), and the same number of dire rats. For the leaders’ class, roll d%: adept 01–10, barbarian 11–20, cleric 21–40, fi ghter 41–60, rogue 61–100. Triton Patrol: 1d6+5 tritons mounted on porpoises. Vampire Troupe: 1d2 vampires and 1d4+1 vampire spawn. Werebear Troupe: 1d3+1werebears and 1d4 brown bears. Wereboar Troupe: 1d3+1 wereboars and 1d4+1 boars. Wererat Troupe: 1d4+1 wererats and 1d4+4 dire rats. Werewolf Troupe: 1d4+1 werewolves and 1d4+4 wolves. Wild Elf Hunters: 1d4+2 1st-level wild elf warriors and 1d3 wild elf rangers (level 1d6). Yuan-ti Patrol: 1d3+1 purebloods, 1d2 halfbloods, and 1d2 abominations. TABLE 6–2: THE CHANNATH VALE (WARM HILLS, FRONTIER) (EL 1–13) d% d% Number Day Night Encounter Encountered — 01 Abishai, green (devil)MC 1d2 — 02–03 Allip 1 01 04 Ankheg 1 02 05 Aranea 1d3+3 03–05 — Baboon (animal) 2d4+2 06–07 06–09 Bandits See groups 08 10–11 BeguilerSS 1d4 09–10 12–14 Bugbear band See groups 11 15 Bulette 1 12–14 16 Centaur 2d4 15 — Chimera 1 — 17–18 DarkenbeastMC 1d2+2 16–17 19 Dire ape 1 18–19 20 Dire boar 1 20 21 Displacer beast 1d2 21 22 Doppelganger 1 22 23 Dragon, young adult bronze 1 23 24 Dragon, young green 1 24 25 Dragon, young adult rattelyrSS 1 25 26–27 Ettercap 1d2 26–27 28–29 Gargoyle 1d4 — 30 Ghast (ghoul) 1d2 — 31–33 Ghoul 1d3+1 28–30 — Giant eagle 1d2 — 34–36 Giant owl 1d2 31–32 37 Girallon 2d3 33–35 38–40 Gnoll hunters See groups 36–37 41–42 Gnoll warband See groups 38 43 Green warderMC 1 39–40 — Griffon 1d2 41 44–46 Hill giant 1d3+1 42–43 — Hippogriff 1d4 44 47–48 Hobgoblin war party See groups 620_17929_Ch6.indd 81 8/2/04 2:12:23 PM

CAMPAIGNS 82 45–46 49 HybsilMC 2d3+10 47–48 50–51 Hyena (animal) 2d8 49 52 Krenshar 1d2 50 53–54 LeucrottaMC 1d4 51–53 55 Lion (animal) 1 or 2d4 54–59 56–58 Merchants See groups — 59 Mohrg 1 — 60–62 Night hunter (deep bat)MC 2d6 60–63 63–65 NPC party See groups 64–65 66–68 NythMC 1 66–67 69–71 Ogre 1d3+1 68 72–74 Orc 2d4+2 69–74 75–76 Patrol (Shaaryan and See groups Tashalan humans led by a ranger) 75–77 — PerytonMC 1d4 78 77 Phase spider 1 79–82 78–79 Pilgrims See groups 83–84 — PterafolkMC 1d20+10 85–89 80–81 Rangers See groups 90–91 82 Satyr 1 — 83–84 Shadow 1 — 85–86 Sinister (deep bat)MC 1d6+1 — 87–88 Skeleton, 1 HD 2d4 92–94 89 Slavers See groups — 90 Spectral pantherMC 1 — 91 Spectre 1 95–96 92 Tall moutherSS 1d3+2 — 93 Vampire spawn 1d2 97–98 94 Wereboar (lycanthrope) 1 99–100 95 Weretiger (lycanthrope) 1 — 96–97 Wight 1 — 98 Wraith 1 — 99–100 Zombie, 2 HD 1d4+2 TABLE 6–3: DAMBRATH (WARM PLAINS, FRONTIER) (EL 1–15) d% d% Number Day Night Encounter Encountered — 01 Abishai, blue (devil)MC 1d2 — 02 Allip 1 01–03 03–04 Ankheg 1 04–05 05 Aranea 1d4+2 06–09 06–10 Bandits See groups — 11 Beast of MalarMC 1 10–12 12–13 BeguilerSS 1d4 13–14 14 Behir 1 15–17 15–16 Behir, HalruaanSS 1d2 — 17–19 Bonebat (deep bat)MC 2d4 18–19 20 Bulette 1 20–21 — Criosphinx 1 22 21–22 Dark naga 1 — 23–25 DarkenbeastMC 1d2+2 — 26–27 Dire bat 1d2 23–24 28 Doppelganger 1 25 29 Draegloth (half-fi end)MC 1 26 30 Dragon, young adult blue 1 27 31 Dragon, young adult rattelyrSS 1 28 32 Dragon, juvenile red 1 — 33–34 Ghast (ghoul) 1d2 — 35 Ghost 1 — 36–38 Ghoul 1d3+1 29–31 39–41 Giant fi re beetle (vermin) 2d4 32–36 42–45 Gnoll hunters See groups 37–38 46 Gnoll warband See groups 39–40 47 Gorgon 1 41–44 48 Hairy spiderMC 2d10 45–46 49–50 Hill giant raiders See groups 47–50 51 Horse, light (animal) 4d6 51–52 52–53 Hyena (animal) 2d8 53 54 Krenshar 1d2 54 55 Lamia 1d2 55–56 56 Lion (animal) 1 or 2d4 57–58 57 Lizardfolk warband See groups 59–61 — MantimeraSS 1 — 58 Mohrg 1 62–64 59–60 Monstrous spider, Med. (vermin) 1d4+1 65–66 61 MyrlocharMC 1 — 62–64 Night hunter (deep bat)MC 2d6 67 65 NishruuMC 1 68–70 66–67 NPC party See groups 71–73 68–69 NythMC 1 74–80 70–72 Patrol (half-drow led by See groups a Crinti shadow marauder) 81–82 — PerytonMC 1d4 83–85 73–74 Phase spider 1d4+1 86–87 75–76 Rat swarm 1 — 77 Shadow 1 — 78–79 Sinister (deep bat)MC 1d6+1 — 80–81 Skeleton, 1 HD 2d4 — 82 Spectral pantherMC 1 — 83 Spectre 1 88 — Spider eater 1 89–92 84–87 Spider swarm 1 — 88 Vampire spawn 1d2 93–95 89–91 Wererat (lycanthrope) 1d4+1 — 92 Wight 1 — 93 Wraith 1 96–99 94–97 Wyvern 1d2 100 98 Yochlol (demon)MC 1 — 99–100 Zombie, 2 HD 1d4+2 TABLE 6–4: DURPAR, ESTAGUND, AND VAR THE GOLDEN (WARM PLAINS, SETTLED) (EL 1/4–15) d% d% Number Day Night Encounter Encountered 01–02 — Aarakocra patrolMC See groups — 01 Abishai, blue (devil)MC 1d2 03 02 Air genasi (planetouched)MC 1 04 — Androsphinx 1 620_17929_Ch6.indd 82 8/2/04 2:12:28 PM

CAMPAIGNS 83 05–06 — Asabi scoutsMC See groups 07 03–04 Babau (demon) 1 08–09 — Baboon (animal) 2d4+2 10–12 05–10 Bandits See groups 13–14 11–12 Bedine band See groups 15–16 13–14 BeguilerSS 1d4 17–18 15–16 Behir, HalruaanSS 1d2 19–21 17–18 Camel (animal) 2d3 22–23 — Cheetah (animal) 1d3 24 19 Cockatrice 1d2 25 20–21 Cyclops (giant)SS 1d4+1 26–27 22–23 Dire rat 1d10+10 28 24 Displacer beast 1d2 29 25 Doppelganger 1 30 26 Dragon, young adult red 1 31 27 Dragon, juvenile gold 1 32 28 Dragon, young adult brownMC 1 — 29–31 Dretch (demon) 1d4 33 32 Earth genasi (planetouched)MC 1 34–35 33 Elephant (animal) 1d4+1 36 34 Fiendish dire rat 1 37 35 Firenewt maraudersMC See groups 38–39 36–37 Flying snakeRF 2d4 40–41 38–40 Gargoyle 1d4 — 41 Ghost 1 42–43 42 Giant praying mantis (vermin) 1d3 44 43 Gorgon 1 45 44 Half-dragon creature 1 46 45 Half-fi end creature 1 47–48 46–47 Hill giant raiders See groups 49–50 48–49 Hyena (animal) 2d8 51–52 50–51 Janni (genie) 1 53 52 Lammasu 1 54–55 53–54 Lion (animal) 1 or 2d4 56–57 55–56 Locust swarm 1 58–59 — MantimeraSS 1 60–64 57–59 Merchants See groups 65–68 60–62 Militia (human) See groups 69–70 63 Monitor lizard (animal) 1 71 64 Monstrous scorpion, Small (vermin) 1d4+1 72–73 65 Nomads See groups 74–77 66–68 NPC party See groups 78–79 69–72 Orc 2d4+2 80–81 73–76 Orc raiders See groups 82–85 77–79 Patrol (Durpari humans, See groups gnomes, and dwarves led by a Maquar crusader) 86–88 80 Pilgrims See groups 89 — PterafolkMC 1d20+10 90–91 81 Rhinoceros (animal) 1d4+1 92 — Roc 1d2 — 82–85 Skeleton, 1 HD 2d4 93–94 86–88 Slavers See groups 95–96 89 StarsnakeSS 1 97 90 Stone giant 1d3+1 98 — Tressym (animal)FR 1 — 91–92 Vampire spawn 1d2 — 93 Vampire troupe See groups 99–100 94–95 Wererat (lycanthrope) 1d4+1 — 96 Wraith 1 — 97–100 Zombie, 2 HD 1d4+2 TABLE 6–5: DUSTWALL AND GIANT’S BELT MOUNTAINS (WARM HIGH MOUNTAINS, DESOLATE) (EL 2–19) d% d% Number Day Night Encounter Encountered 01–03 — Aarakocra patrolMC See groups — 01–02 Abishai, blue (devil)MC 1d2 — 03–04 Abishai, red (devil)MC 1d2 04–06 05–06 Athach 2d4 07 07–09 Beholder 1 08–11 10–12 Bugbear 1d3+1 12–13 13–14 Bugbear band See groups 14–15 15–16 Cloud giant 1d2 16–19 17–19 Cyclops (giant)SS 1d4+1 20 20–21 Death kiss (beholderkin)MC 1 21 22 Djinni (genie) 1 — 23 DracolichFR 1 22 24 Dragon, adult red 1 23 25 Dragon, adult silver 1 24 26 Dragon, old deepMC 1 25 27 Dragon, old copper 1 26–28 28–30 DragonkinMC 2d4 — 31 Dread wraith 1 29 32 Efreeti (genie) 1 30–32 33–35 Ettin 1d3+1 33–34 36–37 Fire giant 1d3+1 35–36 38 Firenewt maraudersMC See groups 37–39 39–43 Gargoyle 1d4 40 44–46 Ghour (demon)MC 1 41–43 — Giant eagle 1d2 44–46 — Girallon 2d3 47–48 47 Gold dwarf patrol See groups 49–50 48–49 Gray render 1 51–54 50–53 Hill giant 1d3+1 55–57 54–56 Hill giant raiders See groups 58–60 57–59 Hobgoblin raiders See groups 61–62 60–61 Hobgoblin war party See groups 63 62 Janni (genie) 1 64–65 63–64 NPC party See groups 66–68 65–67 Ogre 1d3+1 69–70 68–69 Ogre mage 1d2 71–72 70–71 Ogre mage raiders See groups 73–75 72–74 Orc 2d4+2 76–79 75–78 Orc patrol See groups 80–83 79–82 Orc raiders See groups 84–86 83–85 Orc squad See groups 87–89 86 PerytonMC 1d4 90 87–88 Rakshasa 1 91–92 — Roc 1d2 93–94 89–90 Stone giant 1d4+1 620_17929_Ch6.indd 83 8/2/04 2:12:32 PM

CAMPAIGNS 84 95 91 Storm giant 1d2 — 92 Vampire 1 — 93–94 Vampire spawn 1d2 — 95 Vampire troupe See groups — 96–97 Wraith 1 96–98 98–99 Wyvern 1d2 99–100 100 Yrthak 1 or 1d3+1 TABLE 6–6: FOREST OF AMTAR (WARM FOREST, WILDERNESS) (EL 1/4–15) d% d% Number Day Night Encounter Encountered — 01 Abishai, green (devil)MC 1d2 01–02 — Ape (animal) 2d4 03–04 02–03 Assassin vine 1d2 05–06 — Baboon (animal) 2d4+2 07–08 — Badger (animal) 1d2+3 09–10 04–06 Bandits See groups 11 07 Belker 1 12–13 — Black bear (animal) 1d3 14–15 08 Boar (animal) 2d3 16–17 09 Centaur 2d4 18 10–11 Chaos beast 1 19–20 12 Constrictor snake (animal) 1d2 21–22 13–14 Dark treeSS 1 23 15 Deepspawn broodMC See groups 24 16 Destrachan 1 25 17 Dire ape 1 26 18 Dire badger 1d2 27 19 Dire bear 1 28 20 Dire boar 1 29 21 Dire tiger 1 30 22 Dragon, adult green 1 31 23 Dragon, adult silver 1 — 24–25 Drow scouts See groups 32 26 Dryad 1 33 27 Eyeball (beholderkin)MC 1d4 34–35 28 Flying snakeRF 2d4 36 29 Fungus patch See groups 37–38 30–31 Giant bombardier beetle (vermin) 1d4+2 39–40 32–33 Giant constrictor snake (animal) 1d2 — 34–35 Giant owl 1d2 41–42 36–37 Giant stag beetle (vermin) 1d4+1 43–45 38–39 Girallon 2d3 46–48 40–43 Gnoll 2d4+2 49–50 44–46 Gnoll hunters See groups 51–52 47–48 Gnoll warband See groups 53 49 Gold dwarf patrol See groups 54 50 Green warderMC 1 55 51 Grig (sprite) 1d3+1 56–57 52–54 Hill giant raiders See groups 58 55 HybsilMC 2d3+10 59 IbrandlinMC 1 60–61 — Leopard (animal) 1d3+1 62–63 56–57 Monitor lizard (animal) 1 64 58 Monstrous centipede, 1 Gargantuan (vermin) 65 59 Monstrous spider, Large (vermin) 1d4+1 66–67 60 NPC party See groups 68 61 Nymph 1d2 69 62 NythMC 1 70–71 63–64 Ogre 1d3+1 72 65 Ogre mage 1d2 73 66 Ogre mage raiders See groups 74 67 Owlbear 1 75 68 Pixie (sprite) 1d3+1 76–77 69 Rangers See groups 78 70 Roper 1 79 71 Satyr 1 — 72–73 Shadow 1 80 74 Shambling mound 1 81 75 Shocker lizard 1d2 — 76–77 Skeleton, 1 HD 2d4 82 78 Snake, winged viper (animal)FR 1 83 — Spider eater 1 84–85 79–80 Tall moutherSS 1d3+2 86 81–82 TasloiSS 1d6+3 87 83 Tendriculos 1d3 88–89 — Tiger (animal) 1d3 90 84 Treant 1 91 85 Tressym (animal)FR 1 92 86 Vrock (demon) 1 93 87 Werebear (lycanthrope) 1 94 88 Wereboar (lycanthrope) 1 95 89 Weretiger (lycanthrope) 1 — 90–91 Wight 1 96–97 92 Wild elf hunters See groups — 93 Will-o’-wisp 1d2+2 98–99 94–95 Wolf (animal) 2d4 — 96–97 Wraith 1 100 98 Yuan-ti patrol See groups — 99–100 Zombie, 2 HD 1d4+2 TABLE 6–7: GNOLLWATCH MOUNTAINS (WARM LOW MOUNTAINS, FRONTIER) (EL 2–15) d% d% Number Day Night Encounter Encountered — 01 Abishai, red (devil)MC 1d2 01–02 02–03 Aranea 1d3+3 03–06 04–07 Bandits See groups 07–08 08 Behir 1 — 09–10 Dark naga 1 09 11 Deepspawn broodMC See groups 10 12 Dire bear 1 11 13–15 Draegloth (half-fi end)MC 1 12 16 Dragon, adult blue 1 13 17 Dragon, adult rattelyrSS 1 14 18 Dragon, young adult red 1 15 19 Dragon, adult bronze 1 16 20 DragonkinMC 2d4 620_17929_Ch6.indd 84 8/2/04 2:12:36 PM

CAMPAIGNS 85 — 21–23 Dread Wraith 1 — 24–26 Drider 1 — 27–28 Drider troupe See groups — 29–31 Drow scouts See groups 17 32 Ettin 1d3+1 18–21 — Giant eagle 1d2 22–26 33–37 Gnoll 2d4+2 27–32 38–43 Gnoll hunters See groups 33–41 44–52 Gnoll warband See groups 42 53 Gray render 1 — 54–56 Greater shadow 1 43–45 — Griffon 1d2 46–49 57–61 Hill giant 1d3+1 50–52 62–65 Hill giant raiders See groups 53–54 66–67 Hyena (animal) 2d8 55–57 68–69 Lightfoot halfl ing scouts See groups 58–60 — MantimeraSS 1 61–63 70–72 Monstrous spider, Large (vermin) 1d4+1 64–65 73–75 MyrlocharMC 1 66–69 76–77 NPC party See groups 70–71 78–79 Ogre 1d2+2 72–77 80–82 Patrol (gnolls and See groups half-drow led by a ranger) 78–79 83–84 Phase spider 1d4+1 80–82 — Roc 1d2 83–85 85 Slavers See groups — 86–88 Spectre 1 86 89 Stone giant 1d4+1 87–88 90–91 Storm giant 1d2 89–92 92–93 Wyvern 1d2 93–94 94–95 Xorn, average 1 95 96 Xorn, elder 1 96–97 97–99 Yochlol (demon)MC 1 98–100 100 Yrthak 1 or 1d3+1 TABLE 6–8: THE GREAT RIFT (WARM HILLS, FRONTIER) (EL 1/2–19) d% d% Number Day Night Encounter Encountered 01–04 — Aarakocra patrolMC See groups 05–07 01 Baboon (animal) 2d4+2 08–10 02 Badger (animal) 1d2+2 — 03–14 Bat swarm 1 11 15 BeguilerSS 1d4 12–19 16–22 Bison (animal) 5d6 20–21 23 Black bear (animal) 1d3 22–24 24–25 Boar (animal) 2d3 25–26 26 Brown bear (animal) 1d3 27–28 27 Cheetah (animal) 1d3 — 28–32 DarkenbeastMC 1d2 29 33 Dragon, very old blue 1 30–31 34–37 Flying snakeRF 2d4 32 38 Giant ant crew See groups 33–35 — Giant eagle 1d2 36–37 39–40 Giant fi re beetle (vermin) 1d6+5 38–39 41–42 Giant praying mantis (vermin) 1d3 40–41 43–44 Giant stag beetle (vermin) 1d4+1 42–43 — Giant wasp (vermin) 2d4 44–49 45–49 Gold dwarf patrol See groups 50–54 50–52 Griffon 1d2 55–57 53–54 Hippogriff 1d4 58–59 55 Horses, light (animal) 4d6 60–64 56–59 Hyena (animal) 2d8 65–66 60 Leopard (animal) 1d3+1 67–69 61–62 Lion (animal) 1 or 2d4 70–73 63–65 Lynx (animal)RF 1d2 74–75 66–67 Monitor lizard (animal) 1 76 68 Monstrous scorpion, Med. (vermin) 1d2 — 69–73 Night hunter (deep bat)MC 2d6 77–79 74–76 NPC party See groups 80–81 77–78 NythMC 1 82–88 79–84 Patrol (gold dwarf See groups griffon riders led by a fi ghter) 89 — PerytonMC 1d4 90–93 85–90 Rangers See groups 94–96 91 Rhinoceros (animal) 1d4+1 — 92–96 Sinister (deep bat)MC 1d6+1 97–98 97–98 Snake, Large viper (animal) 1 99–100 99–100 Wyvern 1d2 TABLE 6–9: GREAT SEA COASTAL WATERS (WARM AQUATIC [OCEAN], FRONTIER) (EL 1–15) d% d% Number Day Night Encounter Encountered 01–02 01–02 Aquatic elf patrol See groups 03–06 03–06 Baleen whale (animal) 1d3 07–09 07–09 Cachalot whale (animal) 1d2 10 10 Dire shark 1 11 11 Dragon, adult bronze 1 12–14 12–14 Dragon turtle 1 15 15 Giant octopus (animal) 1 16 16 Giant squid (animal) 1 17–18 17–18 Kapoacinth (gargoyle) 1d4 19 19 Kraken 1 20–22 20–22 Kuo-toa 2d3+1 23–24 23–24 Lacedon (ghoul) 1d4+1 25–26 25–26 Locathah patrol See groups 27–30 27–30 Manta ray (animal) 1d3 31–39 31–37 Merchant ship See groups 40–43 38–39 Merfolk patrol See groups 44–45 40–42 Merrow (ogre) 1d3+1 46–52 43–46 Naval patrol* See groups 53 47 Nixie (sprite) 1d3 54–57 48–49 NPC party See groups 58–60 50–52 Octopus (animal) 1 61–66 53–60 Pirate ship See groups 67–70 61–63 Porpoise (animal) 2d4+2 71–72 64–65 Sahuagin patrol See groups 73–76 66–67 Sea cat 1d8+4 77 68–70 Sea hag 1 620_17929_Ch6.indd 85 8/2/04 2:12:40 PM

CAMPAIGNS 86 78–79 71–73 Shark, Huge (animal) 1d4 80–82 74–78 Shark, Large (animal) 1d8 83–86 79–85 Shark, Medium (animal) 2d4+4 87–90 86–89 Squid (animal) 1d6+5 91 90 Storm giant 1 92 91 Tojanida, adult 1 93 92 Tojanida, elder 1 94 93 Tojanida, juvenile 1 95–98 94–95 Triton patrol See groups 99 96–98 Water naga 1 100 99–100 Wereshark (lycanthrope)MC 1 *Humans (ethnicity of nearest coast) led by a fi ghter. TABLE 6–10: HALRUAA (WARM PLAINS, SETTLED) (EL 1/4–12) d% d% Number Day Night Encounter Encountered — 01 Allip 1 01 02 Ankheg 1 02 03 Assassin vine 1d2 03–05 04–08 Bandits See groups 06 09 Barghest 1 — 10–15 Bat swarm 1 07–08 16–17 BeguilerSS 1d4 09 18 Behir 1 10–12 19–21 Behir, HalruaanSS 1d2 13–15 — Bison (animal) 5d6 16–17 22–23 Black bear (animal) 1d3 18–19 24–25 Boar (animal) 2d3 20 — Cheetah (animal) 1d3 — 26 Cloaker lord swarmMC See groups 21–22 27–28 Constrictor snake (animal) 1d2 23–25 29–31 Dog (animal) 2d3+2 26 32 Doppelganger 1 27 33 Doppelganger, greaterMC 1 28 34 Dragon, juvenile brass 1 29 35 Dragon, young adult brownMC 1 30 36 Dragonne 1 31–32 — Elephant (animal) 1d4+1 33–35 37–39 Flying snakeRF 2d4 36–37 40–41 Gargoyle 1d4 — 42 Ghast (ghoul) 1d2 — 43 Ghost 1 — 44–45 Ghoul 1d3+1 38–41 46–49 Giant ant crew See groups 42–44 — Giant bee (vermin) 2d4+2 45 50 Giant constrictor snake (animal) 1d2 46 — Giant eagle 1d2 — 51–53 Giant owl 1d2 47 54 Homunculus 1 48–50 55–57 Hound, mastiff (animal)RF 2d4 51 58 IbrandlinMC 1 52 59 Invisible stalker 1 53–54 — Leopard (animal) 1d3+1 55–57 60–62 Locust swarm 1 58–59 — Lynx (animal)RF 1d2 60 — MantimeraSS 1 61–68 63–65 Merchants See groups 69–74 66–69 Militia (human) See groups 75 70 Monitor lizard (animal) 1 — 71–72 Night hunter (deep bat)MC 2d6 — 73 NishruuMC 1 76–77 74–75 NPC party See groups 78–83 76–78 Patrol (Halruaan See groups humans led by a wizard) 84 79 Pseudodragon 1 85–86 80–82 Rangers See groups 87–88 — Rhinoceros (animal) 1d4+1 — 83–85 Sinister (deep bat)MC 1d6+1 89–90 86–88 Snake, winged viper (animal)FR 1 91–92 89–90 Snake, Medium viper (animal) 1 93–95 91–92 StarsnakeSS 1 96–97 93–94 Tressym (animal)FR 1 — 95 Vampire spawn 1d2 — 96 Vampire troupe See groups 98 97 Wereboar (lycanthrope) 1 99 98 Werewolf (lycanthrope) 1d3 — 99 Wraith 1 00 00 Yuan-ti patrol See groups TABLE 6–11: LAKE HALRUAA (WARM AQUATIC [RIVER/LAKE], FRONTIER) (EL 1–14) d% d% Number Day Night Encounter Encountered 01 — Aarakocra patrolMC See groups 02 — Chimera 1 03–04 01–02 Crocodile (animal) 1 or 2d4 — 03–05 Dire bat 1d2 05 06 Dragon, adult black 1 06 07 Dragon turtle 1 07–08 08 Flying snakeRF 2d4 — 09–10 Ghost 1 09 11 Giant bee (vermin) 2d4+2 10 12 Giant crocodile (animal) 1 or 2d4 11–12 — Giant eagle 1d2 13 13–14 Harpy 2d3+2 14–15 — Hippogriff 1d4 16–17 15–17 Kapoacinth (gargoyle) 1d4 18 18–20 Kir-lanan (gargoyle)FR 1d4+1 — 21–22 Lacedon (ghoul) 1d4+1 19–20 — Manticore 1 21–22 — MantimeraSS 1 23–28 23–25 Merchant ship See groups 29–30 26–28 Merrow (ogre) 1d3+1 31–36 29–31 Naval patrol* See groups — 32–34 Night hunter (deep bat)MC 2d6 37–38 35 Nixie (sprite) 1d3 39–42 36–38 NPC party See groups 43–44 39–40 NythMC 1 45–47 41–43 River bandits See groups 620_17929_Ch6.indd 86 8/2/04 2:12:44 PM

CAMPAIGNS 87 48–50 44–45 Shocker lizard 2d6 — 46–47 Sinister (deep bat)MC 1d6+1 51–52 48–49 Snake, Medium viper (animal) 1 53 50 Snake, Large viper (animal) 1 54–55 51–52 StarsnakeSS 1 56–58 53–55 Stirge 2d4+2 59 56 Tojanida, adult 1 60 57 Tojanida, elder 1 61 58 Tojanida, juvenile 1 62–63 59 Water naga 1 — 60–61 Will-o’-wisp 1d2+2 — 62–63 Wraith 1 64–100 64–100 Roll on Table 6–10: Halruaa *Halruaan humans in a skyship, led by a wizard. TABLE 6–12: LLUIRWOOD (WARM FOREST, FRONTIER) (EL 1/4–19) d% d% Number Day Night Encounter Encountered 01–02 01–02 Assassin vine 1d2 03–04 03–04 Athach 2d4 05–08 05–06 Bandits See groups 09–10 — Black bear (animal) 1d3 11–12 07–08 Blink dog 2d4+2 13–14 09 Boar (animal) 2d3 15–16 10–12 Bugbear band See groups 17–18 13 Centaur 2d4 19 14 Choker 1 20 15–17 Dark naga 1 21–22 18–19 Dark treeSS 1 23–24 20–21 Digester 1d4+2 25 22 Dragon, adult black 1 26 23 Dragon, old copper 1 27 24 Dryad 1 28–30 25–26 Elf patrol See groups 31–32 27–28 Ettercap 1d2 — 29 Ghost 1 33–37 30–33 Ghostwise halfl ing scouts See groups 38–39 34–35 Giant bombardier beetle (vermin) 1d4+2 — 36–39 Giant owl 1d2 40 40 Gray render 1 — 41–42 Grimlock 1d3+1 41 43–45 Hag covey See groups 42–43 46–47 Harpy 2d3+2 44–47 48–51 Hobgoblin raiders See groups 48–50 52–54 Hobgoblin war party See groups 51–53 55–56 HybsilMC 2d3+10 54–56 57 Lynx (animal)RF 1d2 57 58 Monstrous spider, Large (vermin) 1d4+1 58–62 59–62 NPC party See groups 63–66 63–66 Ogre 1d3+1 67–68 67–68 Ogre mage 1d2 69 69 Ogre mage raiders See groups 70–75 70–73 Patrol (strongheart and See groups lightfoot halfl ings led by a druid) 76–77 74 Pegasus 1d2 78 75 Pixie (sprite) 1d2 79–82 76–78 Rangers See groups 83 79 Spider eater 1 84–85 80–81 Stirge 2d4+2 86–87 82–83 Tiger (animal) 1q 88–92 84–88 Tall moutherSS 1d3+2 93 89–90 TasloiSS 1d6+3 94 91 Treant 1 95–96 92–93 Tressym (animal)FR 1 97–98 94 Unicorn 1 — 95 Vampire spawn 1d2 99–100 96 Weretiger (lycanthrope) 1 — 97 Wight 1 — 98 Wraith 1 — 99–100 Zombie, 2 HD 1d4+2 TABLE 6–13: LUIREN (WARM PLAINS, SETTLED) (EL 1/4–11) d% d% Number Day Night Encounter Encountered 01 01 Ankheg 1 02 02 Assassin vine 1d2 03–04 03–06 Bandits See groups — 07–11 Bat swarm 1 05 12 Black bear (animal) 1d3 06–08 13 Blink dog 2d4+2 09–10 14–15 Centipede swarm 1 11–12 16–18 Dire rat 1d0+10 13 19 Dire weasel 1d2 14–18 20–21 Dog (animal) 2d3+2 19 22 Dragon, juvenile green 1 20 23 Dragon, young adult copper 1 21–22 24 Elf patrol See groups 23–25 25–27 Flying snakeRF 2d4 26–27 28–29 Gargoyle 1d4 — 30 Ghost 1 28–30 31–33 Ghostwise halfl ing scouts See groups — 34 Ghoul 1d3+1 31–34 35–37 Giant ant crew See groups 35–36 38–39 Giant fi re beetle (vermin) 2d4 37–38 — Giant wasp (vermin) 2d4 39–41 40 Hound, mastiff (animal)RF 2d4 42–43 41–43 Kobold 4d4+4 44 44 Kobold warband See groups 45–47 45–47 Locust swarm 1 48 — MantimeraSS 1 49–53 48–50 Merchants See groups 54–58 51–55 Militia (halfl ing) See groups 59 56 Monstrous scorpion, Sm. (vermin) 1d3+1 — 57–59 Night hunter (deep bat)MC 2d6 60–64 60–62 NPC party See groups 65–66 63–64 NythMC 1 67–68 65–67 Ogre 1d3+1 620_17929_Ch6.indd 87 8/2/04 2:12:48 PM

CAMPAIGNS 88 69–75 68–73 Patrol (strongheart See groups halfl ings led by a Luiren marchwarden) 76–77 74–75 Phase spider 1d4+1 78–81 76 Pilgrims See groups 82–86 77–80 Rangers See groups 87–89 81–83 Rat swarm 1 — 84–85 Skeleton, 1 HD 2d4 90–91 86–88 Slavers See groups 92–94 89–91 Tall moutherSS 1d3+2 95 92 Tiger (animal) 1 96 93 Tressym (animal)FR 1 97 94–95 Wereboar (lycanthrope) 1 98 96–97 Wererat (lycanthrope) 1d4+1 99 98–99 Wyvern 1d2 100 100 Yuan-ti patrol See groups TABLE 6–14: RETHILD, THE GREAT SWAMP (WARM MARSH, WILDERNESS) (EL 1–14) d% d% Number Day Night Encounter Encountered 01 01 AballinMC 1 — 02 Abishai, black (devil)MC 1d2 — 03 Abishai, green (devil)MC 1d2 02–03 04–05 Assassin vine 1d2 04 — Avoral (guardinal) 1 05 06 Behir 1 06–07 07–08 Behir, HalruaanSS 1d2 08–11 09–10 BullywugMC 2d4 12 11–12 Chuul 1d2 13 13 Crawling clawMC 4d6 14–16 14 Crocodile (animal) 1 or 2d4 17–18 15–17 Dark naga 1 19–20 18–19 Dark treeSS 1 — 20–21 DarkenbeastMC 1d2+2 — 22–23 DeathfangRF 1 21 24 Deepspawn broodMC See groups — 25–26 Dire bat 1d2 22 27 Dragon, mature adult black 1 23 28 Dragon, young adult black 1 24 29 Dragon, young adult green 1 25–27 30 Flying snakeRF 2d4 28 31 Fog giantMC 1d4+1 — 32–33 Ghast pack See groups 29–30 34 Giant crocodile (animal) 1 or 2d4 31 35 Gibbering mouther 1 32–33 36–37 Guardian naga 1 34 38 GulguthydraMC 1 35 39–40 Hag covey See groups 36–37 41 Harpy 2d3+2 38–39 42–43 Kapoacinth (gargoyle) 1d4 — 44–45 Lacedon (ghoul) 1d4+1 40–47 46–48 Lizardfolk 1d2+1 48–52 49–50 Lizardfolk warband See groups 53–54 — Manticore 1 55–56 51–52 Merrow (ogre) 1d3+1 57–58 53–54 Monstrous spider, Large (vermin) 1d4+2 59–60 55 NPC party See groups 61–63 56–57 NythMC 1 64–65 58–59 Ochre jelly 1 66 60 Pyrohydra 1 67 61 Salt mephit 1 68–69 62 Shambling mound 1d3 70–72 63–64 Shocker lizard 2d6 — 65–66 Sinister (deep bat)MC 1d6+1 73–75 67–68 Siv squadMC See groups — 69–70 Skeleton, 1 HD 2d4 76–79 71 Snake, Huge viper (animal) 1 80–81 72–73 Spider eater 1 82–83 74–75 Spirit naga 1 84 76 Steam mephit 1 85–87 77 Stirge 2d4+2 88–92 78–84 TasloiSS 1d6+3 93–94 85–87 Tasloi warbandSS See groups 95 88 Water mephit 1 96–97 89–90 Water naga 1 98 91 Werecrocodile (lycanthrope)MC 1d3 — 92–93 Wight 1 — 94–95 Will-o’-wisp 1d2+2 — 96 Wraith 1 99–100 97–98 Yuan-ti patrol See groups — 99–100 Zombie, 2 HD 1d4+2 TABLE 6–15: THE SHAAR (WARM PLAINS, WILDERNESS) (EL 1/2–15) d% d% Number Day Night Encounter Encountered 01 01 AballinMC 1 — 02 Abishai, blue (devil)MC 1d2 — 03 Allip 1 02 04 Androsphinx 1 03 05 Ankheg 1 04 06 Asabi scoutsMC See groups 05–06 07–10 Bandits See groups 07 11 Barghest pack See groups 08 12 Basilisk 1 — 13–14 Bat swarm 1 — 15 Beast of MalarMC 1 09 16 BeguilerSS 1d4 10 17 Behir 1 11 18 Behir, HalruaanSS 1d2 12–13 — Bison (animal) 5d6 14 19 Blink dog 2d4+2 15 20 Bulette 1 16–18 21 Centaur 2d4 19 — Cheetah (animal) 1d3 20 — Chimera 1 21 22 Criosphinx 1 — 23 DarkenbeastMC 1d2+2 — 24 Dire bat 1d2 620_17929_Ch6.indd 88 8/2/04 2:12:53 PM

CAMPAIGNS 89 22 25 Dire lion 1 23 26 Dire rat 1d10+10 24 27 Displacer beast 1d2 — 28 DracolichFR 1 25 29 Dragon, very young blue 1 26 30 Dragon, juvenile brass 1 27 31 Dragon, young brownMC 1 28 32 Dragon, juvenile rattelyrSS 1 29 — Dragonne 1 30 — Elephant (animal) 1d4+1 — 33 Ghast (ghoul) 1d2 — 34 Ghast pack See groups — 35 Ghoul 1d3+1 31 36 Giant ant crew See groups 32 — Giant eagle 1d2 33 37 Gnoll 2d4+2 34 38 Gnoll hunters See groups 35 39 Gnoll warband See groups 36 40 Gold dwarf patrol See groups 37 41 Gorgon 1 38 — Griffon 1d2 39 42 Gynosphinx 1 40 43 Hell hound 1d2 41 44 Hieracosphinx 1 42 — Hippogriff 1d4 43–46 45 Horse, light (animal) 4d6 47 46 Hound archon (archon) 1 48 47 Hound, mastiff (animal)RF 2d4 49 48 Hyena (animal) 2d8 50 49 Lamia 1d2 51 — Lammasu 1 52 50 Leonal (guardinal) 1 53 51 LeucrottaMC 1d4 54–55 52 Lion (animal) 1d2+1 56 53 Locust swarm 1 57–58 54 LoxoSS 1d3+2 59 55 Lynx (animal)RF 1d2 60 — MantimeraSS 1 61–65 56–58 Merchants See groups 66–67 59 Militia (human) See groups 68 60 Monstrous scorpion, Med. (vermin) 1d2 69–74 61–64 Nomads See groups 75–77 65–67 NPC party See groups 78 68 Ogre 1d3+1 79–81 69–70 Patrol (Shaaryan See groups humans led by a ranger) 82–84 71–72 Pilgrims See groups 85–86 73–75 Rangers See groups 87 — Rhinoceros (animal) 1d4+1 88 — Roc 1d2 89 76 Rust monster 1d2 — 77 Shadow 1 — 78–79 Skeleton, 1 HD 2d4 90–92 80–83 Slavers See groups — 84 Spectral pantherMC 1 93 85–86 Strongheart halfl ing patrol See groups 94–95 87–88 Thri-kreenSS 1d6+4 — 89 Vampire spawn 1d2 96 90 WemicMC 2d8 97 91–92 Wererat (lycanthrope) 1d4+1 98 93 Wererat troupe See groups — 94 Wight 1 — 95 Wraith 1 99 96–97 Wyvern 1 100 98 Yuan-ti patrol See groups — 99–100 Zombie, 2 HD 1d4+2 TABLE 6–16: SOUTHERN LLUIRWOOD (WARM FOREST, WILDERNESS) (EL 1/4–13) d% d% Number Day Night Encounter Encountered 01 01 AballinMC 1 02–05 — Ape (animal) 2d4 06–07 02–03 Assassin vine 1d2 08–09 04 Bandits See groups 10–15 05–12 Beholder 1 16–18 — Black bear (animal) 1d3 19–21 — Boar (animal) 2d3 22–24 13–15 Constrictor snake (animal) 1d2 25–27 16–17 Crocodile (animal) 1 or 2d4 28 18–20 Dark naga 1 29–30 21–22 Dark treeSS 1 31–34 23–28 Death tyrant (beholder)FR 1 35–36 29–30 Digester 1d4+2 37–38 31–33 Ettercap 1d2 39–41 34–36 Flying snakeRF 2d4 42–43 37–38 Giant bombardier beetle (vermin) 1d4+2 44–47 39–42 Giant constrictor snake (animal) 1d2 48–49 43 Giant crocodile (animal) 1 or 2d4 — 44–47 Giant owl 1d2 50 48–50 Guardian naga 1 51–53 51–53 Hairy spiderMC 2d10 54–56 — Leopard (animal) 1d3+1 57–60 54 Lynx (animal)RF 1d2 61–63 55–56 Monitor lizard (animal) 1 64–65 57–58 Monstrous spider, Large (vermin) 1d4+1 66–67 59 NPC party See groups 68 60 Rangers See groups — 61–62 Shadow 1 69–70 63–64 Skeleton, 1 HD 2d4 71–74 65–68 Snake, winged viper (animal)FR 1 75 69 Spider eater 1 76 70–72 Spirit naga 1 77–78 73–74 Steam mephit 1 79–81 75–77 Stirge 2d4+2 82–83 78–79 Tall moutherSS 1d3+2 84 80–81 TasloiSS 1d6+3 85–86 82–83 Tendriculos 1d3 87–89 — Tiger (animal) 1d3 90 84 Tressym (animal)FR 1 — 85–86 Vampire spawn 1d2 91 — Weretiger (lycanthrope) 1 620_17929_Ch6.indd 89 8/2/04 2:12:57 PM

CAMPAIGNS 90 — 87 Wight 1 — 88 Will-o’-wisp 1d2+2 — 89 Wraith 1 92–93 90–91 Yuan-ti abomination 1d2 94–95 92–93 Yuan-ti halfblood 1d2 96–98 94–96 Yuan-ti patrol See groups 99–100 97–98 Yuan-ti pureblood 1d2+2 — 99–100 Zombie, 2 HD 1d4+2 TABLE 6–17: TOADSQUAT MOUNTAINS (WARM LOW MOUNTAINS, WILDERNESS) (EL 2–15) d% d% Number Day Night Encounter Encountered 01–03 01–03 Assassin vine 1d2 04–05 04 Athach 2d4 06–07 05–06 Azer squad See groups 08–11 07–09 Bandits See groups 12–13 10 Black bear (animal) 1d3 14–15 11–14 Bugbear band See groups 16 15 Criosphinx 1 17–18 16–17 Dark treeSS 1 — 18–20 DarkenbeastMC 1d2+2 19–20 21 Dire ape 1 21 22 Dire bear 1 22–23 23 Dire tiger 1 24–26 24 Dire wolf 1 — 25 DracolichFR 1 27 26 Dragon, adult green 1 28 27 Dragon, adult fangMC 1 29 28 Dragon, adult songMC 1 30 29 Dryad 1 31–32 30–33 Ettercap 1d2 33–34 34–36 Ettin 1d3+1 — 37–38 Ghost 1 35–37 39–41 Ghostwise halfl ing scouts See groups — 42–45 Giant owl 1d2 38–40 46 Girallon 2d3 41–42 47–49 Goblin war party See groups 43–48 50–54 Gold dwarf patrol See groups 49–52 55–58 Hill giant 1d3+1 53–56 59–62 Hobgoblin raiders See groups 57–59 63–65 Hobgoblin war party See groups 60–61 66 Lammasu 1 62–64 — MantimeraSS 1 65–69 67–68 NPC party See groups 70–76 69–76 Ogre 1d3+1 77–82 77–83 Ogre mage 1d2 83–86 84–88 Ogre mage raiders See groups 87–88 89–91 Owlbear 1 89–93 92–93 Rangers See groups 94 94 Stone giant 1d3+1 95–96 95–96 Sword spiderMC 1 97 97 Troll 1d3+1 98–99 98 Wolf (animal) 2d4 — 99 Wraith 1 100 100 Worg 1d6+5 TABLE 6–18: VELDORN (WARM PLAINS, FRONTIER) (EL 1–17) d% d% Number Day Night Encounter Encountered 01 01 AballinMC 1 02 02 Abishai, blue (devil)MC 1d2 03 03 Abishai, green (devil)MC 1d2 04 04 Abishai, red (devil)MC 1d2 — 05 Allip 1 05–07 06–07 Ankheg 1 08 08 Babau (demon) 1 09–13 09–10 Bandits See groups 14–15 11–12 Barghest pack See groups 16–17 13–14 Basilisk 1 18 15 Bebilith (demon) 1 19 16 Beholder 1 — 17–18 Bonebat (deep bat)MC 2d4 20–22 19 Bugbear band See groups — 20 Cauchemar (nightmare) 1 23–25 21–22 Cyclops (giant)SS 1d4+1 26 23 Dark naga 1 27–28 24–25 Dark treeSS 1 — 26 DarkenbeastMC 1d2+2 29 27 Death kiss (beholderkin)MC 1 — 28 Death tyrant (beholder)FR 1 — 29–30 DeathfangRF 1 — 31 Devourer 1 30–33 32–33 Dire rat 1d10+10 — 34 DracolichFR 1 34 35 Dragon, adult blue 1 35 36 Dragon, adult red 1 36 37 Dragon, old fangMC 1 37 38 Dragon, old rattelyrSS 1 38 39 Dragon, very old brownMC 1 39–40 40–41 DragonkinMC 2d4 — 42–43 Dretch (demon) 1d4 41–42 44 Ettin 1d3+1 43 45 Gauth (beholder) 1d2 — 46–47 Ghast pack See groups — 48 Ghost 1 44–46 49–50 Gnoll warband See groups 47–50 51–52 Goblin raiders See groups 51–52 53 Goblin war party See groups — 54 Greater shadow 1 53 55 Guardian naga 1 54–55 56–57 Hell hound 1d2 56 58–59 Hezrou (demon) 1 57–58 60–61 Hill giant raiders See groups 59–61 62–63 Hobgoblin raiders See groups 62–63 64–65 Kir-lanan (gargoyle)FR 1d4+1 64–67 66 Merchants See groups 620_17929_Ch6.indd 90 8/2/04 2:13:01 PM

CAMPAIGNS 91 68–69 67–68 Minotaur 1 — 69 Mohrg 1 70 70–71 Nightmare 1 71–75 72–73 NPC party See groups 76–78 74–75 Ogre mage raiders See groups 79–80 76–77 Orc raiders See groups — 78 Shadow 1 — 79–80 Sinister (deep bat)MC 1d6+1 81–82 81–82 Skeleton, 1 HD 2d4 83–89 83–84 Slavers See groups — 85 Spectre 1 90–91 86 Stinger huntersMC See groups 92 87 Succubus (demon) 1 93 88 Troll hunter 1 — 89 Vampire troupe See groups 94 90 Vrock (demon) 1 95 91 Werebear troupe See groups 96 92 Wereboar troupe See groups 97 93–94 Wererat troupe See groups 98 95 Werewolf troupe See groups — 96–97 Wight 1 — 98 Wraith 1 99–100 99–100 Zombie, 2 HD 1d4+2 TABLE 6–19: THE WALLS (WARM HIGH MOUNTAINS, FRONTIER) (EL 2–19) d% d% Number Day Night Encounter Encountered 01–04 — Aarakocra patrolMC See groups 05 01 Air mephit 1 06–07 02 Androsphinx 1 08–10 03–05 Assassin vine 1d2 11–12 06–07 Athach 2d4 13–17 08–10 Bandits See groups 18 11–13 Barghest pack See groups 19–20 14–15 Behir 1 21–23 16–18 Behir, HalruaanSS 1d2 24–27 19 Black bear (animal) 1d3 28–29 — Chimera 1 30 20 Cloud giant 1d2 31–32 21–22 Cyclops (giant)SS 1d4+1 33 23–24 Dark naga 1 — 25–26 DarkenbeastMC 1d2+2 — 27–29 DeathfangRF 1 34 30 Dire bear 1 35–36 31–33 Dire wolf 1 — 34 DracolichFR 1 37 35 Dragon, adult gold 1 38 36 Dragon, old copper 1 39 37 Dragon, old fangMC 1 40 38 Dragon, adult red 1 41–42 39–40 DragonkinMC 2d4 43 41 Earth mephit 1 — 42 Ghost 1 44–46 — Giant eagle 1d2 — 43–45 Giant owl 1d2 47–49 46 Griffon 1d2 50 47 Gynosphinx 1 51 48–50 Hell hound 1d2 52–54 51 Hippogriff 1d4 55–56 52–54 Hobgoblin raiders See groups 57 55–56 Howler 1d2 58 57–59 IbrandlinMC 1 59 60 LeucrottaMC 1d4 60–62 61 MantimeraSS 1 63 62 NishruuMC 1 64–68 63–64 NPC party See groups 69–70 65–66 NythMC 1 71–72 67–69 Ogre mage 1d2 73–75 70 PerytonMC 1d4 76–78 — Roc 1d2 — 71–72 Shadow 1 79 73 Stone giant 1d3+1 80–81 74–75 Storm giant 1d2 82–84 76 Tall moutherSS 1d3+2 — 77–78 Vampire 1 — 79–80 Vampire spawn 1d2 — 81 Vampire troupe See groups — 82 Vrock (demon) 1 85–86 83–84 Werebear (lycanthrope) 1 87–89 85–87 Werewolf (lycanthrope) 1d3 90–93 88–91 Wolf (animal) 2d4 — 92–93 Wraith 1 94–96 94–96 Wyvern 1d2 97–98 97–98 Xorn, average 1 99 99 Xorn, elder 1 00 00 Yrthak 1 or 1d3+1 Natural Hazards Although monsters and heartless bandits pose the most obvious threats to travelers in the Shining South, subtler dangers abound. The lands along the southern coast of Faerûn have as many perils as the harsh climes in the far north. Only the foolish travel the South ill-prepared. HOT WEATHER In this part of Faerûn, the heat is extreme and can be deadly when coupled with high humidity. The local folk have learned to stay indoors during the hottest part of the day, seeking shelter in the shade. Those thoughtless enough to ignore the warnings of the wise might fi nd themselves suffering heat exhaustion or worse. Characters traveling without taking precautions against exposure to the broiling sun are subject to the effects detailed under Heat Dangers, page 303 of the Dungeon Master’s Guide. The temperature ranges included in the random weather tables below correspond to the defi nitions of heat levels given in the Dungeon Master’s Guide. 620_17929_Ch6.indd 91 8/2/04 2:13:05 PM

CAMPAIGNS 92 Random Weather Though weather patterns are complex and different seasons bring changes, the major factors infl uencing the weather along Faerûn’s southern coast are the latitude of the region and the winds blowing in from the Great Sea. When the warm, humid air fl ows in off the ocean and is then lifted up along the fl anks of the various mountain ranges that stretch along the coast, the result is frequent and often violent thunderstorms. Any particular day’s weather consists of three components: the temperature, the wind strength, and the precipitation. Tables 6–20 through 6–23 provide random weather combinations based on each season, weighted toward more likely results. A freak cold snap is possible in summer, but it is not as probable as long stretches of broiling heat and oppressive humidity. USING THE TABLES The weather tables are organized into four basic locations: clear coastline, forest and swamp, plains, and mountains. Roll d% and apply the same result to all four regions. This makes weather more realistic, with slightly milder conditions more likely along coasts and colder conditions at higher elevations. Any given weather condition lasts for 1d6 days before a new pattern sets in, so it’s only necessary to roll for new weather when the previous pattern ends, not every day. Clear/Coast: Any stretch of clear land or coastal waters that sits south of the various mountains or forests falls into this category, including Halruaa, Dambrath, Luiren, and the area around the Golden Water. Forest/Marsh: This includes any of the wooded regions anywhere in the Shining South, as well as the swamps of the region, including Akhlaur, Mortik, and Rethild. Plains: All of the Shaar, the Great Rift, and Veldorn fall into this category. Mountains: Any of the mountain ranges, from The Walls in the west to the Dustwall in the east, are included here. TABLE 6–20: WINTER (NIGHTAL 11–HAMMER 20) Clear/ Forest/ Coast Marsh Plains Mtns Temp. Wind Precip. 01–07 01–03 01–09 — Hot Fair Clear 08–10 04–10 10–15 — Hot Fair Humid 11–16 11–13 16–17 01 Warm Fair Clear 17–19 14–19 18 02 Warm Fair Humid 20–26 20–25 19–23 03 Warm Varies Clear 27–31 26–31 24–26 04 Warm Varies Rain 32–34 32–34 27–28 05 Warm Varies Downpour 35–40 35–39 29–32 06 Warm Storm Clear 41–45 40–45 33–35 07–08 Warm Storm Rain 46–47 46–48 36–38 09 Warm Storm Downpour 48–50 49–50 39–40 10 Warm Storm T.Storm 51–57 51–56 41–48 11–16 Mod. Fair Clear 58–70 57–65 49–60 17–29 Mod. Varies Clear 71–76 66–74 61–69 30–44 Mod. Varies Rain 77–80 75–80 70–75 45–50 Mod. Varies Downpour 81–84 81–84 76–83 51–58 Cold Fair Clear 85–92 85–92 84–90 59–70 Cold Varies Rain 93–100 93–100 91–96 71–85 Cold Varies Downpour — — 97–100 86–100 Cold Storm Snow TABLE 6–21: SPRING (HAMMER 21–TARSAKH 15) Clear/ Forest/ Coast Marsh Plains Mtns Temp. Wind Precip. 01–05 01–10 01–10 — Severe Fair Clear 06–09 11–14 11–13 01–02 Hot Fair Clear 10–17 15–22 14–20 03 Hot Fair Humid 18–22 23–27 21–24 04–06 Hot Varies Clear 23–28 28–33 25–29 07–08 Hot Varies Rain 29–35 34–40 30–35 09–10 Hot Varies Downpour 36 41 36 11–12 Warm Fair Clear 37–38 42–43 37–38 13 Warm Fair Humid 39–41 44–46 39–41 14–16 Warm Varies Clear 42–43 47–48 42–43 17–19 Warm Varies Rain 44–46 49–51 44–46 20–22 Warm Varies Downpour 47–50 52–55 47–50 23–25 Warm Storm Clear 51–54 56–59 51–54 26–30 Warm Storm Rain 55–59 60–64 55–59 31–34 Warm Storm Downpour 60–65 65–70 60–65 35 Warm Storm T.Storm 66–68 71–73 66–68 36–42 Mod. Fair Clear 69–73 74–78 69–73 43–52 Mod. Varies Clear 74–79 79–84 74–79 53–62 Mod. Varies Rain 80–85 85–90 80–85 63–70 Mod. Varies Downpour 86–88 91–92 86–88 71–74 Cold Fair Clear 89–95 93–95 89–93 75–80 Cold Varies Rain 96–100 96–100 94–97 81–90 Cold Varies Downpour — — 98–100 91–100 Cold Storm Snow TABLE 6–22: SUMMER (TARSAKH 16–ELIENT 15) Clear/ Forest/ Coast Marsh Plains Mtns Temp. Wind Precip. 01–05 01–07 01–20 01–03 Severe Fair Clear 06–15 08–20 21–30 04–05 Severe Fair Humid 16–20 21–30 31–45 06–07 Hot Fair Clear 21–40 31–45 46–55 08–10 Hot Fair Humid 41–55 46–50 56–60 11–14 Hot Fair Rain 56–60 51–65 61–80 15–19 Hot Varies Clear 61–70 66–74 81–83 20–23 Hot Varies Rain 71–75 75–80 84–85 24–25 Hot Varies Downpour 76–77 81 86 26–29 Warm Fair Clear 78–81 82–84 87 30–32 Warm Fair Humid 82–84 85–86 88–89 33–38 Warm Varies Clear 85–86 87–88 90 39–42 Warm Varies Rain 87 89–90 91 43–45 Warm Varies Downpour 88–90 91 92 46–52 Warm Storm Clear 91–92 92–93 93 53–58 Warm Storm Rain 93–94 94 94 59–63 Warm Storm Downpour 620_17929_Ch6.indd 92 8/2/04 2:13:09 PM

CAMPAIGNS 93 95 95 95 64–65 Warm Storm T.Storm 96 96 96 66–72 Mod. Fair Clear 97–98 97–98 97–98 73–82 Mod. Varies Clear 99 99 99 83–92 Mod. Varies Rain 100 100 100 93–100 Mod. Varies Downpour TABLE 6–23: FALL (ELIENT 16–NIGHTAL 10) Clear/ Forest/ Coast Marsh Plains Mtns Temp. Wind Precip. 01–05 01–10 01–10 — Severe Fair Clear 06–09 11–14 11–13 01–02 Hot Fair Clear 10–17 15–22 14–20 03 Hot Fair Humid 18–22 23–27 21–24 04–06 Hot Varies Clear 23–29 28–34 25–30 07–09 Hot Varies Rain 30–36 35–41 31–36 10–11 Hot Varies Downpour 37 42 37 12–13 Warm Fair Clear 38–39 43–44 38–39 14 Warm Fair Humid 40–42 45–47 40–42 15–17 Warm Varies Clear 43–45 48–50 43–45 18–21 Warm Varies Rain 46–48 51–53 46–48 22–24 Warm Varies Downpour 49–51 54–56 49–51 25–26 Warm Storm Clear 52–54 57–59 52–54 27–30 Warm Storm Rain 55–58 60–63 55–58 31–33 Warm Storm Downpour 59–63 64–68 59–63 34 Warm Storm T.Storm 64–66 69–71 64–66 35–41 Mod. Fair Clear 67–71 72–76 67–71 42–51 Mod. Varies Clear 72–78 77–83 72–78 52–61 Mod. Varies Rain 79–84 84–89 79–84 62–69 Mod. Varies Downpour 85–87 90–91 85–87 70–73 Cold Fair Clear 88–95 92–95 88–93 74–80 Cold Varies Rain 96–100 96–100 94–97 81–90 Cold Varies Downpour — — 98–100 91–100 Cold Storm Snow Definitions Results from Tables 6–20 through 6–23 are described below. Temp.: Temperature results fall into the following broad categories. Nighttime temperatures are generally 10 to 20 degrees colder and might actually fall into the next colder category (50% chance). Severe: Above 110° F. (At night, temperatures always fall into the Hot category.) Hot: Between 86° and 110° F. Warm: Temperatures between 61° and 85° F. Mod.: Temperatures from 41° to 60° F. Cold: Temperatures between 0° and 40° F. Wind: The strength of the prevailing wind. Periods of calm or sudden stronger gusts are possible. Wind strength decreases one category at night (severe to strong, for example). The three results on the Random Weather tables are fair, varies, and storm. Roll d% and consult Table 6–24 for specifi c conditions. TABLE 6–24: WIND STRENGTH Fair Varies Storm Strength 01–70 01–40 — Light/moderate 71–95 41–70 01–10 Strong 96–100 71–90 11–50 Severe — 91–100 51–89 Windstorm — — 90–92 Hurricane — — 93–100 Tornado Wind effects are summarized on Table 3–24: Wind Effects, page 95 of the Dungeon Master’s Guide. Precip.: The type of precipitation that falls during the day. A solid day of rain is pretty rare—even during heavy downpours and thunderstorms, clear spells hours long usually appear. Clear: No precipitation of note. Downpour: 1d3 downpours lasting 1d4 hours each occur during the day. Otherwise, the day consists of rain. Humid: No precipitation of note, but characters suffering the effects of exposure to Hot or Severe temperatures take an additional –2 penalty on their Fortitude saves to avoid nonlethal heat damage each hour. Snow: Snow falls steadily, but 1d4–1 clear breaks of 1d4 hours each interrupt the snowfall. T. Storm: 1d3 thunderstorms lasting 2d6×10 minutes each occur during the day. Otherwise the day is clear (50% chance) or rainy (50% chance). Halflings of Luiren lure a tall mouther into an ambush Illustration by Chris Hawkes 620_17929_Ch6.indd 93 8/2/04 2:13:13 PM

94 To outsiders, Dambrath seems a land of contrasts. Its people dwell in open grasslands under a sweltering sun and an endless blue sky, but they owe fealty to the drow, who shun the light. Though the majority of its population is human, Dambrath is ruled by the Crinti—people of mixed human, drow, and elf heritage. The nation draws its most lucrative trade commodities from both the land and the sea. Because of its leaders’ surprisingly nonaggressive policies toward their neighbors and their aversion to allowing outsiders too far inside the nation’s borders, Dambrath has remained a land of mystery to most of Faerûn’s folk. That situation suits its noble class just fi ne. Geographic Overview Stretching between the East Wall, which serves as its border with Halruaa to the west, and the Southern Lluirwood to the east, the nation of Dambrath measures more than 700 miles across. Its coastline is nearly twice that long because of the way the Bay of Dancing Dolphins doubles back inland. From the coast, the land stretches about 300 miles north to the Forest of Amtar. Most of Dambrath’s inhabited land, however, lies south of the Gnollwatch Mountains and the Hills of the Dead Kings, which divide the nation into northern and southern regions. Dambrath also claims some additional land east of the Forest of Amtar, along the trade road toward Delzimmer. Rethild, also known as the Great Swamp, is ostensibly part of Dambrath, though its rulers claim that area in name only, since the lizardfolk and nagas that live there deter any thoughts of true control. Dambrath’s climate is oppressively hot except during the rainy season, which begins in mid-Uktar and lasts two to three months. South of the Gnollwatch range, the days are sweltering, but the nights are pleasant because the breezes blowing in off the Great Sea cool the air quickly. North of the mountains, the temperatures are even hotter, and the air is stifl ingly sticky. Rain comes much more frequently there, making the Forest of Amtar a humid zone every bit as muggy as the jungle regions of the Chultan Peninsula. Most people dwelling in the countryside have never seen snow, and morning frosts are almost nonexistent except in the mountains. Most of Dambrath’s land consists of open plains covered with tall grasses particularly suited for the breeding of horses. This veritable sea of rolling plains stretches as far as the eye can see in every direction. Horse ranches—tiny, self-suffi cient communities dedicated to breeding the fi nest mounts in Faerûn—dot the countryside every few miles. Most of the urban population dwells in trading cities on the coast, particularly along the shores of the Bay of Dancing Dolphins. The crystal-clear waters of the bay keep Dambrath’s fi shing and pearl-diving industries lucrative year-round. Major Geographic Features Dambrath has two distinct geographies: the coastline around the Bay of Dancing Dolphins and the inland plains north of the Gnollwatch Mountains. The inhabitants perceive every other major geographic feature as little more than inconvenient wasteland bordering on the inhabited areas. “Stay out of the wilderness’s way, and the wilderness will stay out of your way,” as the Dambrathans are fond of saying. The Bay of Dancing Dolphins The sheltered body of water known as the Bay of Dancing Dolphins is more than 300 miles long. It stretches across most of Dambrath’s central coastline, shielding the nation’s interior from the harsher weather of the Great Sea. The bay is a key factor in the Dambrathan economy because it teems with both pearl-bearing oysters and a wide variety of fi sh. Fishermen all along the 620_17929_Ch7.indd 94 8/2/04 2:14:42 PM

Rethmar Channathgate Three Swords RATHGAUNT HILLS THE NORTH WALL THE EAST WALL GNOLLWATCH MOUNTAINS AZHUL PASS THE LANDRISE NATH PASS HILLS OF THE DEAD KINGS MOUNT HAZAIL Rethild (The Great Swamp) River Ammath River Dambron River Channath Beastburn Lake Bay of Dancing Dolphins The Great Sea Lluirflow Ammathtar Cathyr Crimar Dannash Purl Guilmarl Timarl Westbay Prastuil North Post Maarlith Luenath Hethar Ilmar Herath Hazuth Gate of the Iron Fangs Farpost Elveswatch Dunfeld Delzimmer Eartheart Channathwood Forest of Amtar Lluirwood Southern Lluirwood The Swagdar (Outlaw Waste) DAMBRATH Rethmar Channathgate Three Swords RATHGAUNT HILLS THE NORTH WALL THE EAST WALL GNOLLWATCH MOUNTAINS AZHUL PASS THE LANDRISE NATH PASS HILLS OF THE DEAD KINGS MOUNT HAZAIL Rethild (The Great Swamp) River Ammath River Dambron River Channath Beastburn Lake Bay of Dancing Dolphins The Great Sea 0 90 scale in miles Lluirflow Ammathtar Cathyr Crimar Dannash Purl Guilmarl Timarl Westbay Prastuil North Post Maarlith Luenath Hethar Ilmar Herath Hazuth Gate of the Iron Fangs Farpost Elveswatch Dunfeld Delzimmer Eartheart Channathwood Forest of Amtar Lluirwood Southern Lluirwood The Swagdar (Outlaw Waste) DAMBRATH DAMBRATH 95 620_17929_Ch7.indd 95 8/2/04 2:14:46 PM

DAMBRATH 96 coast fi ll their nets each day with swordfi sh, snapper, sea bass, and other fi sh, most of which are sold locally to stock the larders of Dambrath’s citizens. All along the shoals near the coast, the pearl divers work oyster beds that are visible dozens of feet below the surface because of the clarity of the water. Merchant vessels sailing to and from the harbors of Dambrath’s various port cities form a steady stream of traffi c on the bay—and make choice targets for the noble-fi nanced corsairs who frequent these waters. The waters of the bay are almost unnaturally calm, giving rise to rumors that some kind of subtle magic protects it from storms. Indeed, no storm has churned its waters for at least the last 500 years, though many stretches of coastline nearby have been repeatedly battered by winds and rain. Indeed, the captains of the many ships that frequent the bay have learned not to venture out beyond its mouth when the dolphin population grows noticeably more crowded. The creatures seem to sense when a storm is imminent and gather in the bay a day or two beforehand for shelter. Even during calm weather, the many schools of dolphins that call the bay home are by far its most prominent, visible, and impressive features. Each day at dusk, thousands of dolphins all along the bay engage in a playful, apparently coordinated “dance” or game. Locals often come down to the shores or board open-decked vessels and venture out onto the waters to watch the dancing dolphins. In addition to their entertainment value and their beauty, these dolphins are valued as a defense against aquatic hazards. In addition to predicting foul weather by their behavior, they have eliminated almost all predatory creatures—including sharks, giant squids, and sahuagin—from the bay. They have also aided drowning swimmers (including a queen who ruled Dambrath more than 300 years ago) on numerous occasions. Because of their uncanny ability to protect the bay, dolphins are revered and protected in Dambrath. Anyone caught harming one suffers extraordinarily painful punishment at the hands of Loviatar’s priestesses. Various sages have attempted to study the dolphins and to discover what, if any, weather-controlling dweomer protects the bay. A few have discerned a faint and scattered emanation of magic, but no one has thus far determined its origins or effects. Several sages have theorized that the source of the bay’s protective magic is some greater intelligence that dwells beneath the surface of the water, and that this being has also somehow organized and trained the dolphins. Indeed, legends have persisted for many years about a sunken city in the middle of the bay. Many sailors have reported seeing the tops of spires in the water when the sun shines down from directly overhead, illuminating the crystal-clear depths. But such claims never indicate the same location twice, and follow-up visits to search for the fabled city invariably turn up nothing. Some believe that the city is a remnant of a long-forgotten empire that once sat on dry land, and that magic gone awry submerged the city, creating the bay in the process. Others argue that the sunken city is the home of a sinister seafaring race whose members are biding their time until they can attack the shores of Dambrath. In this version of the tale, the dolphins are allies of the undersea dwellers, performing their dance and saving drowning swimmers just to lull the surface dwellers into a false sense of security. The truth is somewhere in between. A hidden city does exist at the bottom of the Bay of Dancing Dolphins, and its inhabitants are tritons. These outsiders were quite friendly with the Arkaiun tribes that once occupied the coast of Dambrath, and the two races traded occasionally. Even then, however, the tritons kept the existence of their city a secret, preferring to venture close to the shore in small groups to deal with the humans. Several centuries ago, a dispute over the value of pearls caused the tritons to withdraw, and the human tribes eventually forgot about them. By the time the drow overran the surface and conquered the Arkaiuns, the tritons were no longer even a legend. The tritons keep the existence of their city secret through potent magic worked by a circle of powerful clerics dedicated to their own deity. The magic hides the walls and spires of their city by simple displacement—that is, the structures appear to be at various other spots in the depths of the bay. The triton clerics are also responsible for the perpetually calm weather in the bay, and the dolphins are indeed their friends and allies. A portal in the heart of the triton city leads to the Elemental Plane of Water. The Forest of Amtar The Forest of Amtar is a lush, humid, near-tropical woodland. Dense tangles of suthwood stretch for miles, forming natural barriers at various locations throughout the forest. Vast stretches of shadowtops and slightly shorter pines fi ll the gaps between the suth tangles, and thick vines, ivy, and brambles form the understory, sometimes even climbing the trunks of the trees. Though little direct sunlight reaches beneath the boughs that form the forest canopy, the rainy climate and tropical location keep the interior damp and hot, making the Amtar a perfect haven for endless swarms of crawling and fl ying insects. The Amtar is also home to many kinds of wild animals. Parrots, macaws, and other tropical birds nest in its trees, and lizards and snakes of all sorts slither through the undergrowth. Mammals native to the forest include wild boars and dangerous predators such as tigers and leopards. Families of monkeys and gorillas roam the woodland, but their populations are more concentrated in the northern half. Travelers must be wary of more than just the normal animals, however. Giant snakes, lizards, and beetles also prowl the deepest sections of the forest, and a few girallons and dire apes lead wandering packs. A tribe of wild elves known as the Trunadar, or “star people,” calls the southern half of the Amtar home. The tribe, which numbers no more than fi ve hundred adults, takes advantage of the relative protection offered by the Gnollwatch Mountains to the south, which serve as an additional screen against the predations of the Dambrathans. The Trunadar roam the central part of the southern forest, steering clear of both the community of Elveswatch on the east side and the ruin known as the Gate of Iron Fangs on the west. The tribe’s nominal leader, Ferla Treerunner (CG male wild elf barbarian 8/sorcerer 6), occasionally sends a raiding party to disrupt logging on the edge of the forest near the community of Elveswatch. Just as occasionally, the Crinti rulers of Dambrath send a force of soldiers into the forest to scare the wild elves away. Neither side, however, is willing to engage in any true warfare on the other’s home turf. 620_17929_Ch7.indd 96 8/2/04 2:14:50 PM

DAMBRATH 97 Several small bandit groups use the concealing growth to hide from pursuit, and some have staked out areas along the edges of the forest as temporary bases. These latter groups usually hide out along the northern boundary of the woods, preying on the caravan traffi c that moves along the road between Rethmar and Delzimmer. A few take refuge in the eastern stretches of the Amtar and range out toward the Trader’s Way. The thick, tangled woods make pursuit diffi cult at best, since the bandits always know the paths through the endless stretches of suthwood much better than their pursuers do. Tandith Tornears (LE male ogre mage barbarian 5) leads one such group of raiders—a motley collection of humans and halforcs augmented by a couple of ogres. Tandith and his minions prowl the stretch of woods along the road between Channathgate and the Landrise. There the forest’s edge comes right up to the route, making ambushes easier. Folk from Three Swords have tried in vain for several years to catch Tandith’s band, but they have never succeeded. They have recently petitioned the Great Rift for aid, since a substantial portion of the goods stolen in these raids was either heading toward or coming from the gold dwarves. The leaders there are presently considering a course of action. THE GATE OF IRON FANGS An ancient city, its origins lost in the mists of time, stands at the southwestern tip of the Forest of Amtar. Only a few of its stones still stand, and creepers and vines have wormed their way over and through every remnant of the city’s previous glory. Named for the oddly curved and menacing towers that fl ank what is left of the main gate, the Gate of Iron Fangs was already a crumbling ruin by the time the Arkaiuns migrated to this region. Those few who have studied the city’s remains in detail speculate that it was founded by the same culture that constructed Ilimar to the south, based on the similarity of the architecture and the gate’s resemblance to a pair of serpentine fangs. Whatever its origins, however, most sensible folk avoid the place because of the dangerous creatures that call it home. A large tribe of gnolls has claimed the site as its own and now uses it as a base from which to raid south and east into the ranch country of Dambrath, and north toward Channathgate and Rethmar. These gnolls are much better organized than others of their kind, somehow managing to strike key locations and particularly wealthy caravans each time they raid. Most victims of their predations believe that the gnolls are working in concert with the outlaws of the Swagdar (see below), but the truth is far more sinister. Several years ago, a glabrezu tanar’ri named Quinix found his way through a partially functioning portal from the Abyss into the subterranean levels of the city. The demon quickly gained the loyalty of the gnolls via a complex web of lies liberally spiced with bribery. As a result, the gnolls now believe that Quinix is a direct representative of Yeenoghu, and that his presence is proof that they are the deity’s favored servants. Quinix has since used the erratically functioning portal to bring in a pair of vrocks, which serve as his assistants and bodyguards. The glabrezu now sits deep within the bowels of the ruined city, plotting ways to bring chaos and evil upon the surrounding lands. The Gnollwatch Mountains The Gnollwatch Mountains run east and west for about 275 miles in the northern half of Dambrath, eventually giving way to the Hills of the Dead Kings to the east. The Gnollwatches are not particularly tall—most peaks barely reach 9,000 feet, and Mount Hazail, the highest point in the range, tops out at 11,512 feet. Still, since the majority of Dambrath is so close to sea level, the range presents a striking contrast to the rolling plains just south of it. The Gnollwatch Mountains wear a mantle of light snow for about fi ve months out of the year, most of it falling during the winter rainy season. The rest of the time, the copses of pine, shadowtop, and suthwood that dot the slopes appear as spots of dark green against the tan mountain meadows, which are dominated by short, coarse grasses similar to those on the plains below. Above the timberline, more of this brown grass covers the mountains’ smooth, rounded domes. Unlike some of the more craggy ranges in other parts of Faerûn, the Gnollwatch Mountains have been worn down over millennia by the daily rainstorms that build along the slopes and the incessant sea breezes that blow from the south. True to their name, the Gnollwatches are home to numerous tribes of gnolls that dwell in cave complexes scattered along their wooded slopes. For the most part, the Dambrathans living near the foothills consider the gnolls an aggravation because they are aggressive, hostile, and a drain on the area’s resources. However, the few gnoll tribes that have consolidated under Grubash Blacksnout (LE male gnoll fi ghter 6), a particularly disciplined leader, have actually managed to maintain cordial relations with their human and Crinti counterparts. Grubash coordinates hunting territories to minimize confl icts, and he has arranged for gnolls to serve as mercenaries for the Dambrathan nobility. In exchange for generous supplies of meat and silver trinkets, gnoll mercenaries battle other gnoll tribes on behalf of powerful ranch owners and occasionally attack ranches owned by their employers’ rivals. A handful of hill giants roams some of the higher slopes of the Gnollwatches, competing with the gnoll tribes for hunting grounds. These giants occasionally stray into the Hills of the Dead Kings, and sometimes into the grasslands to poach food from the human ranches. (They are fond of horsefl esh and consider it a delicacy.) A single family of storm giants maintains a well-hidden castle in a particularly remote and sheltered crag near the highest peaks of the Gnollwatches. Abinor Lashingwind (CG male storm giant sorcerer 7), the head of the family, takes great pains to keep his household hidden from the prying eyes of both the Dambrathans in the plains and the drow below them. The hill giants know about their rivals but leave them alone, seeing no good reason to incur the larger giants’ wrath. To warn off unwanted intruders of other races, Abinor has taken to creating “evidence” of an immense, cranky silver dragon that dwells high in the peaks, and rumors of this fi ctitious beast have spread all the way to the coast and into neighboring Luiren. A number of rich silver deposits snake through the Gnollwatch Mountains, and miners discover more new lodes every year. The 620_17929_Ch7.indd 97 8/2/04 2:14:55 PM

DAMBRATH 98 Dambrathans have made themselves wealthy digging the ore from the earth, and they have actively prospected all through the mountains, despite the danger from monsters and outlaws. Some of the larger mining consortiums hire competing mining operations—and even less friendly gnoll tribes—to work their claims, thus ensuring maximum yield with minimum danger. The drow city of T’lindhet sits squarely beneath the Gnollwatch Mountains, several miles below the surface. Unlike most connections between the Underdark and the world above, the road from Dambrath into the bowels of the earth is an open trade route, since the drow have laid at least a nominal claim to the lands of their surface counterparts. The main road connecting the two regions winds out of Herath into the southern foothills along the far western end of the range, where it enters a broad cave. From there, the path descends through worked tunnels to the drow community. Numerous smaller roads join the route from other surface entrances, but since the drow do not use these secondary paths as regular thoroughfares, they make no effort to keep them predator-free. The Hills of the Dead Kings This region of gently sloping, grass-covered knolls was once known simply as the Hills of the Kings. Its name changed when the Arkaiuns were conquered by the drow and their unexpected allies, the priestesses of Loviatar (see History of Dambrath, below). Despite their somewhat moribund name, the hills are pleasant and relatively danger-free, except when the hill giants from the mountains to the west wander this way. Scattered copses of pines and the occasional shadowtop dot the grassy rises here and there, but trees are rare in these hills. Numerous streams meander through the meadows toward the fl atter plains to the south and east. A number of halfl ings dwell at the eastern end of the Hills of the Dead Kings. Most of these hin are stronghearts who migrated west from the Southern Lluirwood and eventually found themselves beyond the borders of their native Luiren (see Chapter 10 of this book). The halfl ings keep to themselves, living in small hamlets and villages throughout the hilly region. The hin rarely leave their domain, though they do maintain trade relations with the Dambrathans to the southwest. They are also more than willing to trade with any merchants who deem it worth their while to detour off the route between Cathyr and Delzimmer. The hills got their name because the old Arkaiun tribe that had settled the region (see History of Dambrath, below) preferred to bury its kings in remote tombs. Of the nine Arkaiun monarchs who reigned in Dambrath, seven are reputedly entombed in secret vaults deep in these hills. Only Reinhar I, who died in battle in Halruaa, and Reinhar IX, who was slain during the battle with the drow of T’lindhet, did not receive such honorable resting places. Even so, at the command of Malar the Beastlord, the Arkaiuns constructed an empty burial chamber in honor of Reinhar I, fi lling it with treasures and setting numerous guards and wards to protect it. According to legend, Malar also presented the Arkaiuns with two magic constructs—a stone lion and an iron tiger—to serve as guardians inside this tomb. The Arkaiun people of Dambrath (now called Shebali by their Crinti rulers) proudly claim that the tombs of their dead forebears have never been found or plundered. In truth, however, Crinti adventurers have sacked several of them. The Crinti wisely keep this tidbit of information to themselves, for fear of causing an uprising among the Shebali. The tomb robbers have carefully smuggled whatever wonders they have found to other parts of the world, where they could reap tidy profi ts from them. Still, several of the tombs lie undiscovered—no doubt protected by the ancient magic of the Arkaiun builders. Rethild, the Great Swamp The Great Swamp of Rethild pools around the base of Halruaa’s East Wall, which marks the western border of Dambrath. The southern edge of the swamp gradually grows wetter and the ground less fi rm as it fades into the ocean. The swamp is a sweltering place fi lled with moss-covered cypress and zalantar trees, as well as countless horrors waiting to prey on the unwary. Few choose to venture into it, and fewer still return from its murky interior. The air in the Great Swamp is hot, sticky, and foul-smelling. Most of the year, the combination of high temperatures, wretched humidity, and endless clouds of swarming, biting insects creates an oppressive environment that few creatures not native to the place can tolerate for more than a couple of hours. Even during the rainy season, when the temperature cools a few degrees, the place is still a bug-infested, sweltering steam bath. Deaths result as often from exhaustion, sickness, and overheating as from the dangerous creatures that abound here. The noxious vapors that bubble up through the water are the products of decomposing matter, monstrous exudations, and residual magic left here long ago. These odious fumes form steaming clouds of pale yellow, brown, or green gas that hug the ground and drift slowly along through the trees, driven by the sluggish breezes. Some of these clouds are deadly, carrying poisons such as burnt othur fumes or diseases such as cackle fever and mindfi re through the swamp. The Great Swamp is home to numerous unusual creatures, including giant versions of leeches, toads, and snakes, tribes of bullywugs and tasloi (see page 71), and the occasional shambling mound. In addition, rumors abound of yet another inhabitant—a black dragon named Valraxaxath that dwells in a ruined city at the heart of the swamp. These rumors are true, but the dragon hasn’t been seen in almost sixty years, since it prefers to hunt far afi eld by means of a portal network. The name of the lost city where it lairs is unknown, but legend holds that it was constructed by the same race that built Ilimar (see below), and possibly Chasolné (see page 134) as well. By far the most numerous denizens of the swamp are the lizardfolk tribes, which have united into the kingdom of Kethid under Ghassis (CE male half-fi end lizardfolk sorcerer 15). Not content simply to rule his kingdom, King Ghassis has taken an interest in both the wonders and the politics of the world beyond the Great Swamp. Under the leadership of his fi eld commander Sladdis (CE male lizardfolk fi ghter 12), Ghassis dispatches companies of lizardfolk mercenaries, known collectively as the 620_17929_Ch7.indd 98 8/2/04 2:15:00 PM

DAMBRATH 99 Servants of the Royal Egg, to fi ght in distant wars. Members of this company exhibit plenty of single-minded determination and an intense sense of group identity, so they are valued for their prowess in head-to-head combat. Their lack of initiative and poor tactical sense, however, means that strong leadership and explicit instructions are vital in achieving the desired results. For the most part, Ghassis is indifferent to the fate of these mercenaries. The king of the lizardfolk is far more interested in the wealth he can accumulate from potential employers than in seeing his subjects return safely home after an engagement. He has no qualms about sending the Servants of the Royal Egg on dangerous assignments from which they are unlikely to return, though he does expect an especially lucrative deal for committing them to their deaths. In recent years, he has dedicated several companies of the Servants of the Royal Egg to Tethyr’s War of Reclamation, and a few to limited fi ghting in the Jungles of Chult. Despite the popularity of lizardfolk mercenaries elsewhere, the folk of Dambrath rarely call upon them to serve in battle against their enemies. Because most of the nation’s strife is internal, foes have plenty of opportunity to offer Ghassis a better deal—and the Dambrathans know that he might order his minions to change sides during a fi ght for enough cash. Possibly as payment for the services of the Servants of the Royal Egg, or perhaps simply through trickery or cunning, Ghassis has acquired three Halruaan skyships. Though his own subjects know about the fl ying vessels, the king tries to keep their existence a secret from the rest of the world. Most of the time, they are hidden deep inside the swamp under camoufl age. However, King Ghassis uses them to travel the length and breadth of his kingdom from time to time, or to deliver mercenaries to the battlefi eld on rare occasions. Now and then, folk beyond the borders of the swamp see the lights of the skyships as they rise into the night. Such sightings have sparked rumors about lights dancing in the skies over the Great Swamp, though speculation about their origins is as wild and as varied as the people who have seen them. Few guesses have actually come close to the truth. ILIMAR Ilimar is a split city, divided between the two ends of a portal. Now crumbling ruins, these two sites are all that remains of a city founded millennia ago by the sarrukh, the progenitor race that created most of Faerûn’s intelligent lizard and serpent creatures, including nagas, yuan-ti, and lizardfolk. The southern half of Ilimar lies nestled in the hills, near the headwaters of one of the streams that feeds the Great Swamp from the north. The northern half lies in the western reaches of the Gulthmere Forest, near the southern shore of the Lake of the Long Arm. The Great Swamp of Rethild is home to many creatures Illustration by Wayne England 620_17929_Ch7.indd 99 8/2/04 2:15:04 PM


(ENG) D&D 3.5 Ed. - Forgotten Realms - Shining South - Flip eBook Pages 51-100 (2025)
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