TEXT: CITY STATE OF THE INVINCIBLE OVERLORD
  294
  C H A P T E R  T E N
  LENAP
  Lenap, also one of the ancient Ghinor Successor States, has
  fallen upon hard times but still holds political sway within this
  region. The giant dunes of the desert to the north keep this area
  fairly isolated. The many jungles and hills make overland travel
  limited to well-guarded caravans. The Churning Sea is unpre-
  dictable and the volcanic Isles of Flame often make the sea
  steam from undersea lava flows. The many jungles are filled
  with a rich variety of plants. A thriving trade has grown around
  the exporting of spices, herbs, seeds, saps, oils and insects.
  In the sandy northern deserts are many settlements and
  tribes of the hardy Dorins, while to the south the Ghinorans
  become more numerous, sharing the territory with some
  hardy Tharbrians, Alryans and, on the coast, Antillians
  and other adventurous humans.
  The coastal regions are divided between rugged hills and
  lowland jungles in the north and temperate forest in the
  south. The area is often ravaged by severe weather in the
  spring and fall, and hurricanes are not uncommon.
  GEOGRAPHY
  Terrain in the deserts are considered Hot and Dry,
  Warm and Dry in the regions west of the Govannon Scarpe
  and south of Didgewater River, and Hot, Wet elsewhere.
  Amasis Hills (Rugged Hills): This rugged terrain is
  treacherous and some stretches are nearly impassable.
  Encounters: tribesmen, behir.
  Ament Horn (Grasslands): The seat of the city of
  Lenap, Ament Horn is a granite statue carved from a giant
  outcropping. Carved in ancient times, the city grew up
  around this statue to a forgotten god. Hardy farmers still
  reside within once prosperous crumbling estates. Many
  cobblestone roads have become overgrown and near use-
  less. Beyond the statue, this jutting peninsula is 10 miles
  wide and extends some 20 miles outward to the Sea of Five
  Winds. Encounters: wild dogs, merchants, bandits
  Ameretat Forest (Dense Forest, Temperate): Tall
  timber deep in the Valley of Vitiation, the wood is pro-
  tected from weather and wind. Very pleasant and cool in
  the interior. Encounters: hunters, wood elves, goblins
  Astutack Jungle (Dense Forest; EL 12): Another of the
  ranges of jungle in the Lenap lowlands, the Astutack is home
  to the horrific giant abyssal dire stirges and giant wasps.
  Bootleg Bay (Calm Aquatic, Perilous): Named because
  it was once a haven for pirates and smugglers, Bootleg Bay
  is full of treacherous shoals and sandbanks, requiring most
  merchants to hire pilots from nearby Amgold Quay. Most
  merchant captains come here for the quay’s famous horses,
  but also ship out tropical hardwoods and exotic spices.
  Charging River (Rough Aquatic): A branch of the
  Dark river, the Charging flows through the southern po-
  tion of the Dangerous Jungle. Unlike most deep jungle
  rivers, the charging is quick and straight.
  Cherindan Forest (Medium Forest): A coastal forest,
  the trees of the Cherindan along the beach have all grown
  smooth, weather resistant bark to protect themselves from
  the coastal storms. Encounters: assassin vines, grig
  Churning Sea (Rough Aquatic, Hot, Perilous; EL
  14): A dangerous stretch of ocean running south and west
  of the Ament Horn, this area of sea contains whirlpools
  and great waves that arise without warning as well as
  stretches of water that seem to roll and boil, said to be
  caused by the curse of a god placed on a now sunken
  civilization that once existed in this area. The treacherous
  whirlpools and currents make travel here highly hazard-
  ous, and there is very little sea traffic in the Churning Sea.
  
  WILDERLANDS OF HIGH FANTASY
  295
  The water temperature of the sea is near 100 degrees and
  vision is made difficult by the steam from the water itself.
  Despite the inhospitable nature of the seas, it is inhabited
  by a large number of giant aquatic dinosaurs such as
  dinichtys, elasmosaurus, mosasaurus and, most frighten-
  ingly, plesiosaurus which have been known to attach those
  few ships that brave these waters. What is not commonly
  known, is that miles of ruins populated by many mutated
  undersea races litter the floor of the sea, filled with ancient
  treasure. Map note: the waters of the Churning Sea begin
  slightly south and west of the Ament Horn at hex 2724 and
  extend south to hex 2731 and west to the Isles of Flame.
  Danger, Bay of (Rough Aquatic, Perilous): A dark and
  fog banked cove, the Bay of Danger is a hazard to any ship
  not familiar with the docking procedures of Lenap. En-
  counters: whales, locathah
  Dangerous Jungle (Dense Forest; EL 16): Fed by the dark
  salty water of the Bay of Danger, the Dangerous Jungle is a
  sweltering woodland of twisted vines and thick undergrowth.
  Dangerous plants abound here, strange woodland ropers of
  fantastic size and jungle treants have attacked explorers. Giant
  insects and carnivorous dire apes are often caught by sticky
  rope-like tentacles reaching down from the canopy above.
  Dark River (Calm Aquatic): Flowing in from the Bay of
  Danger, the Dark river supplies the Dangerous Jungle, and
  the hill area surrounding it. The river turns dark purple
  during late summer and autumn due to the many berries that
  fall into its headwaters. It is quite deep and has no fords.
  Didgewater River (Calm Aquatic): Bisecting the
  Amassis hill range, the Didgewater flows from the Arngold
  quay on the coast to the cliff wall of the scarpe.
  Endless River (Rough Aquatic): Drawing from the
  Churning Sea, this river supplies the Weeping Forest and
  the mid Hurricane Hills. Sea bass make their way upriver
  to the hills. The river flows backward at dusk and dawn,
  making navigation difficult and time consuming.
  Flame, Isles of: So named for the strange bluish flames
  that can be seen from miles at sea that leap from the peaks
  of these isles. There source has never been found. Legends
  tell of sailors mesmerized by the flames driving their ships
  against the many rocks that surround the island. It is
  rumored that Varun the Goddess of Wine walks these vine-
  covered isles on foggy evenings. Fifteen Lizardmen (CR 1;
  hp 11 each) visit the sea-caverns beneath the principal
  island to worship a giant squid (CR 9; hp 66) and elect a new
  tribal chieftain by force of arms every month. Access to the
  cavern is gained through a cave high on the eastern side of
  the island. Harauld the hermit (Com2; CR 1; hp 6) knows
  of the entrance and aids any party offering to assist him in
  recapturing his escaped pigs. A PC making a successful
  Search check (DC 30) of the murky sea cavern waters
  discovers a ring of three wishes, with one wish remaining.
  Ghazelbahr, River (Calm Aquatic): Forming the north-
  ern edge of the Cherindan forest, the Ghazelbahr is stocked
  with fish and is a favorite watering hole for game in the
  area. Encounters: river trolls, fisherfolk.
  Govannon Scarpe (Grasslands): This wide open mesa-
  like plain gives an elevated view of the Churning Sea. It is
  a rugged and barren plain, with bizarre wind-shaped rock
  outcroppings here and there. The scarp grows gradually
  more lush towards the south.  Its moaning winds near the
  peak is the possible source of lycanthrope legends told by
  villagers. Encounters: wild dogs, wild horses, antelope
  Great Roaring Jungle (Dense Forest, Giant; EL 15): This
  crescent shaped jungle is home to many dangerous giant
  animals. Several varieties of gire creatures may be found here.
  It has mires and drooping swamp trees of giant size.
  Hobnob Hills (Rugged Hills): These green, steep-sided
  hills present an obstacle to travelers, but are also rich in
  game. Caravans from Lenap often pass through here, but
  the going is usually slow and painful. Primitive tribes of
  lizard men are sometimes encountered here, and can be
  persuaded to act as guides or guards.
  Hurricane Hills (Rugged Hills): Named because they
  are periodically lashed by hurricanes in the spring and fall,
  these hills are known to harbor extensive growths of exotic
  orchids and other tropical flowers, as well as swarms of
  colorful butterflies in summer. They are a popular destina-
  tion for naturalists and scholars.
  Hutamah Jungle (Dense Forest): Appears as a dense,
  thickly overgrown garden. Tall grasses and twisted vines
  make an almost impenetrable thicket. Encounters: poi-
  sonous snakes, constrictor snakes, pixies
  Infinite Desert (Rocky Desert): The hundreds of square
  miles of heat blasted, desolate terrain do have a few
  features to break up the shifting dunes. Several tribes of
  human nomads make their way around in the desert, and
  there are a number of small oasis to be found as well.  Large,
  mostly intact skeletons of huge unknown creatures have
  been found littered in the desert, their bones bleached
  white from the sun and wind. Several artifacts have been
  found from lost cultures, with an advanced scientific theory
  common throughout the items.
  Jungle of the Sweet Smelling Death (Dense Forest): This
  small jungle off the northern edge of the Govannon scarpe is
  home of several varieties of orchid. Deep in the center of the
  jungle is a rare spotted orchid that causes the inhaler to fall
  into a deep slumber, and eventually to die (Fort DC 17 to
  resist). It is prized by alchemists and evil wizards. Encounters:
  hobgoblins, halflings, human tribesmen, leopards
  Maiden Peak (Forbidding Mountain): A nesting area
  for harpies. Trained attack falcons also patrol the area.
  Mangania Isle: A sage’s curse has made 10 juju zom-
  bies* (CR 3; hp 21 each) from brigands that roam the
  island seeking the Windward Horn, an artifact that re-
  leases them from the curse. Dainae (female Amazon Bbn10/
  Amz5; CR 10; AL CE; Str 16, Dex 14, Con 14, Int 10, Wis
  12, Cha 15; +1 greataxe, +4 hide, masterwork climber’s kit,
  potion of cure serious wounds, potion of haste, amulet of
  natural armor +1, potion of cure moderate wound), a lascivi-
  ous Amazon and her 3 warrior maidens, Kloie, Ieo, and
  Earo (female Amazons Bbn5/Amz3s; CR 5; AL CE; Str 16,
  Dex 14, Con 13, Int 10, Wis 12, Cha 12; +1 halfspear, +2
  leather armor) dwell in a small, fortified manor in the high
  lands. Resisting Dainae’s amorous advances may prove
  deadly, at the very least earning her enmity and loathing.
  These exiles protect a small community of 20 poor elves
  (CR 1/2; hp 4 each) on the lower slopes.
  
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  CHAPTER TEN: LENAP
  Mantith Forest (Dense Forest): Another of the coastal
  forests, Mangrove trees are common in these woods.
  Menuquet Plains (Grasslands): The southern end of the
  Govannon Scarpe, the Menaquet plains are home to a nomadic
  breed of tan-skinned horsemen. The horsemen trade beautiful
  jade and turquoise jewelry for wood products.  Tall grasses and
  giant flowers abound here. It is said that a dead goddess is buried
  beneath one of the larger mounds. Fey races are often seen
  dancing amidst the flowers but quickly disappear if approached.
  Encounters: deer, hare, coyotes, dire wolves.
  Moulting Mountain (Rugged mountains): This short range
  of quickly eroding mountains are the tallest points in the
  surrounding highlands. The northern reaches of the mountains
  are home to many harpies, and a few gargoyles have joined the
  pack. Rocs have sometimes been seen flying over its peaks;
  brave hunters sometimes risk death to obtain roc feathers.
  Shadow, Keys of: This cluster of islands is a well-known
  navigation aid. Several islands boast shore facilities and
  trading posts for passing merchant vessels.
  Sunvale River (Calm Aquatic):  A deep and narrow river,
  it is known for its large pike and gar population. The surround-
  ing woodlands are bright with yellow flora and many giant
  butterflies flit amidst weeping willow trees. A golden haired
  witch is said to roam the banks during the twilight.
  Tupimare Hills (Rugged Hills): These rough, wind-
  blasted hills are the home of hardy nomads and a few tribes
  of goblin raiders. Horses and wolf packs frequent these
  flower covered hills. A mated pair of centaurs has been
  sighted defending the horses on occasion. Water collects
  in deep caverns, and such areas are highly sought after.
  Turgid Hills (Gentle Hills): Highlands just north of
  the Hutama, tribes from the jungle raid into the hills for
  minerals and precious metals found here. Encounters:
  barbarians, centaurs, manticores.
  Valley of Vitiation (Light Forest): A protected land
  cove, the valley does not catch the rain and hurricane force
  winds that are common in the springtime. Forest and
  plants grow well in the rich soil.
  Vex Ford (Calm Aquatic): Sister ford to the West Ford,
  it was built by Swanrill engineers.
  Weeping Forest (Medium Forest): This forest is so
  named for the saltwater that drips from the leaves of the trees
  and foliage. With its proximity to the coast and being fed by
  the Endless, the jungle is very salty, and dehydration is a
  factor here for travelers. Encounters: dire apes, tigers, ogres.
  West Ford (Calm Aquatic): Both West and Vex fords
  were built by workers from the town of Swanrill to ease the
  trade route to Goldfall. Passing closer to the cliffs of Govannan
  scarpe is an easier journey than traveling the Amasis hills.
  SPECIFIC LOCATIONS
  0113 SLEDGETOWER (Village): Non-Standard; AL LE; TL 4;
  200 gp Limit; Assets 7,075 gp; Population 1,132 (Able bodied
  283); Mixed (orc 80%, half-orc 15%, goblin 5%); Resources:
  Market.  Authority Figure: Hoglip Syledyr, male orc LE Rog5.
  Important Characters: Medahyr Eye-Gouger, male orc LE Clr4
  (Midor); Relimk the Handsome, male half-orc NE Brb4
  (Medahyr’s bodyguard); Dreksyl Ver, female orc LE Wit3 (witch).
  The orcs of Sledgetower scour the desert for anything and
  everything to sell or trade at their market. Though out of the way,
  many travelers are drawn here for all the unusual finds the orcs have
  for sale. While many have searched on their own, the orcs take a
  dim view of anyone infringing on their livelihood. A barely
  functioning ballista provides shade for sellers of a variety of poisons.
  0126 The King’s Curse: There is a curse written on the
  tombstone of an ancient king’s burial mound. It has no effect
  anymore. A gold crown with a black diamond in the middle
  rests on the dead King. The crown is worth 7,140 gp.
  0203 Snakes and Pots (EL 3): Two clay pots are half
  buried in the sand. One contains a five foot long silver chain
  belt worth 2,500 sp. The other pot contains 6,350 cp. A giant
  cobra (huge viper; CR 3; hp 22 each) lives under each pot.
  0222 Tupimare Tower (Citadel): Non-Standard; AL
  N; TL 4; 40  gp Limit; Assets 100 gp; Population 80 (20
  elite gnome guard Ftr1-4, armed with masterwork short
  swords and clad in masterwork plate armor guard the mine
  and the tower; the remaining 60 inhabitants are Exp1-3s,
  mostly miners, engineers and merchants); Isolated (gnome
  90%, dwarf 5%, halfling 5%). Authority Figure: Ubwigme
  Querst, gnome male N Ftr5. Important Characters: Alwarig
  Degrol, gnome male N Ill4 (Querst’s lieutenant); Long-
  Nosed Pytal, gnome male N Rog3 (lookout, scout).
  A gnomish outpost, Tupimare Tower guards a sacred
  mine. The mine is rumored to be a dazzling place, filled
  with light emitted by gems embedded in the walls. The
  gnomes are vigilant, and have very little patience or humor
  when it comes to intruders.
  0227 WINMOOT (Hamlet): Non-Standard; AL N; TL 4; 100
  gp Limit; Assets 1,850 gp; Population 592 (Able bodied 148);
  Mixed (human 70% [mostly Ghinoran]; half-elf 15%, elf 5%,
  gnome 5%, halfling 5% ); Resources: Zinc. Authority Figure:
  Wyfagyl, male Ghinoran N Ftr4. Important Characters: Fongnyv
  the Mixer, male human N Exp3 (alchemist/ointment maker);
  Viknelia, female Ghinoran N Rog3 (ointment maker).
  The ointments made with the zinc of Winmoot are
  especially valued by the fair-skinned elves of the region.
  Humanoids of every type have been seen in increasing
  numbers lately. A local smith has been trying to make zinc
  more useful by alloying it with copper. Legends say that
  copper weapons were made as hard as steel in ages past.
  Wyfagel teaches music lessons for a reasonable fee.
  0232 Menuquet Mound (Citadel): Magical; AL CE; TL 2;
  100 gp Limit; Assets 313 gp; Population 100 (25 cruel and
  sadistic warriors War1-3 constitute the core defense group;
  remaining 75 are Com1-3 peasants and villagers or Adp1-3
  shamans and acolytes); Isolated (human 90% [mostly Ghinoran,
  some Dorin], half-orc 10%). Authority Figure: Kriever Cold-
  Heart, male Ghinoran CE Clr9. Important Characters: Megrinhu
  Wet-blade, female Dorin CE Brb3 (warleader); Fimmlef Sore-
  Foot, male Ghinoran, CE Rog2 (scout).
  Jutting from the plains, this tower is built above what is
  believed to be a central point for a series of ley lines. The
  tribe that currently inhabits the tower was once a peaceful
  group, but whether due to Megrinhu’s dark rituals or the
  evil nature of the area, they are now a cruel and erratic lot.
  Related tribes seek help in finding a way to turn their
  kinsmen from the evil ways they have adopted.
  
  WILDERLANDS OF HIGH FANTASY
  297
  0307 WOVENMIST (Village): Non-Standard; AL CG;
  TL 5; 200 gp Limit; Assets 5,525 gp; Population 884 (Able
  bodied 221); Mixed (human 60% [mostly Dorin, some
  Tharbrian], elf 30%, half-elf 7%, halfling 3%); Resources:
  Timber. Authority Figure: Torbask, male human CE Wiz5.
  Important Characters: Yilpar the Eldest, male elf CG Rog5
  (carpenter, woodworker); Fintlas the Grey, male Dorin
  CG Exp4 (woodworker); Dardra the Untiring, female
  human CG Rgr3 (village guard captain).
  Rare, and some say magical, trees grow in the sands of the
  desert, their wood almost as hard as iron. Fierce desert
  creatures dwell among the trees, making harvesting even
  more difficult. The dwellers of Wovenmist work the wood
  carefully, creating sturdy furniture and staves that they send
  in tribute to Sledgetower in exchange for being left alone.
  0321 The Spider Well (EL 8): A small well has a chain
  hanging down to the bottom. At the end of the chain is a
  bucket containing a clock with zircon numbers worth
  1,600 gp. Fifty tiny monstrous spiders (CR 1/4; hp 2 each)
  have made their webs on the chain.
  0406 The Citadel of Wovenmist (Citadel): Non-Stan-
  dard; AL N; TL 5; 100 gp Limit; Assets 500 gp; Population 160
  (30 militia War1-3 and 10 skilled elf archers Rgr1-2 man the
  citadel walls and guard the entrances to the dungeons; the rest
  are Com1-3 villagers, farmers and peasants or Exp1-3 artisans,
  merchants and specialized servants); Mixed (human 64%
  [mixed, some Dorin], elf 30%, dwarf 3%, halfling 3%).
  Authority Figure: Meedenhur Vuyt, male elf N Ftr7. Important
  Characters: Alvadid Humatrew, male human N Wiz9 (second
  in command, engineer); Ashkazku the Tongue, male orc LE
  Rog5 (observer from Sledgetower).
  This tower collects the tributes to be sent to Sledgetower.
  Those who dwell here have hardened themselves to the
  injustice, but dark dealings go on deep under the tower,
  dealings which seek the liberation of the village and tower.
  Some of these dealings have unleashed powerful demons,
  which have so far been unsuccessful in clawing their way
  free of the tower’s dungeons.
  0417 NETTLE (Small Town): Non-Standard; AL N; TL
  3; 800 gp Limit; Assets 41,700 gp; Population 1668 (Able
  bodied 417); Mixed (elf 80% [mostly high, some gray and
  wild], half-elf 15%, gnome 3%, halfling 2%); Resources:
  Cattle. Authority Figure: Fender the Avenger, male elf
  [high] LG Ftr8. Important Characters: Undret Thousand-
  Head, male elf [wild] N Rgr7 (cattle owner); Wellat the
  Pathfinder, female elf [wild] Rog6 (scout, cattle drive
  boss), the Final Word, male half-elf Wiz5 (cattle owner).
  The inhabitants of Nettle breed and herd tough cattle, but
  have to be constantly vigilant against rustlers. The cattle drives
  that must be made to get the cattle to all the markets the elves
  frequent are long and dangerous, and the elves pay guards well
  for this hazardous duty. The horns are used for containers.
  0430 HEWN DELL (Small Town): Non-Standard; AL
  CG; TL 2; 800 gp Limit; Assets 36,200 gp; Population 1448
  (Able bodied 362); Mixed (human 70% [mostly Ghinoran],
  elf 15%, half-elf 8%, halfling 7%); Resources: Market.
  Authority Figure: Sir Pinwikle, male human CG Ftr4.
  Important Characters: Ottan Treeclimber, male halfling
  CG Rog3 (explorer); Fonka Hurroody, female Ghinoran
  LG Clr3 (Molna, merchant); Kinnerras Oklyn, male
  Ghinoran NG Ftr3 (guard captain); Berlon Fateless, male
  elf, CG Sor3 (merchant).
  Hewn Dell sees many travelers, and the market is a good
  place to find exotica from many different regions. The
  friendly folk here tell of fell creatures in the hills guarding
  old tombs, but none can say where those tombs are. Many
  varieties of cloth are sold here.
  0510 The Golden Doll (EL 5): The remains of a man-
  sized Warrior still holding his battle-axe lies face down on
  top of a golden doll worth 490 gp. Five large monstrous
  spiders (CR 2; hp 22 each) nest in webs over the Warrior.
  0631 Hewn Passgate (Citadel): Magical; AL CE; TL 2; 100
  gp Limit; Assets 125 gp; Population 40 (10 goblin elites War1-
  3 and their 2 gnoll guards Ftr2 lord it over the common goblins
  who make up the population); Isolated (goblin 95%, gnoll 5%).
  Authority Figure: Hazhgon Glow-Eye, male goblin CE Wiz3.
  Important Characters: Kargral the Sudden, female goblin CE
  Rgr2 (patrol leader); Tinzgut, male goblin CE Clr2 (Angall).
  A band of goblins has taken control of this once-
  abandoned tower, which commands an important pass.
  They politely ask for tolls from strongly guarded caravans,
  but have been known to viciously attack small parties and
  lone travelers. When pressed, they retreat into the tower,
  which is a nearly indestructible relic of a bygone age.
  0712 ROVERTOP (Village): Non-Standard; AL CE; TL
  4; 200 gp Limit; Assets 5,950 gp; Population 952 (Able
  bodied 238); Mixed (orc 70%, half-orc 15%, human 10%,
  Gnoll 5%); Resources: Jewels. Authority Figure: Greidar
  the Cold, male human CE Clr3. Important Characters:
  Screaming Jalka, male orc CE Brb3 (warband leader);
  Eyes, female orc NE Rog3 (jeweler).
  The orcs here have been using jewels to buy food and
  other necessities from passing merchants. Where they get
  the jewels is unknown, and few outsiders are willing to
  brave the unpredictable village to find out.
  0716 Ooze and Trunks (EL 4): Two large trunks
  covered with gray ooze (CR 4; hp 26) contain wine that is
  moldy and contaminated.
  0725 GRAVEL GATE (Village): Non-Standard; AL LE;
  TL 5; 200 gp Limit; Assets 4,375 gp; Population 700 (Able
  bodied 175); Mixed (halfling  70%, gnome 15%, half-elf
  10%, human 5%); Resources: Oil. Authority Figure: Bandel
  Winderwhip, male halfling CG Ftr6. Important Characters:
  Fredlon Velanderhaff, male halfling CG Sor5
  (Winderwhip’s lieutenant); Melvar Gindal, female halfling
  NE Brd4 (oil gathering foreman).
  The oil of Gravel Gate, which seeps from the ground in
  slow, sluggish pools, is sent in tribute to Hewn Dell. As time
  has gone on, the folk of Gravel Gate have become more and
  more truculent, warped versions of their former friendly
  selves. Winderwhip seeks help in solving this problem.
  0732 The Gnomes of the Skull (EL 9): The ruins of a
  tower covered by earth can only be entered by a 3-foot
  diameter tunnel. Eight gnome fighters (Ftr3; CR 3; hp 19
  each; masterwork short sword, small wooden shield,
  chainmail, small leather pouch containing 50 sp and a
  piece of amethyst [50 gp]) are bowing to a golden skull
  worth 2,300 gp.
  
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  CHAPTER TEN: LENAP
  0804 The Lost God: The ruins of an altar to a lost god
  stands on a hummock. If a prayer is said at the altar, a beam
  of light will point to the nearest shelter, and no random
  encounters will occur for the night.
  0816 Hrgesveglur Station (Citadel): Non-Standard;
  AL N; TL 4; 100 gp Limit; Assets 375 gp; Population 120
  (20 hired human guards War1-2 and 10 elf archers Ftr1-3
  constitute the garrison, but they seem overmatched by the
  harpies; the remainder are Ari1-3 celebrants, Com1-3
  unskilled workers, Exp1-3 employees and servants or ad-
  venturers of various types who are passing through); Mixed
  (elf 70% [mostly high, some gray and wood], human 20%,
  gnome 5%, halfling 5%). Authority Figure: Inglorinan
  Phidarelm, female elf [high] N Brd6. Important Characters:
  Smiling Jart Gilham, male human N Ftr5 (guard captain);
  Nisstraldin Yimal, male elf [wood] N Exp5 (merchant).
  A popular rest stop for travelers, this squat tower seems to be
  the site of a perpetual carnival. A flock of harpies threatens to
  end the fun, jealous of Inglorinan Phidarelm’s wonderful voice.
  1010 The Elven Boots (EL 1/2): The remains of a high
  elf lays in the rocks with a worm-eaten cloak and a pair of
  decaying elven boots. A small viper (CR 1/2; hp 4) is inside
  the left boot. Protruding from the rocks is a six-foot
  diameter iron helm inscribed with dwarven runes.
  1020 WINDLESS (Village): Non-Standard;
  AL N; TL 3; 200 gp Limit; Assets 6,600 gp;
  Population 1056 (Able bodied 264); Mixed
  (human 60% [mostly Ghinoran], elf 25%, half-
  elf 10%, halfling 5%); Resources: Horses.
  Authority Figure: Blytarlaint, male human, N
  Rog4. Important Characters: Naugus Melnaine,
  male Ghinoran N Rgr3 (horse breeder and
  trainer); Eairchess the Slow, female elf NG Ftr2
  (blacksmith, horse trainer); Rondegan, male
  Ghinoran N Drd2 (horse breeder and trainer).
  The tough, smart horses of Windless fetch
  good prices, and buyers come from miles
  around for them. The inhabitants of Wind-
  less raise the horses on scattered ranches in
  the hills and on the plains, to better protect
  them from the rustlers that plague the re-
  gion. A particularly ruthless band of rustlers,
  led by centaurs, is especially dangerous.
  1026 The Old Salt’s Spirit (EL 7): A
  small cottage covered with vines on a rocky
  slope has a ship’s figurehead inside. The ghost
  (male ghost Exp6; CR 7; AL LE; Str — (ethe-
  real 12), Dex 13, Con —, Int 11, Wis 12, Cha
  14) of an old sailor guards the figurehead.
  1033 PRINCELING (Village): Non-Stan-
  dard; AL N; TL 5; 200 gp Limit; Assets 4,775
  gp; Population 764 (Able bodied 191); Mixed
  (dwarf 80% [mostly hill and city], gnome
  10%, halfling 10%); Resources: Iron. Au-
  thority Figure: Derunrih, male dwarf [city] CE
  Ftr3. Important Characters: Genul, female
  dwarf [hill] N Clr2 (Kazadarum); Lednal the
  Shaven, male dwarf N Ftr2 (mine boss).
  The dwarves of Princeling trade iron and
  the products they can make from it to traveling merchants.
  The increasing madness of Derunrih has begun to drive the
  merchants away, which is of great concern to the rest of the
  village. The villagers long for Derunrih to be cured of his
  madness, or removed from power – but both options have
  been tried, and both have failed in previous attempts.
  1114 LIDENSTRAND (Village): Non-Standard; AL N;
  TL 4; 200 gp Limit; Assets 8,425 gp; Population 1,348
  (Able bodied 337); Mixed (human 70%, elf 10%, half-elf
  10%, halfling 8%, gnome 2%); Resources: Market. Author-
  ity Figure: Cat Licor the Sure, male human, N Sag6.
  Important Characters: Ul Vatt, male human N Rog5 (mer-
  chant); Intare Revo, male human N Exp5 (merchant);
  Drael Misser, human female N Clr5 (Thoth); Nyarl Hevul,
  human male N Clr4 (Thoth, Drael Misser’s assistant).
  The market here thrives on the traffic that takes the rela-
  tively easy route that Lidenstrand straddles. That ease of access
  also makes the village a target. The village will be most
  appreciative of any who succeed in clearing the route of danger,
  especially of the swift pony-riding kobolds that harass caravans.
  1118 Dryport Beacon (Citadel): Non-Standard; AL CE;
  TL 3; 100 gp Limit; Assets 313 gp; Population 100 (25
  experienced citadel guards Ftr1-3, equipped with chain mail,
  longswords and longbows constitute the garrison; the remain-
  0732 Gnomes of the Skull
  
  WILDERLANDS OF HIGH FANTASY
  299
  der are Com1-3 peasants, farmers and herders); Isolated
  (human 90% [mixed, some Dorin], half-orc 6%, orc 4%).
  Authority Figure: Dairmallin Genuff, male human CE Ftr3.
  Important Characters: Mayyom Jelut, female half-orc CE Sor6
  (wise woman); Autir Flen, male Dorin, CE Rog2 (explorer).
  There was a port here in centuries past, when the waters of
  the sea covered a much larger area. The sea has long since
  retreated, leaving a forgotten and fading city of ruins and
  bandits. The beacon tower is the last remaining building, the
  others nothing more than ghostly foundation outlines. The
  citadel guard is a group of experienced fighters who still obey
  their ancient duties. Most of the ruins were looted long ago,
  but occasionally a determined group of adventurers will find
  an untouched basement or series of rooms underground.
  1133 Castle of the Princeling (Castle): Non-Standard;
  AL N; TL 5; 100 gp Limit; Assets 1938 gp; Population 620
  (60 dwarven fighters Ftr1-3, 70 dwarf fighter-priests Ftr2-3/
  Clr1-4, and 25 war priests Clr4-5 are the castle’s main
  military force; the remaining 465 are Ari1-3 nobles and
  aristocrats or Exp1-3 builders, planners, miners and other
  professionals); Mixed (dwarf 80% [mostly mountain and
  hill], gnome 10%, halfling 10%). Authority Figure: Galakaz
  Deepdigger, male dwarf [mountain] N Ftr8. Important Char-
  acters: Dils Cragwalker, female dwarf [hill] N Clr7 (Dacron);
  Rakhaz Doomsinger, male dwarf, N Brd6 (skald, historian);
  Evkarn Ironheart, male dwarf [hill] N Rog5 (weaponsmith).
  The castle is a dwarven holy site, and the dwarves here
  await the return of the “princeling,” a shadowy figure of
  dwarven mythology. They seek to purify themselves as
  they wait, and make forays into the Valley of Vitiation in
  search of aberrations to “cleanse.” The valley is full of
  strange, tainted monsters, beholders in particular.
  1203 The Obelisk of the Endless Simoom (Citadel):
  Non-Standard; AL N; TL 3; 100 gp Limit; Assets 625 gp;
  Population 200 (30 human warriors War1-3 and 20 half-
  orc fighters Ftr1-3 are the Godson’s military force; the
  remainder are Com1-3 servants and local peasants, Exp1-
  3 scribes, researchers and skilled servants or common orcs
  and goblins); Mixed (human 60% [some Dorin and
  Tharbrian], half-orc 20%, orc 10%, goblin 10%). Authority
  Figure: The Godson of Sand, male Dorin, NE Rog6/Ftr5/
  Asn6. Important Characters: Twilight, male Tharbrian N
  Rog9 (the Godson’s lieutenant and rival); Sunglare, fe-
  male half-orc N Wiz11 (chief spellcaster of the tower).
  A place that seems dark even under the bright desert
  sun, this tower is not committed to evil, but is more
  concerned with the shadowy realm of pragmatism. It is
  whispered that this is the place where the powerful go
  when they need someone eliminated or when they need
  information quickly gathered, by stealth or by force. The
  Godson of Sand is said to have many dark secrets locked
  away in this tower, any one of which could ransom a king.
  1217 The Cave-Hut (EL 7): A caved-in hut at the
  bottom of the hill has three bottles of acid on a small
  wooden table. A hill giant (CR 7; hp 102) often visits the
  little hut. There are 2,120 gp in an old leather sack.
  1222 SWANRILL (Small Town): Non-Standard; AL N; TL
  3; 800 gp Limit; Assets 48,600 gp; Population 1,944 (Able
  bodied 486); Mixed (halfling 70% [mostly common, some
  highland], human 20%, gnome 5%, half-elf 5%); Resources:
  Hides. Authority Figure: Allewn, male human CE Ftr4. Impor-
  tant Characters: Netlak Garn, male halfling N Rgr3 (hunter);
  Umvert Therboddle, male halfling N Rog3 (tanner); Dasson
  Klegg, female human CN Sor2 (alchemist).
  The great herds of various animals that roam about the
  land here provide meat for the villagers to eat and pelts they
  can trade for the things they need. The herds can present
  danger, though, especially when a stampede occurs. A band
  of “sky riders” has been making off with the most prized
  members of the herds hereabouts, and causing stampedes
  destructive to both the animals and to the villagers.
  1226 Amasis Spire (Citadel): Non-Standard; AL CG; TL
  3; 100 gp Limit; Assets 438 gp; Population 140 (20 half-elf
  guardians Rgr1-3, 10 elf knights Ftr1-3 mounted on barded
  elven warhorses and 5 elf war wizards Wiz1-3 defend the ancient
  citadel; the remainder are Ari1-3 elven nobles, War1-2 militia
  or Exp1-3 craftsmen, artisans, historians and researchers); Iso-
  lated (half-elf 90%, elf 10%). Authority Figure: Humasa
  Blowinggrass, female half-elf CG Ftr4. Important Characters:
  Likon the Bearded, male half-elf CG Clr3 (Mithra); Marsil of
  the Hilltops, male half-elf CG Sor3 (adventurer, wanderer).
  Amarsis Spire is tall and slender, made from a translu-
  cent purple stone that is not native to the area. Strong
  wards against magic were placed upon the spire by some
  unknown spellcaster long in the past. The wards are
  beginning to fail, and with them fails the tower itself, as it
  slowly crumbles away. The inhabitants of the tower will
  pay well for a solution to the problem.
  1328 GOLDFALL (Village): Non-Standard; AL LG; TL 3;
  200 gp Limit; Assets 7,075 gp; Population 1,132 (Able bodied
  283); Mixed (half-elf 70%, elf 20%, human 5%, halfling 5%);
  Resources: Market. Authority Figure: Luken the Long, male
  half-elf LG Clr6. Important Characters: Arlinia Farsight, fe-
  male half-elf LG Pal5 (champion of Goldfall); Finur Hillwalker,
  male half-elf NG Drd4 (farmer and merchant); the Silver
  Shade, male elf LG Wiz3 (merchant, adventurer).
  The farms around Goldfall sell their produce in the
  market, with regular visits by large caravans wending
  through the trackless hills. The region is troubled by
  manticores, which love the corn of Goldfall, but don’t love
  paying for it.
  1334 Spider Pillars (EL 7): Two vine-covered pillars
  have a gargantuan monstrous spider (CR 7; hp 168) in its
  web between them. A wand of ice storm is stuck in the webs.
  1404 TUFTIPSY (Village): Non-Standard; AL LE; TL 3;
  200 gp Limit; Assets 4,950gp; Population 792 (Able bod-
  ied 198); Mixed (goblin 60%, human 25%, orc 10%,
  half-orc 5%); Resources: Baskets. Authority Figure: Razan
  the Listless, male human LE Drd4. Important Characters:
  Garaga Burnedback, male goblin LE Rog3 (basket maker,
  prospector); Sulma the Finder, female human LE Rog2
  (prospector); Flogg Fermo, LE Ftr2 (basket maker).
  The crude but serviceable baskets made in Tuftipsy are
  perfect for sifting the sands, which are known to yield a wild
  array of precious stones and nuggets of gold. How these sub-
  stances came to be in the sand is a mystery. Attempts to solve
  the mystery, or to sift for the treasure by non-villagers, have met
  with hostility.
  
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  CHAPTER TEN: LENAP
  1410 Nohaven Keep (Citadel): Magical; AL CE; TL 2;
  100 gp Limit; Assets 875 gp; Population 280 (40 low-paid
  men-at-arms War1-3, 30 shortbowmen War1-2 and 10
  professional cavalry Ftr1-2 hold the grim walls of the citadel;
  the remaining 210 are Com1-3 local peasants and settlers or
  Exp1-3 craftsmen, builders, grooms or professionals); Iso-
  lated (human 94% [some Tharbrian and Dorin], half-orc
  6%). Authority Figure: Evvin Larpir, Master of Nohaven
  male Tharbrian, CE Wiz6. Important Characters: Earlen
  Hiol, male Tharbrian CE Ftr5 (guard captain); Falga Ujarl,
  female Human CE Rog4 (Nohaven’s merchant liaison);
  Brabal the Foremost, male Tharbrian CE Brb3 (scout).
  One of the few stopping places along a desolate trade route,
  Nohaven Keep is shunned by native and traveler alike. It is a
  grim place; its black stone walls seeming to contain leering
  faces that cannot be seen when looked at directly, its tower an
  accusing finger pointing at the sky. Only those in dire need
  dare to stop near the keep, let alone visit it.
  1420 Ram’s and Longships (EL 4): A giant ram’s head
  is sitting on a large rock. The head is hollow. A giant stag
  beetle (CR 4; hp 52) nests inside. Buried beside the head
  is a longship with a cargo of silver fittings worth 3,220 gp.
  1424 Didgewater Fordguard (Castle): Magical; AL
  CG; TL 5; 100 gp Limit; Assets 1750 gp; Population 560
  (50 elf warriors War1-3, 30 elf guardians Rgr1-3, 30 halfling
  archers War1-3 and 30 halfling scouts Rog1-3 are the
  citadel’s main garrison; the remainder are Ari1-3 elf nobles,
  Clr1-2 priests, Com1-3 peasants and farmers or Exp1-3
  craftsmen, artisans and other experts); Mixed (elf 50%,
  halfling 30%, human 20%). Authority Figure: Murvdin
  Bowshot, male elf CG Clr7 (Mithra). Important Charac-
  ters: Dregar Dreflahan, male halfling CG Rog6 (guard
  captain); Japetil Mooneyed, female elf CG Sor6 (castle
  record keeper); Mavet Gloaminglover, female Bardik CG
  Sor9/Brd5 (minstrel and morale officer of the castle).
  This strong castle has been in chaos of late, as the walls
  and doors seem to shift of their own volition, as if the castle
  has grown tired of its internal layout. Even the river and
  land nearby shift their positions nightly. It is thought some
  great primal elemental, embodied in the surrounding ter-
  rain, shifts as it dreams in an age-long sleep.
  1508 The Buried Vault (EL 19): A fully covered vault
  lies two feet under the sand. The top of the vault is
  corroded. A heavy person has a 60% probability of falling
  through. Six skeleton warriors* (CR 14; hp 78 each)
  guard the vault wherein a necklace of dominate person (2/
  day) is worn by a long dead mage.
  1512 FLAMGARD (Village): Non-Standard; AL N; TL 2;
  200 gp Limit; Assets 5,400 gp; Population 864 (Able
  bodied 216); Mixed (human 70% [several Dorin], dwarf
  15%, troll 15%); Resources: Market. Authority Figure:
  Zenrax, male troll CE Ftr5. Important Characters: Drenel
  the Enduring, male human N Sor8 (former village chief);
  Nankart Trollkin, male human Rog3 (merchant).
  Trolls, dwarves, and humans all find their way to the market in
  Flamgard, each finding the uneasy alliance that keeps the village
  together ever more difficult to maintain. A rash of unsolved
  murders, with victims of all races, has increased the tension. A rug
  weaver and basket maker are popular vending tents.
  1532 WILLOWWITHY (Village): Non-Standard; AL LG;
  TL 4; 200 gp Limit; Assets 4,400 gp; Population 704 (Able
  bodied 176); Mixed (human 70% [mostly Ghinoran], half-elf
  15%, elf 8%, halfling 4%, gnome 3%); Resources: Market.
  Authority Figure: Ventore, male Ghinoran LG Ftr7. Important
  Characters: Trannel, female Ghinoran LG Clr6 (Mitra);
  Brother Inxit, male human, LG Mnk4 (assistant to Trannel);
  Warden Imnus, male human LG Rgr3 (village guard captain);
  Aringon the Gull, male Ghinoran LG Wiz3 (dockmaster).
  The villagers strive to keep the area safe for the passage
  of merchants, and provide a safe harbor, which results in a
  thriving market where trade goods from all over exchange
  hands. However, aquatic monsters have been attacking
  vessels at anchor in the harbor.
  1602 Crab Nest (EL 7): A trunk covered by sand has
  a potion of cure serious wounds (level 5) inside. Four mon-
  strous crabs* (CR 2; hp 16 each) nest nearby.
  1616 RUSHKINDLE (Village): Non-Standard; AL N; TL
  2; 200 gp Limit; Assets 7,550 gp; Population 1,208 (Able
  bodied 302); Mixed (human 75% [mostly Ghinoran, some
  Tharbrian], halfling 15%, gnome 5%, half-elf 5%); Re-
  sources: Market. Authority Figure: Dryfed Bending, male
  human N Clr3. Important Characters: Barthonil the Pocket,
  male human N Rog3 (tax collector); Finleas Hup, female
  human Ftr2 (innkeeper).
  The market at Rushkindle is known to sell anything and
  everything, from the mundane to the sinister. The villagers
  do not care what is sold, as long as the village receives a tax
  on each sale. The village also has ways to hide goods, from
  food to fugitives – for a price. A wandering knight believes
  that a kinsman is being “hidden” in Rushkindle, and seeks
  help in finding and rescuing her.
  1623 Abandoned Cottage: A small cottage in a grove is
  infested with insects. A stone calendar stands on a small
  table of granite within.
  1625 ARNGOLD QUAY (Small Town): Non-Standard; AL
  N; TL 5; 800 gp Limit; Assets 47,600 gp; Population 1904
  (Able bodied 476); Mixed (elf 70% [mostly high, some gray
  and southern], half-elf 25%, human 5%); Resources: Horses.
  Authority Figure: Gwanlt, male elf [gray] LG Ftr6. Important
  Characters: Nelt Horseblood, female elf [high] N Rgr5 (horse
  breeder and trainer); Milment the Stiff-Necked, male human
  LG Pal4 (Gwanlt’s lieutenant); Halct Cleareye, male elf
  [southern] NG Brd3 (Gwanlt’s assistant and scribe); Nismon
  Marolt, male half-elf N Ftr2 (horse breeder and trainer).
  Arngold Quay sends horses and food to Willowwithy.
  Willowwithy, by way of Gwanlt and his force, ensures that the
  town and docks at Arngold remain safe. The horses of Arngold
  Quay are big, handsome beasts — said to have once been
  creatures of the sea — and make fine warhorses. They would
  also be valuable rewards for those who help stop the raids of
  undead that have been shambling from the waters lately.
  1720 Rotneedle Tower (Citadel): Non-Standard; AL N;
  TL 3; 100 gp Limit; Assets 813 gp; Population 260 (30 men-at-
  arms Ftr2-4, 20 crossbowmen War1-2 and 15 mounted
  guardsmen Ftr3-6 armed with light lances, heavy crossbows and
  longswords make up the garrison; remaining 195 are Com1-3
  villagers and servants or Exp1-3 librarians, geographers, expert
  servants, grooms and other staff); Mixed (human 40%, elf 20%,
  
  WILDERLANDS OF HIGH FANTASY
  301
  orc 10%, dwarf 10%, gnome 10%, halfling 10%). Authority
  Figure: Wertu Olk, male Ghinoran N Ftr8. Important Charac-
  ters: Redrin Lightdouser, female elf N Rgr3 (hunter, scout);
  Gorriblet the Laughing, male gnome N Ill3 (adventurer).
  This citadel was designed to guard against attackers from
  the nearby jungle gaining access to the travelers and caravans
  that pick their way painfully along the hilly pass. Recently, a
  black dragon was sighted emerging from the jungle, which has
  everyone in the tower bracing for a fight. Wertu is searching
  for a ballista or other heavy missile weapon with which to fight
  the dragon, but so far without success.
  1808 EVERGLOOM (Village): Non-Standard; AL N; TL 4;
  200 gp Limit; Assets 7,925 gp; Population 1268 (Able bodied
  317); Mixed (human 60% [mixed, few Tharbrian and Dorin],
  hill giant 30%, elf 8%, dwarf 2%); Resources: Leather. Authority
  Figure: Badyr Skywalker, male hill giant CE Ftr7. Important
  Characters: Munlee Heavyfoot, female hill giant CE Clr6
  (Angall); Actic Laota, male human N Exp5 (leatherworker);
  Turman the Bull, male human N Ftr4 (cattle breeder).
  The people of Evergloom breed a type of hardy buffalo
  specifically for the toughness of its skin. The leather goods
  made here are especially fine, particularly the leather
  armor (masterwork quality). A particularly violent, and
  some say demonic, bull has been making life difficult for
  the people of Evergloom, breaking down fences, scattering
  the buffalo, and attacking those who it finds in the open.
  1813 The Troll Lair (EL 10): An antique miniature lamp
  shines out the window of a large crumbling hall (contains a
  continual flame spell). Six trolls (CR 5; hp 63 each) sleep in the
  wine cellar. They have accumulated a treasure containing
  3,000cp, 2,150gp and 5 aquamarines (350gp each).
  1818 Finduler’s Observatory (Citadel): Non-Standard;
  AL CG; TL 3; 100 gp Limit; Assets 375 gp; Population 120
  (30 hired guardsmen War1-3 hold the citadel for Finduler;
  the rest are Exp1-3 assistants and scholars or Com1-3
  servants); Isolated (human 90% [mixed, some Dorin], halfling
  10%). Authority Figure: Finduler the Leaf-Picker, male
  halfling CG Sag5. Important Characters: Agamag Mulfer,
  female Dorin, CG Rog4 (sample gatherer); Treflin Vaosad,
  male human, CG Exp3 (Finduler’s chief assistant).
  Finduler studies the plant life of the jungle, as well as some
  of its more notable fauna. His observatory, a fortified tower,
  is filled with odd and often potentially deadly plant life,
  which at times is threatening enough to cause the tower to
  be evacuated. Reports of a black dragon in the vicinity have
  added another element of uncertainty to life here.
  1909 Mountainbirth Castle (Castle): Magical; AL N;
  TL 5; 100 gp Limit; Assets 1625 gp; Population 520 (50
  men-at-arms War1-3 and 30 crossbowmen War1-3 are the
  regular garrison; 40 Giant Killers Ftr4-5 and 10 Giant
  Slayers Ftr6-8 patrol the surrounding regions; the remain-
  ing 390 are Com1-3 servants, farmers and peasants or
  Exp1-3 hunters, guides, trackers or expert servants); Mixed
  (human 40%, dwarf 20%, halfling 20%, gnome 20%).
  Authority Figure: Zesaly Klonir, male human N Wiz12.
  Important Characters: Munngeddin Axewielder, male dwarf
  N Rgr6 (head of the “Giant-Killer” squad); Equitred,
  female human N Clr6 (Mosinylo); Tylo Unrew, the Trip-
  per, male human N Wiz5.
  Perched at the very northern tip of the Molting Moun-
  tains, Mountainbirth Castle has long been a target of giant
  attacks. The “Giant-Killer” squad of elite troops has earned
  grudging respect – and respite for the castle – from giants of
  all kinds. Still, one particularly implacable fire giant tribe
  continues to attack the castle from time to time, retiring
  back to their hidden mountain lair when hard-pressed.
  1921 Steadfast Stronghold (Castle): Non-Standard; AL
  LG; TL 3; 100 gp Limit; Assets 1438 gp; Population 460 (40
  men-at-arms Ftr1-3, 30 longbowmen Ftr1-3, 20 warrior-
  priests War1-3/Clr1-3, 15 soldier-priests Ftr1-4/Clr1-3 and
  10 mounted knights Pal1-2 are the citadel’s main defenders,
  though the other populace will defend it if necessary; the
  remaining 345 are Com1-3 peasants and villagers, Exp1-3
  merchants, guides and shopkeepers or Clr1-2 low-ranking
  priests; many have 1-3 levels of Warrior and can serve as
  militia as needed); Isolated (human 90% [mostly Ghinoran],
  halfling 10%). Authority Figure: Trueheart Fairengole, male
  Ghinoran LG Pal6 (Tyrebill). Important Characters: Hugrew
  Finher, male human LG Pal5 (Tyrebill; Fairengole’s lieu-
  tenant); Pylotar Minhirdin, male Ghinoran LG Ftr5 (cavalry
  captain); Wirrin Valadre, female Dorin LG Clr5 (Tyrebill).
  A combination military base/monastery, Steadfast
  Stronghold wars against the evil humanoids and giants
  that infest the region. Although very rigid in their think-
  ing, the knights here are essentially good-hearted. A few of
  them have begun to question the rightness of their never-
  ending war against the nearby orc settlement, and quietly
  seek to hire adventurers to seek the truth of the matter.
  1921 REEK HILL (Hamlet): Non-Standard; AL CE; TL
  3; 100 gp Limit; Assets 1,975 gp; Population 632 (Able
  bodied 158); Mixed (orc 70%, half-orc 10%, human 10%,
  goblin 6%, gnoll 3%, elf 1%); Resources: Bows. Authority
  Figure: Cyfael the Silent, male elf CG Wiz4. Important
  Characters: Nkun Headsmasher, male orc CE Brb3 (warband
  leader); Plazk the Shaper, male orc NE Rog3 (bowyer).
  Orcs and gnolls love the crude, strong bows of Reek Hill.
  The industry of bow making has proven almost lucrative
  enough for the foul inhabitants to forego their raids on
  other settlements. A band of knights has targeted the
  hamlet, either unaware or unmoved by the gradual mod-
  eration of the inhabitants.
  1931 Look Lively Maties! (EL 7): A shipwreck sits on
  the bottom covered with green moss. Littering the deck are
  many corroded weapons. Captain Memsnor, a draug*
  (CR 4; hp 38) with a gold peg leg (worth 500 gp) captains
  a crew of 6 octopi (CR 1; hp 9 each).
  2009 WONDERNESSE (Village): Non-Standard; AL N; TL 5;
  200 gp Limit; Assets 8,875 gp; Population 1420 (Able bodied
  355); Mixed (dwarf 80% [mostly mountain], gnome 15%,
  halfling 3%, human 2%); Resources: Ropes. Authority Figure:
  Bynt Baber, male human N Exp5. Important Characters: Tuin
  Thickbeard, male dwarf [mountain] N Rog4 (ropemaker);
  Dwint Durabbo, male gnome N Exp3 (ropemaker).
  The thick, sturdy rope of Wondernesse makes a good
  addition to the supplies of adventurers seeking the sunken
  pits that were once the palace of a djinn. A tinker supplies
  block and tackle tools and some ropes are made with
  braided wires intertwined.
  
  302
  CHAPTER TEN: LENAP
  2027 Water Spray Isle (EL varies): A geyser glows at
  night to mark the location of a magical altar. During a full
  moon an intelligent parrot will guide anyone at the geyser
  to a cave filled with dinosaur bones and broken weapons.
  The blind castaway inhabiting the cave is named Rajapoor
  (male human Ari7; CR 6; AL NG; hp 34), the former ruler
  of Lenap who befriended the Wizard Khouligan. The
  wizard stole the ruler’s princess, the jewels of apazar, and a
  flying carpet. The ruler was transported to the cave to die
  blind, weakened, and without weapons to defend against
  the 20 dire rats (CR 1/3; hp 5 each) that frequent the cave
  complex. Should Rajapoor be cured of his blindness, with
  a remove blindness spell, and returned to Lenap, his claim to
  the throne may result in the fall of the current government
  and a popular uprising. Adventurers who successfully re-
  turn Rajapoor to power may find themselves in positions of
  great power within his new bureaucracy. Unfortunately
  they also earn the everlasting enmity of Khouligan.
  2107 Lizard Lunch (EL 7): The remains of a giant lizard
  are being eaten by 4 wererats (Com1; CR 2; hp 5 each). The
  lizard wears a silver-studded saddle worth 120 gp. In a leather
  pouch attached to the saddle is a case of lamp oil.
  2117 Of Bread and Blue Dragons (EL 10): Four moldy
  barrels sit side-by-side in a ditch. They contain 150 gp and
  loaves of bread. Grizzicckk, a young adult blue dragon
  (CR 10; hp 189) constantly keeps watch from another
  ditch 150 feet to the north. It lairs in a nearby cave
  (Wilderness Lore check DC 30 to locate). In the lair are
  2,200 gp, 14,000 sp, a jeweled cup (2,500 gp), three ivory
  drinking mugs (50 gp each), a wand of fireballs (12 charges,
  caster level 10), and an ebony fly.
  2123 The Raft: A small raft floats just off the coast. An
  ancient man-sized throne is tied down on the raft. A closer
  look reveals 4 mermen (CR 1/2; hp 5 each) swimming
  alongside the raft. The throne functions as a crystal ball.
  2211 Jungle Gap Gate (Citadel): Monstrous; AL CE; TL
  4; 100 gp Limit; Assets 750 gp; Population 240 (50 orc
  veterans War1-3 and 10 orc berserks Brb1-4 are the somewhat
  slovenly and ill-disciplined garrison; the remainder are com-
  mon orcs half-orcs); Isolated (orc 95%, half-orc 5%). Authority
  Figure: Dargkyu Redtusk, male orc CE Ftr5. Important Char-
  acters: Iggrik Brokenhand, female orc CE Clr4 (Midor);
  Flietraw Rotbreath, male orc, CE Brb3 (scout, toll-taker).
  Any who try to skirt around the jungle must pass this
  tower, where they must pay a toll to pass. The tolls are
  surprisingly light, and the orcs here do provide some
  security for those who pay. A more intolerant band of
  jungle-dwelling orcs object to their more “civilized” breth-
  ren in the tower, and continually attack the tower and any
  travelers who pass.
  2214 DELAN (Village): Non-Standard; AL CE; TL 3;
  200 gp Limit; Assets 5,125 gp; Population 820 (Able
  bodied 205); Mixed (human 60% [mostly Ghinoran],
  gnome 25% [mostly city], elf 10%, halfling 5%); Re-
  sources: Timber. Authority Figure: Mecsan of Old, male
  gnome CE Ftr7. Important Characters: Hateful Hundrik,
  male gnome [city] CE Rog7 (logging boss); Nattar Tlik,
  female Ghinoran CE Wiz5 (woodcarver, carpenter); Kilka
  Pwin, male gnome CE Rgr4 (logger).
  The timber cut in Delan is sent downriver as massive
  rafts for travelers and merchants. While it is a swift way to
  move the timber to market, the jungle through which the
  river runs is home to dangerous beasts, and the river is filled
  with deadly fish like the giant piranha.
  2218 Fort Hobnob (Citadel): Conventional; AL CG;
  TL 5; 100 gp Limit; Assets 438 gp; Population 140 (20
  halfling archers War1-2, 10 gnome engineers Exp1-3 and
  5 dwarf guardsmen Ftr5-7 guard the citadel; the remaining
  105 are Com1-3 peasants, field hands and laborers or Exp1-
  3 vintners, winemakers, craftsmen, woodworkers, etc.);
  Mixed (halfling 70% [mostly common, some highland and
  stout], gnome 15%, dwarf 10%, human 5%). Authority
  Figure: Sheriff Tolda Hillhopper, female halfling [high-
  land] CG Ftr7. Important Characters: Jakkan Fields, male
  halfling CG Clr6 (farmer, priest of Losborst); Artrew
  Holedweller, male halfling CG Rgr5 (cattle rancher).
  The halflings here are a jolly lot, possibly due to the
  presence of a fine winemaker — Jakkan Fields — and his
  vineyards. Though he prizes the corn he manages to grow in
  the nearby hills most, his vineyards are famous throughout
  the land. Something has been stripping the grapes from the
  vines, and Jakkan suspects it is more than common pests.
  2410 The City of Ash (EL 12+): An ash-covered city
  almost burnt to the ground lies in a blackened clearing. A young
  adult red dragon (CR 12; hp 218) lives in a huge cistern in the
  middle of town holding 6 virgin maidens (Com1; hp 2 each;
  Cha 14+) captive. Twenty flame jet traps (CR 2; 1-ft. wide, 50-
  ft. long stream of flame; 3d6; DC 13 Reflex save avoids; Search
  DC 25; Disable Device DC 26) and 10 20-foot deep pit traps
  (CR 1; no attack roll necessary; 2d6; DC 20 Reflex save avoids;
  Search DC 20; Disable Device DC 20) are set about the ruins to
  alert the dragon. In addition to the maidens, its lair contains
  41,200 gp, 36,000 sp, 22 gems worth 11,000 gp total, a +3
  animated shield, a +2 dragonbane sword, and a bracelet of friends.
  2414 Forest Bight Fortress (Castle): Non-Standard; AL N;
  TL 3; 100 gp Limit; Assets 1750 gp; Population 560 (65 light foot
  War1-3 with leather armor, short bows and shortswords, 40
  heavy foot Ftr1-2 with chain mail, crossbows and longswords, 25
  cavalry Ftr1-3 on light horses and equipped with light lances,
  leather armor and longswords, 8 catapult crew Exp1 and 2 ballista
  crew Exp1 make up the well-equipped and professional garrison;
  the remainder are Com1-3 forest-dwellers, villagers and servants
  or Exp1-3 woodsmen, hunters, scouts, guides, etc.); Mixed (hu-
  man 50% [mostly Ghinoran], elf 10%, gnome 10%, halfling 10%,
  orc 10%, goblin 10%). Authority Figure: Purdell the Precise, male
  Ghinoran N Wiz7. Important Characters: Black-Handed Berd,
  male Ghinoran N Rog6 (Purdell’s scribe and seneschal); Gantrew
  Patchbeard, female dwarf N Ftr5 (guard captain); Marsingham
  the Mostly Fair, male halfling N Rog4 (Purdell’s chief advisor).
  Purdell had a huge swath of the forest cut down so he
  could have his fortress built in a particular spot. Why he
  demanded this spot is unknown. It seems that the spirits of
  the forest now seek revenge, and are thought to be the cause
  of all the accidents and deaths here. Purdell does not
  particularly care, except that he is finding it difficult to keep
  his dwelling staffed. Thus, he seeks answers to the problem.
  2421 The Grinding Wheel (EL 2): A vine-covered
  grinding wheel set in the clearing is the abode of a large
  
  WILDERLANDS OF HIGH FANTASY
  303
  2410 The City of Ash
  m o n s t r o u s
  spider (CR 2; hp 22) which is weaving a web over it. Scattered
  about in a clay brick pile are four ankylosaurus harnesses.
  2426 The Taming Breastplate (EL 1/4): A mithral breast
  plate worth 2,960gp is covered by sand and shines in the
  light. Two killer shrews (see below) live inside the cavity.
  dwarf 15%, gnome 10%, half-elf 10%, elf
  3%, halfling 2%); Resources: Market.
  Authority Figure: Dyrsh the Many Tongues,
  male Dorin N Ftr4. Important Characters:
  Durkle Dinhouser, male gnome N Ill3
  (merchant and magician); Silver-Eyed
  Sorn, male dwarf N Rog2 (merchant).
  Wanderers and the lost find some refuge
  at Forsaken, its market filled with the
  flotsam and jetsam of broken and forgot-
  ten lives. It is rumored that the tomb of a
  long-dead and forgotten deity lies nearby,
  emanating hopelessness.
  2515 BOGHRA-LITTLE (Hamlet): Non-
  Standard; AL CE; TL 3; 100 gp Limit;
  Assets 1,800 gp; Population 576 (Able
  bodied 144); Mixed (human 51% [mostly
  Ghinoran], troll 30%, orc 10%, half-orc
  9%); Resources: Oil. Authority Figure:
  Bladdadent, male troll CE Ftr5. Important
  Characters: Blatrum the Feastmaster, male
  human CE Wiz5 (oil merchant); Urget the
  Never-Ready, male orc CE Brb4 (adven-
  turer); the Sullied Skein, female human
  NE Sor4 (merchant, adventurer); Mad
  Mukdadort the Twice-Eaten, male troll
  CE Brb2 (pit fighter).
  Barrels of oil are rafted downriver to
  waiting merchant vessels, the profit going
  to throwing violently raucous feasts. These
  feasts are well-known for their wicked na-
  ture, but not a few are still drawn to them
  for the opportunities to rob and kill.
  2619 Lenap Tower (Citadel): Non-
  Standard; AL CE; TL 5; 100 gp Limit;
  Assets 625 gp; Population 200 (30 guards-
  men Ftr1-2 and 20 crossbowmen Ftr1-2 hold the citadel
  and fight doggedly despite a somewhat lackadaisical atti-
  tude toward authority and discipline; the remaining 150
  are Com1-3 servants and peasants, Exp1-3 merchants and
  tradesmen or Ari1-3 nobles and officials from Lenap);
  Mixed (human 51% [mostly Ghinoran], dwarf 15%, gnome
  5%, halfling 5%, orc 5%, half-orc 5%, goblin 5%, gnoll
  3%, half-elf 2%, elf 2%, troll 2%). Authority Figure: Reletta
  the Furious, female Ghinoran CE Ftr4. Important Charac-
  ters: Jigrem, male goblin CE Sor3 (the tower’s chief
  spellcaster); Arkurk the Long-Legged, male gnoll CE Rgr2
  (scout and messenger); Grelloik the Traitorous Axe, male
  dwarf CE Rog2 (trap maker).
  Lenap Tower guards the passage to Lenap. The garrison
  here is wild, though vigilant. Weakening the tower or
  taking it outright would seriously weaken Lenap’s defenses
  against those who would attack the town.
  2712 ASHWOOD (Small Town): Non-Standard; AL N;
  TL 5; 800 gp Limit; Assets  37,000 gp; Population 1480
  (Able bodied 370); Mixed (halfling 60% [mostly common,
  some stout], dwarf 25% [mostly mountain], gnome 10%, elf
  5%); Resources: Silver. Authority Figure: Pathinvor, male
  dwarf [mountain] N Clr3. Important Characters: Dantam
  2503 FORSAKEN (Hamlet): Non-Standard; AL N; TL 2;
  100 gp Limit; Assets 1,490 gp; Population 476 (Able
  bodied 119); Mixed (human 60% [mixed, some Dorin],
  Killer Shrew: CR 1/8; SZ D Animal; HD 1/4d8; hp
  1; Init +1; Spd 5 ft.; AC 15 (+4 size, +1 Dex) touch 15,
  flat-footed 14; BAB +1; Grap -11; Atk/Full Atk bite
  +1 melee (1d2-5 plus poison); Space/Reach 1 ft./0 ft.;
  SA poison (bite, Fort DC 10, 1/1 Str); SQ scent; AL
  N; SV Fort +2, Ref +3, Will +2; Str 1, Dex 12, Con 11,
  Int 1, Wis 14, Cha 4.
  Skills: Hide +21, Listen +5, Spot +5. Feats: Weapon
  Finesse (bite).
  
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  CHAPTER TEN: LENAP
  Gilly, male halfling Rgr3 (farmer); Dijintor Malrock, male
  dwarf N Ftr2 (prospector); Falmhara Koll, female halfling
  N Drd2 (farmer); Malgi Murnin, male gnome N Brd2
  (prospector, entertainer).
  The silver mined in Ashwood has drawn fortune-hunters
  from miles around, swelling the size of the once-quiet settle-
  ment. Still, many who search for the silver tell of the earth itself
  stirring as if from slumber, and chasing those who disturb it.
  2732 Isle of the Purple Mermaid (EL Variable): A spring
  of healing waters issues from a triangular crack in a huge
  boulder shaped like a mermaid. Bathers heal 1d6 hit points
  each day by bathing in the spring for 1 hour. A tribe of 20
  Chimpanzees (see below) avoid the pride of 6 lions (CR 3; hp
  32 each) that stalk the sparse prey amongst the lush vegeta-
  tion. A fruit shaped like golden globes grows on vines covering
  a crumbled wall. Anyone eating the fruit must make a
  successful Fortitude save (DC 20) or be driven insane (as the
  insanity spell) for 2 weeks. Insane individuals suffer horrid
  delusions, believing that everyone is secretly attempting to
  destroy them, and react violently to assurances to the con-
  trary. They refer to the various chimpanzees encountered
  upon the island as general, corporal, and colonel respectively.
  2810 Ashwood Pillar (Citadel): Non-Standard; AL N;
  TL 5; 100 gp Limit; Assets 438 gp; Population 140 (20
  halfing archers Ftr1-2 and 15 dwarf fighters Ftr1-3 loyally
  hold the citadel against bandits and raiders; the remaining
  105 are Com1-3 peasants and servants or Exp1-3 tax collec-
  tors, money changers, merchants or officials); Mixed (halfling
  60%, dwarf 25%, gnome 10%, elf 5%). Authority Figure:
  Constable Mudstomper, male halfling N Ftr6. Important
  Characters: Derringdel Lebringres, male gnome N Rog5
  (silversmith); Palon Hillside, female halfling N Wiz4 (trea-
  surer); Gruff Stonechipper, male dwarf N Rog4 (trapmaker).
  The silver taken in taxes from the town of Ashwood is
  stored here, making it a target for all manner of thieves and
  thugs. A particularly stealthy thief has been making away
  with sizable sums, despite all efforts made to prevent the
  thefts and capture the thief.
  2820 LENAP (Small Town): Non-Standard; AL LE; TL
  5; 800 gp Limit; Assets 67,300 gp; Population 2,692 (Able
  bodied 673); Mixed (human 51% [mostly Ghinoran, some
  Alryan and Tharbrian, a few Antillian], dwarf 15%, gnome
  5%, halfling 5%, orc 5%, half-orc 5%, goblin 5%, gnoll
  3%, half-elf 2%, elf 2%, troll 2%); Resources: Market.
  Authority Figure: Khouligan the Grief Giver, male Ghinoran
  LE Wiz12. Important Characters: Captain Occlar, male
  Ghinoran LE Ftr5 (guard captain); Professor Laggan, male
  human LE Wiz5 (advisor to the Grief Giver); Petta the
  Ever-Moving, female Ghinoran N Rog4 (merchant);
  Plikfon the Porpoise, male Antillian NE Rog 4 (portmaster);
  Nirk Fil, female half-orc LE Ftr3 (innkeeper).
  Located on the Ament Horn, a strange carved outcropping
  of rock, miles of hills and jungles stretch west of the town
  itself. Though considered a backwater colonial town by the
  Chimpanzees: CR 1/4; SZ S Animal; HD 1d8+1; hp
  5; Init +2; Spd 30 ft., climb 30 ft.; AC 13 (+1 size, +2
  Dex) touch 13, flat-footed 11; BAB +1; Grap -1; Atk/
  Full Atk bite +3 melee (1d3-2); Face/Reach 2 1/2 ft./
  2 1/2 ft.; AL N; SV Fort +3, Ref +4, Will +1; Str 7, Dex
  15, Con 12, Int 2, Wis 12, Cha 5.
  Skills: Balance + 10, Climb +13, Hide +9, Listen +4,
  Spot +4. Feats: Weapon Finesse (bite).
  2820 Lenap
  
  WILDERLANDS OF HIGH FANTASY
  305
  empire that founded it, Lenap is the largest and most prosper-
  ous town and port in the region, its market the destination for
  much of the goods and raw material of this part of the
  continent. Lenap is one of the original Ghinoran Successor
  State from the ancient Empire of Kelnore. Devastated by
  disease and pestilence following the fall of the empire and the
  many wars that followed, the hardy people of Ghinoran stock
  have in recent centuries come to reclaim this city and its ruins
  to repopulate it and begin to build it again. The current ruler,
  a wizard of great evil, stole the daughter of the prior ruler
  (Rajapoor, see hex 2027), banished him and set him self as
  Satrap of the city. Known as the Grief Giver to the people, the
  dungeon beneath his palace is filled with those who have
  defied his power, many of whom are good-hearted folk.
  2904 The Rosetta Stone: A marble slab is buried in the
  sand with rubies worth 750 gp each set in the corners. The
  slab is inscribed with runes that permit the translation of
  an ancient language (determined by the judge; e.g.
  Khemitian). The slab weighs 450 pounds.
  2907 ELDMA-VILYET (Village): Non-Standard; AL N;
  TL 3; 200 gp Limit; Assets 5,075 gp; Population 812 (Able
  bodied 203); Mixed (human 70%, dwarf 15%, gnome 10%,
  halfling 5%); Resources: Torches. Authority Figure: Slynnon
  Strong-Shoulder, male human N Wiz7. Important Charac-
  ters: Mizrah the Calm, female human LN Mnk6 (explorer);
  Singed Serklin, male human N Exp5 (torch maker); Bamtur
  Baldchin, female dwarf N Rog4 (adventurer).
  The torches made here are very handy for the adventurers
  that seek the strange ruins and underground labyrinths found
  in the area. Some torches have different colored flames and
  one expensive variety burns with double the amount of heat.
  An enchanted torch is sold that supposedly gives off smoke in
  the direction of gems and others for precious metals.
  2913 Castle Lonewood (Castle): Non-Standard; AL N;
  TL 5; 100 gp Limit; Asset: 1688 gp; Population 540 (50
  skirmishers Ftr1-3 armed with slings; 40 medium infantry
  Ftr1-3 equipped with leather armor and short swords, 25 light
  cavalry Ftr2-4 equipped with studded leather armor, light
  lances and longswords and 20 heavy cavalry Ftr2-4 with
  chainmail, shields, heavy lances and longswords make up the
  core of Randur’s mercenary company; the remaining 405 are
  Com1-3 peasants or Exp1-3 merchants and craftsmen); Mixed
  (human 40%, elf 20%, half-elf 20%, halfling 10%, gnome
  10%). Authority Figure: Master Faifa, male human LN Mnk7.
  Important Characters: Yokar Milliwan, male halfling N Rog6
  (military planner, scout); Randur Erwast, male Dorin N Ftr5
  (mercenary captain); Ershabib the Glittering Hand, female
  gnome N Wiz5 (siege engineer).
  Castle Lonewood is home to Randur Erwast’s mercenary
  company. They currently are paid to help safeguard the
  villages and settlements nearby. The castle has been subjected
  recently to numerous attacks form the air, first by fiendish
  birds of all sorts, then by arrowhawks, and now by wyverns. It
  is unknown what has been prompting these attacks.
  2917 The Clan of the Cave Tiger (EL 11): A cold
  clammy 50-foot cave with the totem of a tiger’s head standing
  within the entrance contains a ten foot long sword worth
  1,730 GP. Eleven pairs of red eyes glow from inside the cave
  where a pack of 11 weretigers (CR 5; hp 45 each) live.
  2928 Pushing the Barrel (EL 12): Three Giant Turtles
  (see below) are attempting to push a barrel with an efreeti
  bottle inside of it. The efreeti (CR 8; hp 65) attempts to kill
  the person releasing him.
  3107 Headwater Bastion (Castle): Magical; AL LG; TL
  3; 100 gp Limit; Asset: 2,000 gp; Population 640 (50 men-
  at-arms War1-3, 30 crossbowmen War-3, 20 sergeants Ftr1-3,
  30 light cavalry Ftr1-4; 20 heavy cavalry Ftr2-5 and 10
  paladins Pal1-3 equipped with plate armor and longswords
  and mounted on barded warhorses constitute the garrison;
  the rest are Com1-3 peasants, farmers, herdsmen and other
  locals or Exp1-3 merchants, craftsmen, artisans, armorers,
  weaponsmiths or castle aides); Mixed (human 60% [mostly
  Ghinoran and Tharbrian, some Antillian], elf 30% [mostly
  high and wood, some southern], halfling 10%). Authority
  Figure: Regta the Farsighted, female human LG Clr8
  (Shinakad). Important Characters: Captain Elil, female elf
  [high], LG Pal7 (champion of Headwater Bastion, guard
  captain; Shinakad); Lieutenant Malvrik, male Tharbrian,
  LG Rgr6 (scout and infantry leader); Professor Nimek, male
  halfing LG Wiz6 (chief spellcaster); Emlet Afell, male elf
  [wood] LG Exp5 (weaponsmith).
  An island of order in a sea of chaos, Headwater Bastion
  strives to tame the countryside around it. Patrols have been
  finding the bodies of slain creatures of good – including a
  unicorn. This unicorn was known to be one of a mated pair,
  and now the missing creature is held by a band of trolls and
  goblins. Rescuing the unicorn, avenging its dead mate, and
  bringing it to the castle would be a solid victory for good.
  3109 Ants (EL 8): A heavy set of chainmail covered by
  1000 biting black ants (see below) is rusting in a thicket.
  Giant Turtle: CR 9; SZ H Animal [Aquatic]; HD
  15d8+75; hp 142; Init +2; Spd 10 ft., swim 30 ft.; AC 18
  (-2 size, +2 Dex, +8 natural), touch 10, flat-footed 16;
  BAB +7; Grap +22; Atk/Full Atk bite +16 melee
  (2d6+10); Space/Reach 20 ft./10 ft.; SA capsize (as a
  dragon turtle); SQ scent; AL N; SV Fort +14, Ref +7,
  Will +6; Str 25, Dex 15, Con 21, Int 2, Wis 12, Cha 2.
  Skills: Listen +7, Spot +7.
  Biting Ant Swarm: CR 8; hp 500 (total for entire
  swarm).
  The ants swarm to attack any creature that comes
  within 5 feet. The swarm attacks as a single creature with
  a +4 attack bonus and deals 2d4 points of damage.
  Each attack against the swarm kills a number of
  ants equal to the amount of damage dealt. Due to
  their miniscule size, the ants are immune to piercing
  and slashing weapons. Bludgeoning weapons deal
  double damage against the swarm (thereby killing a
  number of ants equal to twice the damage dealt).
  3112 CLOVEN (Village): Non-Standard; AL N; TL 3;
  200 gp Limit; Assets 4,450 gp; Population 712 (Able
  bodied 178); Mixed (human 60% [mostly Ghinoran],
  halfling 20%, elf 10%, half-elf 6%, gnome 4%); Resources:
  Timber. Authority Figure: Lupid Green-Teeth, male
  Ghinoran CE Ftr5. Important Characters: Onlunin Faranlor,
  
  306
  CHAPTER TEN: LENAP
  male half-elf N Rgr4 (logger, woodcarver); Vikla Lonnoon,
  female gnome N Rog3 (woodcarver, carpenter); Ranlap
  Wheeler, male human N Exp2 (cart maker).
  The villagers of Cloven make simple yet sturdy wooden
  implements, from idols to furniture. Some few merchants
  visit the village, but long, arduous journeys must be made
  often to sell the wares of Cloven. Those willing to make the
  journey and face the perils are well paid for their efforts.
  Hollowed hardwood logs with fitted lids are sold as coffins.
  3116 BEACON (Village): Non-Standard; AL N; TL 2;
  800 gp Limit; Assets 34,700 gp; Population 1,388 (Able
  bodied 347); Mixed (human 80% [mostly Ghinoran],
  halfling 10%, gnome 8%, half-elf 2%); Resources: Goats.
  Authority Figure: Travinish, male human N Clr5. Important
  Characters: Arbahish Hardhead, male Ghinoran N Rgr4
  (goat herder); Ocbonish the Smelly, male human N Rog3
  (cheese maker); Warpashish the Walker, female Elritorn
  N Drd8 (herbalist, veterinarian).
  Beacon produces delicious goat cheese, but the villagers
  cannot cooperate long enough to make it a thriving industry.
  The ancient lighthouse near the village still works, though
  none can gain access to the interior to ascertain how this is so.
  3121 VALEYARD (Small Town): Non-Standard; AL LE;
  TL 2; 800 gp Limit; Assets 39,400 gp; Population 1576 (Able
  bodied 394); Mixed (human 80% [mostly Ghinoran, Alryan
  and Antillian, a few Skandik and Tharbrian], dwarf 15%,
  gnome 3%, orc 2%); Resources: Market. Authority Figure:
  Lufore the Lean, male Alryan LE Ftr3. Important Characters:
  Irgan the Memory, male human NE Sag6 (wise man); Rapnolt
  Flamehead, male Antillian Exp2/Sor6 (merchant).
  A dock is in the process of being built nearby, and
  Valeyard has benefited by virtue of its market being so
  readily available. Night raids by little-seen fish men have
  the already unfriendly town even more on edge. Lufore
  insists upon proper decorum and insists that the vendors be
  arranged by height around the square. Pottery, blown glass
  vials, seeds and boots are popular.
  3308 WOODKEN (Village): Non-Standard; AL CE; TL
  2; 200 gp Limit; Assets 5,650 gp; Population 904 (Able
  bodied 226); Mixed (goblin 60%, troll 15%, half-orc 15%,
  orc 5%); Resources: Market. Authority Figure: Sinpat the
  Stalker, male troll N Ftr5. Important Characters: Smasher,
  male troll CE Brb4 (Sinpat’s chief enforcer); Theeark
  Womanslayer, male goblin CE Rog3 (merchant).
  Although the market normally attracts evil humanoids,
  Sinpat guarantees the safety of any who wish to trade here.
  Those with nothing to trade, though, have no such guar-
  antee. A live unicorn has been captured and was being held
  in the market of Woodken — until Sinpat bought it for a
  great feast he will throw within a week. Warnings from
  wizards about disturbing the balance of evil and good have
  fallen on deaf ears. Dark clouds churn above.
  3403 Clan of the Cave Bear (EL 7): A dire bear’s skull
  rests on top of a large rock with 14 cavemen (War1; CR 1/
  2; hp 9 each; club) and their chief (War2; CR 1; hp 16;
  club) sleeping inside. A bright red glow is coming from a
  large red stone in the skull. The cavemen are not hostile,
  though they are cannibalistic and could decide to invite
  visitors to dinner…
  3409 Cyclone Citadel (Citadel): Monstrous; AL CE;
  TL 2; 40 gp Limit; Asset: 125 gp; Population 100 (25
  goblin bandits War1-3 hold the citadel and noisily live it
  up each night; the remaining 75 are common goblins and
  half-orcs); Isolated (goblin 90%, half-orc 10%). Authority
  Figure: Tingag, female goblin CE Ill5. Important Charac-
  ters: Kotij Quickhands, male goblin CE Rog4 (trapmaker);
  Rekl the Skulk, male goblin CE Rgr3 (hunter).
  An unruly mob of goblins has taken up residence in this
  ruined lighthouse. They are fugitives, and a reward is
  offered for Tingag.
  3419 Land of the Tritons (EL 11): A giant statue (see
  below) of a triton stands on the island. It has a golden
  crown worth 5,260 gp on his head and animates if the
  crown is removed. The statue is 100% magic resistant and
  regenerates two points per melee round. Once the statue
  regains the crown it will place the crown on its head and
  again resume an inanimate state.
  Triton Statue (Advanced Stone Golem): CR 11; SZ
  L Construct; HD 16d10; hp 88; Init -1; Spd 20 ft. (can’t
  run); AC 26 (Size -1, Dex -1, natural 18) touch 8, flat-
  footed 26; BAB +12; Grap +26; Atk slam +20 melee
  (2d10+9); Full Atk 2 slams +20 melee (2d10+9); Face/
  Reach 10 ft./10 ft.; SA slow (10 ft., 7 rounds, Will DC
  13 negates); SQ construct, magic immunity, damage
  reduction (30/+2); AL N; SV Fort +5, Ref +4, Will +5;
  Str 29, Dex 9, Con -, Int -, Wis 11, Cha 1.
  3419 Isle of the Bulviegh (EL varies): An enraged bull stalks
  any intruders mercilessly. An abandoned longship is beached on
  the west side of the island. Four apes (CR 2; hp 26 each) follow
  the orders of Thaede (Ftr3/Rog3; SZ S; hp 47; Init +6; Spd 20 ft.
  climb 20 ft.; AL N; Str 7, Dex 15, Con 12, Int 11, Wis 13, Cha 8),
  an intelligent chimpanzee who is actually a polymorphed dwarf. A
  crude hut built of shields and palm leaves, contains provisions for
  50 vikings, and 32 miniature statues of long-haired warriors.
  The statues were carved by the Bulviegh (male Altanian,
  Bbn14; CR 9; hp 78; AL CN; Str 19, Dex 14, Con 15, Int 11,
  Wis 14, Cha 11; +2 greatsword, +1 glaive, breastplate, 2 black
  star sapphires [1,000 gp each], 2 blue sapphires [850 gp each],
  boots of striding and springing, stone of alarm, 3 potions of cure
  moderate wounds), former commander of a crew of viking
  raiders. The Bulviegh is under a curse that changes him into
  a bull from midnight till sunrise of each day, leaving him in the
  form of a man for the remainder of the day. When not under
  the effects of the curse, the Bulviegh sits within his hut and
  carves idols in memory of his crew to alleviate his absolute
  boredom. His raiders fell variously to war, plague, starvation,
  and magic, leaving none but the Bulviegh. The Bulviegh
  keeps his weapons and armor hidden within the shack formed
  from his former comrade’s shields. PCs searching his hut find
  them on a successful Search check (DC 24). The curse upon
  the Bulviegh may only be removed should he submit to
  having all of his body hair shaved off and allow himself to be
  dipped into a font of holy water blessed by a lawful neutral
  priest. These are events that the Bulviegh is loath to suffer,
  although he could be persuaded by a comely female and a jug
  of fine whiskey.
  
  WILDERLANDS OF HIGH FANTASY
  307
  3432 Shipwreck (EL 7): An overturned longboat
  has 8 medium sharks (CR 1; hp 16 each) swimming
  around it. Large, rotting furs are tied up in the full. A
  figurehead worth 915 gp decorates the prow.
  3501 REDWRAITH (Hamlet): Non-Standard; AL
  N; TL 4; 100 gp Limit; Assets 1,790 gp; Population
  572 (Able bodied 143); Mixed (human 80%, halfling
  12%, gnome 5%, half-elf 3%); Resources: Market.
  Authority Figure: Findolperth, male human CE Ftr4.
  Important Characters: Fair-Handed Kinfal, male hu-
  man N Rog3 (merchant); Delyin the Staff, female
  human, N Clr3 (Aniu); Lorisa the Lithe, female
  human, N Ftr2 (boyar).
  Religious icons made by the hamlet dwellers are the
  basis of the market here, but the ghoul packs — and
  worse — that haunt the hills and plains make travel-
  ing here dangerous. Lorisa is famed for her composite
  bows and her son is a suitable fletcher.
  3534 Stefan’s Isle (EL 4): A rope bridge across a
  deep chasm leads to a giant sea shell inhabited by a
  castaway elven engineer named Stefan (Exp5; CR 4;
  hp 23; light mace, +1 leather armor, ring of protection
  +2). The bridge springs into a net shape (trapping
  pedestrians) unless a vine is pulled back and tied to a
  tree before crossing (CR 2; +10 ranged; Search DC
  20; Disable Device DC 25; Reflex DC 15 avoids; PCs
  trapped in the net can escape with a full round DC 20
  Escape Artist check).
  3603 COWER (Small Town): Non-Standard; AL
  N; TL 6; 800 gp Limit; Assets 37,400 gp; Population
  1496 (Able bodied 374); Mixed (dwarf 70% [mostly
  hill and mountain], gnome 15%, human 10%, halfling
  5%); Resources: Weapons. Authority Figure: Treylin
  Stiff-Beard, male dwarf [mountain] N Ftr3. Important
  Characters: Sandlin Rockheaver, male dwarf N Clr3
  (Kazadarum, weaponsmith); Craggor of the Anvil,
  male dwarf [hill] N Exp3 (blacksmith); Girigli Squint-
  Eye, male gnome N Rog2 (weaponsmith).
  All manner of weapons are made here, and either
  are bought here directly, or shipped to buyers whose
  coin pays for the shipping. Virtually everyone in Cower
  is armed, giving the townsfolk here a confidence that
  belies the town’s name. A great meteor fell from the
  sky recently, and the smiths here would dearly love its
  metal for the making of weapons. However, strange
  lights in the night sky and lurking shapes in the
  shadows have discouraged those who would search for
  the meteorite.
  3605 Tower of Tears (Citadel): Monstrous; AL
  CE; TL 2; 100 gp Limit; Asset: 500 gp; Population
  160 (40 orc warriors War1-3 are the elite of the tribe
  and Borum’s loyal followers; the remainder are com-
  mon orcs or half-orcs); Isolated (orc 95%, half-orc
  5%). Authority Figure: Borum the Claw, male orc CE
  Ftr4. Important Characters: Sharp-Eared Nolerk, male
  orc CE Rog3 (lookout, scout); Rerkadwat, male orc
  CE Exp3 (cook).
  Home to a tribe of orcs, the Tower of Tears is
  known also for surprisingly good food. Rerkadwat has
  the reputation as a brilliant orcish chef, and many orc
  chieftains have already offered large sums of gold to
  have him as their cook. However, Rerkadwat will not
  willingly go.
  3608 The Dollhouse (EL 1): A small moss-cov-
  ered cave has a treasure chest buried inside. A poison
  dart (CR 1; +5 ranged; 1d4/x2 crit plus greenblood oil
  poison; Search DC 20; Disable Device DC 20; 100-ft.
  range) will spring out when the trunk is opened.
  There are 3,540 gp worth of rubies inside. A mechani-
  cal doll performs an intricate dance if wound up by a
  key on its back.
  3617 Edgar’s Rice Isle (EL 6): Twenty skeletons line
  the beach and wreckage of a large merchant ship pro-
  trudes from 10 feet of water. A steaming fumarole has
  turned the only stream into a sour-tasting yellow slush. A
  petrified pterodactyl lies near a natural pit of bubbling
  mud. Within 10 feet of the pterodactyl, victims who fail
  a DC 25 Fortitude save age one year per round. A new
  Fortitude save must be made each round. Patties of wild
  rice grow in marshes along the eastern shore.
  3701 Redwraith Castle (Castle): Non-Standard;
  AL CG; TL 4; 100 gp Limit; Assets 1938 gp; Popula-
  tion 620 (60 men-at-arms War1-3, 30 longbow War;
  20 veterans Ftr1-3, 10 sergeants Ftr2-4, 20 light cav-
  alry Ftr1-3 and 15 heavy cavalry Ftr1-3 are well-paid
  to guard the castle and surrounding lands; the re-
  maining 465 are Com1-3 villagers, farmers and
  herdsmen or Exp1-3 hunters, trackers, servant and
  skilled laborers); Mixed (human 60%, dwarf 20%,
  halfling 12%, gnome 5%, half-elf 3%). Authority Fig-
  ure: Windor Sunfollower, male human CG Rgr8.
  Important Characters: Nelsar Forgelighter, dwarf fe-
  male CG Clr7 (smith, priestess of Brigit); Renacor
  Ridgetopper, male halfling CG Rog6 (explorer);
  Millding Gagard, male gnome NG Brd5 (Windor’s
  advisor).
  A cheerful place, Redwraith Castle is a favorite
  stop for adventurers heading north. A rash of ghoul
  attacks and the presence of zombies in the hills have
  the castle dwellers concerned, but of even more con-
  cern to them is evidence that the source of the undead
  is somehow within the castle itself.
  3721 Isle of Duermir (EL 2): Gas issuing from
  fissures cause all who walk amongst them to enter a
  deep sleep for 2d8 hours unless a DC 15 Will save is
  made. Upon waking a new save must be made each
  round. There are no potable items available upon the
  Isle of Duermir.
  3816 Isle of Fish (EL varies): This island is known
  for it’s many varieties of tropical fish of unusual shape
  and configuration. Many of them possess a tongue
  similar to frogs and can reach 5 feet out of a stream to
  pull the unwary under the water (see below). Some
  have iron sharp fangs to tear and rend armor (see
  below). Some can speak the common tongue and
  others can fly 15’ per jump. A particularly desired
  variety covers its small torso with a coat of pearls
  cemented together with a rubber like saliva. Each of
  these petty fish (see below) is worth 2d4 gp.
  
  308
  CHAPTER TEN: LENAP
  3904 The Dead Sheriff: Three vultures are eating on the
  remains of what appears to be a human. A signet ring is on the left
  hand of the victim that is worth 320 gp. A pair of handcuffs
  (masterwork manacles) and keys are hanging on the victim’s belt.
  4002 IFFING (Hamlet): Non-Standard; AL CE; TL 3;
  100 gp Limit; Assets 1,665 gp; Population 532 (Able
  bodied 133); Mixed (human 60% [mostly Tharbrian and
  Antillian, some Ghinoran], orc 30%, half-orc 10%); Re-
  sources: Pitch. Authority Figure: Dawgarsh Long-fingers,
  male orc CE Ftr5. Important Characters: Kargwa the Tusk,
  male orc CE Brb4 (hunting party leader); Iskarta Longhair,
  female half-orc CE Wit3 (witch); Imranal the Traitor,
  male Antillian CE Rgr2 (scout).
  The pitch here is shipped to the ports along the coast, and
  provides the hamlet with a meager though steady income. A
  band of rangers repeatedly harass the hamlet, seeking to
  keep it weakened. Dawgarsh has posted guards at all hours.
  4015 The Sunken City (EL 6): A sunken city from another
  time is on the seabed. Decaying musical instruments are strewn
  over the bottom. Golden harps are in the larger buildings.
  Giant caribe* (CR
  1; hp 13 each) often
  swim in and out of this
  town. The harps cannot
  be removed from the buildings as they are automatically
  teleported back to the pedestals upon which they rest.
  4018 Bouyan Isle (EL 9+): Bouvan Isle is a terrible
  island with a cinder cone volcano and sparse provisions.
  Bouvan Isle is home to blue lizards (see below) that can
  jump 40 feet and have poisonous fangs. Explorers have a
  30% chance of being set upon by a pack of 1d4 of these
  devilish beasts. The blue lizards swarm in packs of 5-8.
  Tongue Fish: CR 1; SZ S Animal [Aquatic]; HD
  2d8; hp 9; Init +3; Spd swim 30 ft.; AC 16 (+1 size,
  +3 Dex, +2 natural), touch 14, flat-footed 13; BAB
  +5; Grap +0; Atk tongue +5 melee (grapple); Full
  Atk tongue +5 melee (grapple), bite +0 melee
  (1d4+1); Face/Reach 2 1/2 ft./2 1/2 ft.; SA im-
  proved grab (grapple +2); AL N; SV Fort +3, Ref
  +6, Will +1; Str 12, Dex 17, Con 11, Int 2, Wis 12,
  Cha 3.
  Skills: Hide +10, Listen +4, Spot +4. Feats:
  Weapon Finesse (tongue, bite).
  Iron Fang Fish: CR 2; SZ M Animal [Aquatic];
  HD 3d8+6; hp 19; Init +2; Spd swim 30 ft.; AC 14
  (+2 Dex, +2 natural), touch 12, flat-footed 12; BAB
  +2; Grap +6; Atk/Full Atk bite +5 melee (1d8+4);
  Face/Reach 5 ft./5 ft.; SA armor damage (see be-
  low); AL N; SV Fort +5, Ref +5, Will +2; Str 17,
  Dex 15, Con 14, Int 2, Wis 12, Cha 2.
  Skills: Listen +6, Spot +6.
  SA — Armor Damage (Ex): An iron fang’s teeth
  can catch and tear an opponent’s armor. If the
  opponent has both armor and a shield, roll 1d6: A
  roll of 1-4 affects the armor and a roll of 5-6 affects
  the shield. Make a grapple check whenever the iron
  fang hits with a bite attack, adding to the opponent’s
  roll any magical bonus for the armor or shield. If the
  iron fang wins, the affected armor or shield is torn
  away and ruined.
  Petty Fish: CR 1/6; SZ T Animal [Aquatic]; HD
  1/2 d8; hp 2; Init +2; Spd swim 20 ft.; AC 14 (+2 size,
  +2 Dex), touch 14, flat-footed 12; BAB +0; Grap -
  8; Atk/Full Atk bite +4 melee (1d2-4); Space/
  Reach 2 1/2 ft./0 ft.; AL N; SV Fort +2, Ref +4, Will
  +0; Str 3, Dex 15, Con 10, Int 2, Wis 11, Cha 2.
  Skills: Listen +3, Spot +3, Swim +7. Feats: Weapon
  Finesse (bite).
  4031 Isle of Mynt (EL 2): Four shipwrecked passengers
  of a small merchant ship light signal fires regularly. One
  castaway, Fystible (male Tharbrian Ari3; CR 2; hp 17;
  masterwork longsword, 2 daggers) is an emissary of the
  prince of a distant land to the north. Helping the emissary
  complete his task embroils the PCs in political intrigue and
  sets them up for a 1,000 gp per PC payday.
  4102 Ivory Cross (EL 5): A ten foot ivory covered
  cross worth 1,990 gp is partially covered by vines. The cross
  turns to face the sun at all times. Black bears (CR 2; hp 19
  each) often come by and scratch their backs on it.
  4114 Isle of Rough Landing: An island with provisions for
  the taking but surrounded by a strong current, and winds
  which make it impossible to avoid hidden rock by any but the
  smallest ships. Mariners traveling attempting to make a
  landing upon this Isle must make a Profession (Sailor) check,
  (DC 20) to avoid capsizing or dashing upon the rocks.
  Bouyan Lizards: CR 5; SZ L Animal (10 ft. long);
  HD 8d8+24; hp 60; Init +2; Spd 20 ft.; AC 15 (-1 size,
  +1 Dex, +5 natural), touch 10, flat-footed 14; BAB
  +6; Grap +15; Atk bite +11 melee (1d8+3 plus
  poison); Full Atk bite +11 melee (1d8+3 plus poi-
  son), 2 claws +6 melee (1d6+6); Face/Reach 10 ft./
  10 ft.; SA poison (Fort DC 17; 1d6/1d6 temp Con);
  SQ leap (40 ft. forward or back, 15 ft. up); AL N; SV
  Fort +9, Ref +4, Will +3; Str 23, Dex 15, Con 17, Int
  2, Wis 12, Cha 2.
  Skills: Climb +9, Hide +3, Listen +4, Move Si-
  lently +6, Spot +4.
  
  WILDERLANDS OF HIGH FANTASY
  309
  4119 KNOLL (Village): Non-Standard; AL N; TL 3; 200
  gp Limit; Assets 6,525 gp; Population 1,044 (Able bodied
  261); Mixed (orc 60%, half-orc 15%, human 15%, ogre
  10%); Resources: Market. Authority Figure: Flagash the
  Toothless, male ogre CE Ftr6. Important Characters: Cranar
  the Brilliant, male orc N Rog5 (merchant, inventor); Amark
  the Shrill, male half-orc NE Brd4 (entertainer); Belingra
  the Lame, female human N Wiz3 (retired adventurer).
  The market here has helped bring a welcome, though
  uneasy, peace to the village, making the dwellers of Knoll
  aware of their dependency on each other. A small pirate fleet
  is slowly being put together, comprised of crudely patched
  wrecks and primitive fishing boats. Merchant captains would
  reward those who break up this fleet, but the would-be pirates
  would also reward those who would join with them.
  4120 Bouyan Beacon (Citadel): Non-Standard; AL CG; TL
  3; 100 gp Limit; Asset: 375 gp; Population 120 (20 elf warriors
  War1-3 and 10 elf guardians Rgr1-2/Ftr1-2 constitute the citadel
  garrison; the remaining 90 are Com1-3 elven villagers and
  fisherfolks or Exp1-3 boatwrights, craftsmen, artisans and other
  specialists; many have levels in Warrior and help defend the
  citadel); Isolated (elf 90% [mostly wood and high, some south-
  ern], half-elf 10%). Authority Figure: Melviador Windfoot, male
  elf [high] CG Ftr6. Important Characters: Naliapin Star-Eyed,
  female elf [wood] CG Wiz5 (boatmaker, chief spellcaster);
  Imolimar, male elf [high] CG Clr5 (healer, priest of Dorak).
  Bouyan Beacon is an isolated elven outpost. The dock
  maintained by the elves is home to a handful of boats that are
  to be used for an evacuation from the island. A nascent pirate
  fleet harries the elves from the sea, and evil humanoids assail
  them from the land. Still, the elves refuse to move, claiming
  that ancestral burial grounds lie here. They will be most
  grateful for any help they can get in securing their home.
  4121 Burning Isle: This island is unbearably hot year-
  round. Rocks burn bare flesh (1d4 points of fire damage)
  and vegetation adapted to life here freezes if allowed to
  cool to 70 degrees. At noon in summer months, wood that
  has been brought to this island spontaneously catches fire
  if it fails a Reflex save (DC 10).
  4317 Isle of the Star Mage (EL 13): Spider webs, tangle
  vines, and hidden pits dot this island (the exact number and
  nature is left to the DM). The pits and traps are serviced by a
  cult of 8 fanatic wizards (male human Wiz4; CR 4; AL LE;
  Str 11, Dex 16, Con 12, Int 17, Wis 13, Cha 10; masterwork
  quarterstaff, masterwork leather armor, amulet of natural armor
  +1, bracers of armor +1, scroll of 3 arcane spells [magic missile,
  detect magic, fireball]) that worship the idol of Swarsthamon
  the Star-Mage. The idol is covered with silver plate worth
  35,890 sp and the middle eye is a blue sapphire worth 16,480
  gp. Their arch-mage is a wizard named Asterith (male human
  Wiz12/Archmage3; CR 12; hp 31; AL LE; Str 12, Dex 15,
  Con 11, Int 21, Wis 12, Cha 10; staff of cold (45 charges),
  bracers of armor +5, amulet of natural armor +4, eversmoking
  bottle, iron bands of Bilarro, wand of lightning bolt (32 charges),
  wand of wall of fire (21 charges), ring of jumping).
  4326 One Way Isle: A prison and exile island filled with
  undesirables of all classes and circumstances. A strong spell
  permits landings only. Once per year the spell permits one
  prisoner only to leave and the chosen person is picked up by a
  war galley 200 feet west of the isle. Dispelling the arcane force
  creating the prison requires a dispel check (DC 30).
  4411 Isle of Bad Taboo (EL varies): A small tribe of 20
  cavemen (War1; CR 1/2; hp 9 each; club, shortspear) hide in
  the dense underbrush on this island and will not attack unless
  threatened. The cave people are especially shy and timid with
  strangers. They dislike fire and won’t touch iron. An aban-
  doned manor house is held sacred by the cave dwellers due to
  the bodak (CR 8; hp 58) that makes its lair there.
  4417 The Glowing tower (EL Variable): Merfolk (CR 1/
  2; hp 5 each) constantly swim by this glowing tower which has
  a large beacon pointing the way back to land. The beacon is
  powered by an unknown power source. No entrance is appar-
  ent, and forcing an opening will cause the beacon to sink into
  the sea floor in 1d6 minutes.
  4512 Island of Castaways (EL 9): A starving crew of 32
  pirates (War1; CR 1/2; hp 9 each; short sword, javelin, hide
  armor) lives amidst the rocks near a large wrecked merchant
  ship. The pirates have been reduced to a cannibalistic
  madness and only 32 are left alive out of 154. The captain
  has long since been killed; only the strongest have survived.
  4614 Trading Post (EL 3+): A merchant trading post is
  run by Myles (Male Dwarf Exp3; CR 2; hp 16; Profession
  (merchant) +8) and 20 gnomes (CR 1/2; hp 5 each) on the
  north end of the island. The merchant permits none to land,
  preferring to trade by hand signal in the small quay. At the east
  end of the island are 3 runaway gnomes (Rog3; CR 3; hp 18
  each; AL CN; short sword, shortbow, 20 arrows, masterwork
  thieves’ tools, leather armor) bent on robbing the dwarf
  merchant. There is an 80% chance that the trading post has
  any standard item available at double the standard price.
  4705 Merfolk Extortion (EL 2): The water becomes
  very still and the wind stops blowing. Four merfolk (CR 1/
  2; hp 5 each) in dolphin chariots ride up and demand 10 gp
  a head for crossing their “holy water”. The water is tinted
  green by a tank of chemicals on the sea floor. The green
  water burns for 2 minutes if ignited by an open flame.
  4732 Island of Perpetual Fog (EL varies): A dense fog
  surrounds this island perpetually. A tribe of 30 cannibals
  (CR 1/2; hp 3 each) and their chieftess Bohtu Ra (Female
  Human Bbn6; CR 6; hp 48; AL CE; Str 16, Dex 14, Con
  13, Int 10, Wis 12, Cha 10; greatclub, javelin, hide armor)
  lives in the interior and their canoes are hidden in the
  shoreline. A small family of 3 nixies (CR 1; hp 3 each) in
  the lagoon protects the small village of 30 peaceful natives
  (CR 1/2; hp 3 each) living on the beach.
  4814 BALUSTER (Small Town): Non-Standard; AL LG; TL
  5; 800 gp Limit; Assets 40,300 gp; Population 1612 (Able bodied
  403); Mixed (elf 80% [mostly high], gnome 15%, halfling 5%);
  Resources: Horses. Authority Figure: Honder of the Wind, male
  elf [high] LG Wiz4. Important Characters: Alqual the Mourner,
  male elf LG Pal4 (horse breeder and trainer, paladin of Cilborith);
  Fregla Treesaver, female elf Clr4 (Cilborith); Bandorna Freehair,
  female elf [high] LG Rgr 3 (horse breeder and trainer); Menor
  Stargazer, male elf NG Drd3 (forest warden); Tintacar the
  Watcher, male elf [wood] LG Ftr3 (guard captain).
  The horses of Baluster are a remarkably agile breed, able
  to negotiate through forests as well as plains. The inhabit-
  ants of Baluster will only sell them to good and worthy
  
  310
  CHAPTER TEN: LENAP
  buyers. Daring raids have been made by those who covet
  these creatures. Most recently, a Cloud Giant fortress,
  sailing high above Baluster, has been sending down raiding
  parties. Honder seeks help from other wizards.
  4815 Balaster Redoubt (Castle): Non-Standard; AL N;
  TL 5; 100 gp Limit; Asset: 1625 gp; Population 520 (40
  elven men-at-arms War1-3, 40 elven archers War1-3, 30
  armored archers Ftr1-3 equipped with elven chainmail and
  longbows, 20 gnome marines Ftr2-4 with studded leather
  armor and short swords make up the less-than-enthusiastic
  garrison; the remaining 390 are Com1-3 peasants and
  commoners or Exp1-3 tradesmen, merchants, tinkers and
  skilled servants); Mixed (elf 80% [mostly high, some south-
  ern], gnome 15%, halfling 5%). Authority Figure: Nilora
  Longbow, female elf [wood] N Ftr5. Important Characters:
  Misel Wedor, male gnome N Rog4 (engineer, inventor);
  Ekalor Longarm, male elf [wood] N Wiz4 (advisor, chief
  spellcaster); Yemna Shorthall, female halfling CG Clr3
  (healer, priestess of Dorak).
  The garrison of Balaster Redoubt cares for nothing but
  their duty, the guarding of Baluster, which they carry out by
  any means they deem necessary. Recent attacks from the
  sky by a flying cloud giant castle have proven extremely
  difficult to respond to or prevent.
  4816 Island of Ripe Pickings (EL varies): A small
  invasion force of three war galleys has gathered here to
  provision their ships. The island is especially lush and filled
  with game. PCs captured on the island are conscripted into
  service of General Horatius (male human Ftr8; CR 8; hp
  64; AL LE; Str 18, Dex 13, Con 14, Int 10, Wis 12, Cha 12;
  +3 longsword, +2 full plate, +1 large steel shield, masterwork
  mighty composite longbow [Str +4], 20 masterwork arrows,
  potion of cure moderate wounds) either as willing soldiers in
  his army, or as rowers upon his warships. Horatius currently
  has in his service 210 rowers (Com1; CR 1/2; hp 3 each; AL
  LN); 230 invasion troops (male human War2; CR 1; hp 11
  each; AL LN; leather armor, longsword, light crossbow, 20
  bolts, 2d10gp); 3 sergeants (male human Ftr3; CR 3; hp 25
  each; AL LN; Str 17, Dex 10, Con 15, Int 11, Wis 11, Cha
  9;  breastplate, masterwork longsword, dagger, 2d20gp); 3
  war wizards (human male Wiz3; CR 3; hp 12 each; AL LE;
  Str 10, Dex 14, Con 13, Int 15, Wis 12, Cha 8;  quarterstaff,
  dagger, potion of cure moderate wounds, scroll of 3 arcane spells
  (most are dispel magic, fly, and ray of enfeeblement); 3 war
  priests (male human Clr3; CR 3; hp 29 each; AL NE; Str 13,
  Dex 12, Con 14, Int 10, Wis 15, Cha 12; masterwork
  morningstar, full plate armor, large steel shield, scroll of 2
  divine spells [usually cure or cause light wounds], potion of cure
  light wounds x2); 3 captains (male human Ftr6; CR 6; hp 48
  each; AL NE; Str 15, Dex 14, Con 15, Int 13, Wis 10, Cha
  11; +1 buckler, 2 potions of cure moderate wounds, masterwork
  chainmail, masterwork longsword, pouch with 100 gp and
  pearl [250 gp]) and 3 ship captains (male human War3/
  Rog2; CR 4; AL NE; Str 16, Dex 14, Con 12, Int 10, Wis 12,
  Cha 13; +1 longsword, 2 daggers, +1 studded leather).
  4822 Chowder Heaven (EL 2): A giant clam* (CR 2;
  hp 26) rests under a decayed bridge arch in some green
  seaweed. It holds a huge green pearl worth 110 gp.
  4912 The Weeping Maiden (EL +): A mermaid (CR 1/
  2; hp 5) is weeping over the collapsed tower of an ancient
  wizard. She has a golden dagger worth 850 gp hidden in her
  long black hair. If anyone touches her she will try to kill the
  trespasser with the dagger.
  5002 Bad Weed: A patch of blue seaweed with foot long
  poisonous thorns (D20 Reflex avoids; inflict 1d2 damage
  plus poison [Fort 15; 1d4/1d4 Str]) surrounds a wrecked
  barge. Ten bright red rubies worth 75 gp each are at the
  bottom of the seaweed. An empty antique chest lies nearby.
  5016 Around the World in 80 Days: A ruined air
  balloon with a carriage lies on a bed of muck. Within the
  carriage is a chest containing an astrolabe, compass, tele-
  scope, and an ornate teapot.
  5016 Isle of Flaming Frogs (EL 8): Six fire-breathing
  frogs (see below) live in the coconut trees stretching along
  the beach. A PC making a successful search check of the
  island’s most beautiful waterfall (DC 25) finds the entrance
  to an abandoned city of tall glassine spires filled with
  unusual fabrics and glass balls of all colors. Other than the
  beautiful architecture, there is nothing of value within the
  city, as it has long since been looted.
  Flaming Frog: CR 3; SZ M Animal; HD 2d10+6; hp
  17; Init +0; Spd 20 ft.; AC 13 (+3 natural), touch 10,
  flat-footed 13; BAB +1; Grap +4; Atk/Full Atk tongue
  +1 ranged (grapple) or bite -4 melee (1d8+3); Face/
  Reach 5 ft./5 ft.; SA breath weapon (cone, 10 ft, fire;
  3d6 fire damage, Ref DC 14 half), leap (charge attack;
  30 ft. horizontally, 10 ft. vertical), improved grab
  (grapple +4, can bite in same round with +4 bonus to
  attack roll; automatically deals bite damage each round
  hold is maintained); SQ darkvision (60 ft.); AL N; SV
  Fort +6, Ref +3, Will -1; Str 16, Dex 11, Con 16, Int 2,
  Wis 9, Cha 6.
  Skills: Hide +6, Spot +3.
  5017 Isle of the Angry Oracle:  The interior of this
  island is completely devoid of vegetation and in the exact
  center is a stone statue of cloud giant that answers questions
  about lands within 50 miles in return for one magical item
  per question. The statue communicates telepathically, but
  only answers the questions as “Yes, No, Maybe, or Try
  Again” and the like.
  5019 Shanae’s Isle: A small manor sits on a sloping hill
  on the north side of this island is inhabited by a witch. The
  beautiful witch, Shanae (female human; Wit12; CR 12; hp
  51; AL CN; Str 10, Dex 14, Con 13, Int 10, Wis 12, Cha 20;
  +1 quarterstaff, cloak of Charisma +2, wand of polymorph other
  [caster level 9, 50 charges], bracers of armor +2, potion of cure
  moderate wounds, scroll of fear) attempts to turn anyone not
  having a charisma of 16 or above into a halfling unless she
  needs some assistance at the moment. In this event she casts
  geas/quest on the most likely victim, as determined by total
  Strength plus total Charisma, Shanae picking the PC with
  the highest overall total.
  5028 Monkey Business (EL 13): A sunken merchant
  ship contains barrels containing 65 rabid monkeys (see
  below) They have been kept alive by the watertight barrels
  and are in suspended animation. The monkeys awake two
  minutes after breathing fresh air, and attack in fits of madness.
  
  WILDERLANDS OF HIGH FANTASY
  311
  5016 Isle of Flaming Frogs
  5108 Isle of Sandy Water: A small pool
  of water in the hills changes any wooden
  object that is submerged in it and pulled out
  immediately into a spear, arrow, or mug. If
  the object is not pulled out immediately it
  changes to sand and fills the bottom of the
  pool. Animal life is unaffected.
  5208 Merfolk City (EL Variable): A
  sunken city of 2,000 merfolk (CR 1/2; hp
  5 each) and a temple with beautiful women
  trapped inside bubbles lie in a sea valley.
  The merfolk seek captives for their terres-
  trial “zoo”. The city’s defenses include 10
  merfolk lieutenants (Ftr5; CR 5; hp 32
  each; trident, heavy crossbow) and 5
  merfolk captains (Ftr7; CR 7; hp 45 each;
  trident, heavy crossbow).
  5218 Isle of Sour Fruit (EL 9): All
  vegetation on this island has a highly acid
  base. Anyone touching the fruit must make
  a successful Fortitude save (DC 15) or take
  1 point of damage. Tasting the fruit deals
  1d4 points of temporary Constitution dam-
  age (no save to avoid). Giant ants live in
  the rocky hills. There are 10 workers (CR
  1; hp 9 each), 4 soldiers (CR 2; hp 11 each)
  and 1 queen (CR 2; hp 22). The ants have
  collected 562 cp and a masterwork mace
  within their lair.
  5232 Sea Monster Cave (EL 7): A spiral
  staircase going down to the bottom of the
  sea has 6 tame porpoises (CR 1/2; hp 11
  each) guarded by a young merman (CR 1/2;
  hp 5) with a shell horn. Upon blowing the
  horn, 20 additional merfolk (CR 1/2; hp 5
  each) appear in 1d6 rounds. A crumbled road meanders
  away from the bottom to a tumbled monolith beside a
  huge cave where a sea monster (see below) sleeps. It
  guards an ancient magical artifact.
  Rabid Monkey: CR 1/6; SZ T Animal; HD 1d8; hp 4; Init
  +2; Spd 30 ft., climb 30 ft.; AC 10 (+2 size, +2 Dex, -4 rage),
  touch 10, flat-footed 10; BAB +6; Grap -2; Atk/Full Atk bite
  +4 melee (1d3-2); Space/Reach 2+ ft./0 ft.; SA rabid rage; AL
  N; SV Fort +2, Ref +4, Will +1; Str 7, Dex 15, Con 10, Int 2,
  Wis 12, Cha 5.
  Skills: Balance +10, Climb +15, Hide +13, Listen +4, Spot
  +4. Feats: Weapon Finesse (bite).
  Rabid Rage (Ex): A rabid monkey functions as if in a berserk
  rage, gaining +4 Strength and -4 AC (both already included
  in the stat block). It cannot end its rage voluntarily.
  Plesiosaur: CR 10; SZ G Animal (aquatic); HD
  16d8+112; hp 184; Init +0; Spd 10 ft., swim 50 ft.; AC
  12 (-4 size, +6 natural), touch 6, flat-footed 12; BAB
  +12; Grap +36; Atk/Full Atk bite +20 melee (2d8+18);
  Space/Reach 20 ft./15 ft.; SQ scent; AL N; SV Fort +17,
  Ref +10, Will +6; Str 34, Dex 10, Con 24, Int 2, Wis 13;
  Cha 9; Skills: Listen +6, Spot +6.
  
SOURCE: textdata/thevault/Wilderlands/Wilderlands D20/free downloads/D20 Wilderlands - Lenap.pdf