Gora McGahey (order #19251)


Gora McGahey (order #19251)



CHAPTER ONE: MYTHIC MESOPOTAMIA
CREDITS
INTERIOR ART:
AUTHOR:
David Day, Tim Truman, Andrew Bates,
Morten Braten
John Bridges, James Stowe, Leif Jones, Veronica Jones,
Richard Thomas, Jim Nelson, Nate Pride, and
DEVELOPER:
Brian LeBlanc
Bill Webb
FRONT COVER ART:
EDITORS:
Rick Sardinha
Scott Greene, Bill Webb
CARTOGRAPHY:
D20 EDITORS:
Ed Bourelle
Scott Greene, Erica Balsley
PLAYTESTERS:
MANAGING EDITOR:
Roald Aronsson,Yngve Danielsen, John-Martin
Andrew Bates
Johnsen, Trond Oliversen, Henning ”the Game Boy”
Rege, Egil Rekdal, Kjartan “Kartanikos” Sletvold.
ART DIRECTOR:
Mike Chaney
SPECIAL THANKS:
Dedicated to Robert E. Howard and Clark Ashton Smith for opening to
strange realms and wondrous worlds. Thanks to Henning Rege for his
LAYOUT AND DESIGN:
encyclopedic knowledge of the d20 rules. Special thanks to Bill Webb and
Mike Chaney
Necromancer Games for giving me the opportunity to write this module.
Maximum respect to the Forus Massive worldwide.
Product Update Password forAncient Kingdoms:Mesopotamia: Arukurshu.
This product requires the use of the
Dungeons and Dragons® Player’s Handbook,
published by Wizards of the Coast®.
This product utilizes updated material from the v.3.5 revision.
©2004 Clark Peterson, Necromancer Games, Inc. All rights reserved. Reproduction without the written
permission of the publisher is expressly forbidden. Necromancer Games, Necromancer Games, Inc. and the
Necromancer Games logo, The Tomb of Abysthor, Bard’s Gate, Demons and Devils, The Crucible of Freya, Tome of
Horrors, The Wrath of Orcus, Rappan Athuk and The Dungeon of Graves are trademarks of Necromancer Games, Inc.
All rights reserved. All characters, names, places, items, art and text herein are copyrighted by Necromancer Games,
Inc. Sword & Sorcery and its logo, Creature Collection, Creature Collection 2: Dark Menagerie and Relics and Rituals
are trademarks of White Wolf Publishing, and are used by permission. “D20 System” and the D20 System logo are
trademarks owned by Wizards of the Coast and are used under the terms of the D20 Trademark License. Dungeons and
Dragons® and Wizards of the Coast® are trademarks of Wizards of the Coast, and are used in accordance with the Open
Game License contained in the Legal Appendix. Blackmoor and The Temple of the Frog are Copyright TSR Games,
Inc., and/or Wizards of the Coast, Inc. and/or Dave Arneson. The mention of or reference to any company or product
in these pages is not a challenge to the trademark or copyright concerned.
This book uses the supernatural for settings, characters and themes. All mystical and supernatural elements are fiction
and intended for entertainment purposes only. Reader discretion is advised.
Necromancer
Check out Necromancer Games online at
http://www.necromancergames.com
Games
And check out Sword and Sorcery Studios online at
Third Edition Rules,
http://www.swordsorcery.com
First Edition Feel
PRINTED IN CANADA
1
Gora McGahey (order #19251)




ANCIENT KINGDOMS: MESOPOTAMIA
2
Gora McGahey (order #19251)



MYTHIC MESOPOTAMIA
And the whole earth was of one language, and of one speech. And it came to pass, as they
journeyed from the east, that they found a plain in the land of Shinar; and they dwelt there. (...)
And they said, Go to, let us build us a city and a tower, whose top may reach unto heaven; and
let us make us a name, lest we be scattered abroad upon the face of the whole earth. And the Lord
came down to see the city and the tower, which the children of men built. And the Lord said, Behold,
the people are one, and they have all one language; and this they begin to do: and now nothing will
be restrained from them, which they have imagined to do. Go to, let us go down, and there confound
their language, that they may not understand one another's speech. So the Lord scattered them
abroad from thence upon the face of all the earth: and they left off to build the city. Therefore is
the name of it called Babel; because the Lord did there confound the language of all the earth: and
from thence did the Lord scatter them abroad upon the face of all the earth.

— The Book of Genesis, Chapter 11, Verses 1–9
INTRODUCTION
Note that the following information has been adapted
to a fantasy milieu and is not intended to be historically
The glittering fires of civilization beckon the weary
accurate. A number of new rules are presented through-
desert traveller, who drives his heavily laden camel-train
out this chapter, intended to bring distinctive flavor to
through the desert sands towards the city-states dotted
a campaign set in Mesopotamia; of course, all such rules
like pearls on a string along the twin rivers Euphrates and
are optional and it is ultimately up to the DM to decide
Tigris. Here, despotic priest-kings rule from ziggurats
what to use in his own campaign.
that stretch skywards to the starry realm of the gods,
while robed priests heap sacrifice upon the earthly altars
HOW THIS BO OK
of brazen and obscene idols.
Bearded men and women from a hundred nations
IS ORGANIZED
throng the crowded streets of gardened Babylon, Nineveh
with its libraries, age-old Uruk, and glittering Nippur.
This book is organized into two distinct parts. The first
Woollen-robed stargazers guard ancient wisdom and
details the lands and people of Mesopotamia and de-
science written on cuneiform tablets in their forbidding
scribes the background and source material to be used in
towers of mud-brick, while on the skull-strewn battle-
the setting. Great cities, long-forgotten gods, the various
fields between the city-states, bronze swords clash against
races of men, and the rich history of the region are
wooden shields and mighty warriors crash their chariots
detailed below. Subsequent chapters of the book de-
into the serried ranks of enemy spearmen.
scribe new character information, including modifications
to races and classes, new prestige classes, the use of magic,
This is the splendor that is Mythic Mesopotamia.
spells, feats and magical items unique to the setting.
This chapter provides details on the geography, his-
The second part of the book details a series of loosely
tory and culture of a quasi-Mesopotamian historical
related adventures set in the Red Waste, the desert of
fantasy setting, the default backdrop for this adventure
Mesopotamia. A full discussion of these adventures,
module. Throughout this chapter, the term “Sumerian”
including plot motivations and PC links is provided in
is often used interchangeably with “Mesopotamian”.
the beginning of Part 2.
3
Gora McGahey (order #19251)



ANCIENT KINGDOMS: MESOPOTAMIA
GEOGRAPHY
Situated in the ancient Fertile Crescent, Mesopotamia is
a Greek word meaning “between the rivers”. Tigris, the
eastern river, is a rough and fast-flowing river, difficult
to cross and unsuitable for irrigation. The Euphrates,
to the west, has lower banks, is usable by ships, and
is suitable for use in irrigation.
The territory to the far north, bordering the moun-
tains of Cappadocia and Caucasus, is called Assyria. Its principal city is Ashur. Assyria
is mountainous and well watered, with fertile soil.
The middle part of Mesopotamia, where the Euphrates and Tigris run close
together, is called Akkad. It is a land of hills and fertile plains, dominated by the
grand city of Babylon.
To the south, where the twin rivers empty into a great delta, much of the
country is a swampy jungle, criss-crossed by subsidiary streams and channels.
This is the land of Sumer, home to the first cities, such as Ur, Uruk, and Eridu.
Sumer and Akkad is sometimes collectively referred to as Babylonia.
THE LANDS OF
ANCIENT MESOPOTAMIA
THE CITIES OF MESOPOTAMIA
Typical cities are ringed by mud-brick walls and dominated by the palace and
a great ziggurat devoted to the main god of the city. Other deities are
worshipped in lesser temples. Commoners live in sprawling areas filled with
small two-storied mud-brick houses and small courts. Slavery is rife in all
city-states.
Asshur: Pop. 95,000. Capital of the Assyrian empire.
The Assyrians are feared by all for their savage and
bloodthirsty behavior on the
battlefield. The walls of
Asshur are hung with the
skulls and bones of de-
feated enemies. Its
highly skilled army
consists of mailed
archers, spearmen
and charioteers.
4
Gora McGahey (order #19251)




CHAPTER ONE: MYTHIC MESOPOTAMIA
Babylon: Pop. 500,000. The greatest of the
To the west and southwest is the great Arabian
Mesopotamian city-states, famed for its mighty
desert. Beyond the desert, along the shores of the
blue gates guarded by dragons and winged bulls. It
Mediterranean Sea, are the rich sea-ports of the
is thoroughly devoted to the worship of Tiamat,
Levant, such as Tyre, Byblos and Gaza. Even far-
the dragon-queen of chaos, with all other deities
ther west lies Khemit, the fabled triple kingdom of
being relegated to minor status. Babylon is ruled
the pharaohs, with its pyramids, sphinxes and
by the blue-bearded priests of Tiamat, who in turn
tombs.
serve the kingpriest, mightiest of all rulers in the
To the east, nestled beneath the Zagros moun-
Fertile Crescent.
tains, is the land of Elam. Its glittering capital
Eridu: Pop. 150,000. Reputed to be the oldest
Susa, the seat of the Elamite emperor, is rife with
city of ancient Mesopotamia, Eridu is hoary with
palace intrigue and assassinations. The southern
age. Some claim it was founded by mystic fish-men
part of Elam is a very ancient realm called
who crawled ashore from the deep ocean. The city
Khuzistan. East of the endless steppes of Elam lies
is the realm of sorcerers and demon-summoners of
the fabled realm of Hind, an ancient land of spices,
the blackest sort, who lair in the famed red towers
ivory domes, fakirs and mystics.
of Eridu.
Kish: Pop. 50,000. An ancient city, second only
THE ZAGROS MOUNTAINS
to Eridu. Once the seat of a mighty dynasty of
Ancient and brooding, the Zagros Mountains form a
kings, but now a minor city.
barrier between Mesopotamia and the lands of the east.
Kutha: Pop. 45,000. The center of a death-cult
The peaks, several of which are higher than 9,000 feet, are
serving Nergal, Erishkigal and other gods, Kutha is
snow-covered throughout the year. The tallest mountain
said to always be shrouded in the gloom of dark-
is Zard Kuh at an imposing 13,500 feet.
ened skies. It is dominated by huge mortuary
The mountains are home to several tribes of
temples aboveground, and endless black halls and
nomads and barbarians, among them the Gutians,
maggot-ridden mausoleums underground, where
who eke out a poor and wretched living in the cold
an archpriest-lich commands legions of corpses
climate. From time to time, a tribal chieftain
and spectres.
rallies the Guti clans to descend upon the rich and
Nippur: Pop. 110,000. The holiest of all
decadent cities of the Sumerian plains to loot and
Sumerian cities, the site of the great temple of
plunder.
Enlil.
BEYOND MESOPOTAMIA
ZAGROS MOUNTAINS
Hamgatana: A fortified city-state in the north-
ENCOUNTER TABLE
eastern mountains, said to be impregnable.
Hind: An ancient land of spices, ivory domes,
Roll on the following table to determine the
fakirs and mystics, to the far east.
nature of wandering monsters. Check once each day
Khemit: The fabled triple kingdom of the pha-
and each night. An encounter occurs on a roll of 1-
raohs to the west.
8 on 1d20. Roll 1d20 to find the type of encounter.
Zhaol: A wealthy realm where slave and drug
1–3.
3d8 Guti barbarians (Bbn2) with 1d4+4
trade is rife. Secret cults, especially to the fire-
trained dire wolves.
demon Moloch, thrive in the crowded alleyways of
4–6.
2d8 hill nomads (Rgr2) with 50% chance of
Zhaol’s cities.
1 druid (Drd6).
7–8.
2d4 mercenaries (Ftr4) with 50% chance
NEIGHBORING LANDS
of 1 mercenary captain (Ftr8).
Mesopotamia has no natural boundaries and is
9–10.
1d6+6 harpies.
difficult to defend. Over the ages, trade contacts,
11–12.
Rock or snow avalanche, depending on alti-
immigration of foreign tribes, and military con-
tude (see the DMG).
frontations with neighboring lands have influenced
13–14.
1 giant slug.
Mesopotamian society greatly.
15–16.
1 yeti (see the Tome of Horrors by Necro-
mancer Games
mancer Games).
To the north and northeast are the mighty moun-
17.
1 roc.
tains of Caucasus, inhabited by wild beasts and fierce
18.
2d4 hill giants.
warrior tribes, such as the Cimmerians and the
Gutians. The Zagros mountain range separates the
19.
1d3 stone giants.
lands of Mesopotamia from the lands farther east.
20.
1 vrock demon.
5
Gora McGahey (order #19251)






ANCIENT KINGDOMS: MESOPOTAMIA
Farther east, a handful of impregnable for-
c r u d e , s k u l l - a d o r n e d h u t s a n d d a r k c a v e s ,
tress-cities are situated along the river-valleys
where they worship the demon-god Baal-Zag
of the interior Zagros Mountains. These cities
under the leadership of their shamans.
are home to exiled warlords, tyrannical princes,
Rumors speak of a sunken tower in a murky
and strange cults. Among the latter are the
lake deep within the marsh, said to contain
veiled monks of Ong, a monastic order of yel-
the treasures of a long-dead wizard, among
low-robed mystics of whom little is known but
t h e m a s c e p t r e a b l e t o c o m m a n d w a t e r
much is speculated. No foreigner has ever been
elementals. These rumors remain unconfirmed.
inside their forbidden monastery on the frigid
plateau of Ong.
HISTORY
The cold and hostile mountains might be
avoided by civilized men were it not for the
fact that the verdant mountain slopes abound
THE ANTEDILUVIAN AGE
with rare and wondrous herbs, such as the Blue
The prehistory of Mesopotamia is shrouded in
Lotus, which induces deep trances and strange
mystery. According to myths and legends, mighty
visions, and the K'lamtra herb, which is fa-
gods walked the earth in the time before the Great
vored by black magicians for its usefulness in
Flood. Growing slothful and tired of manual labor,
death rituals.
the gods created humankind to serve as their ser-
vants and slaves. It was not long before the gods
THE BLACK MARSHES
themselves interbred with the beautiful daughters
OF NAMMAT
of man. The children of these unions became
demi-gods, ruling as god-kings for immensely long
A northeastern offshoot of the Sumerian swamp-
periods; some of the antediluvian kings on the
delta, close to the great river Tigris, the loathsome
Sumerian King List reigned for more than 64,000
marshland known as the Black Marshes of Nammat
years.
is avoided by most travelers, who prefer to follow
Other legends tell of the Anunnaki, the “seven
the longer trade routes to the southeast.
judges” or “those who came from heaven to earth”.
The interior of the marshes is haunted by
According to these myths, the Anunnaki was an
giant poisonous insects, vampiric bats, and
extremely long-lived race from the planet Nibiru
tribes of bestial jackalweres. The latter live in
who enslaved primitive ape-men and interbred
with them to produce humankind.
BLACK MARSHES OF
NAMMAT ENCOUNTER
THE ARK OF UTNAPISHTIM
TABLE
Local nomads claim that the fossilized re-
Roll on the following table to determine the nature
mains of Utnapishtim’s great boat can be
of wandering monsters. Check once each day and
found between the twin peaks of Mount
each night. An encounter occurs on a roll of 1—12
Mashu, a sacred mountain northeast of the
on 1d20. Roll 1d20 to find the type of encounter.
Tigris river.
1–3.
1d4+4 dire bats.
The tales of the mountain peoples contain
4–6.
2d6 jackalweres (see the Tome of
Tome
Hor-
of
descriptions of loathful aberrations said to
rors by Necromancer Games
Necromancer
) with 50%
chance of 1 jackalwere shaman (Sor5).
live near the peaks. A handful of Babylonian
7–8.
1 giant constrictor water snake.
sages who have heard these tales speculate
9–10.
1 monitor lizard.
that these aberrations might be the offspring
11–12.
Quicksand (see the DMG).
o f s t r a n g e s p e c i e s o f p r o t o - l i f e t h a t
13–14.
2d6 shocker lizards.
Utnapishtim brought into the Ark.
15–16.
1d4+3 poisonous frogs (see the Tome of
Tome
Who knows what wonderful treasures and
Horrors by Necromancer Games).
loathful horrors the colossal, moss-covered,
17.
1 water naga.
petrified vessel might yet still contain within
18.
1 adult tojanida.
its labyrinthine chambers haunted by ante-
19.
1d4+1 huge monstrous centipedes.
diluvian life-forms?
20.
1 froghemoth (see the Tome of Horrors
by Necromancer Games).
6
Gora McGahey (order #19251)


CHAPTER ONE: MYTHIC MESOPOTAMIA
THE FLOOD
Perhaps the first king to truly unite Sumer was
Lugalzagesi of Umma. He is said to have con-
Regardless of the origins of the gods and humankind,
quered all the other Sumerian city-states and then
after a time the humans became too numerous and
subjugated the rest of Mesopotamia and Syria. But
troublesome for their divine masters. The gods held a
after decades on the throne, he was overthrown by
secret meeting in the antediluvian city of Shuruppak, on
the great King Sargon of Akkad.
the banks of the Euphrates, where they resolved to
destroy humankind in a great flood. However, Ea, said to
THE REIGN OF SARGON
be one of the gods that created humanity, warned a
mortal named Utnapishtim of the impending doom.
Sargon grew up as an orphan. He claimed that
Utnapishtim built a boat, loaded it with gold, silver,
his mother was a high priestess, by which he in-
and the seed of all living things of the earth, and
sinuated that he himself was of royal blood, since
launched the great vessel just before the thunder-god
all high priests and -priestesses belonged to the
Adad released black clouds that enveloped the land in
royal family. Sargon’s burning ambition caused
darkness, and terrible lightning that cracked open the
him to enter a pact with Ishtar. The warrior-
ground, and mighty rain that deluged the earth. The
goddess turned him into a fearsome warrior of
flood lasted for seven days and seven nights, and finally
mighty strength and terrible bloodlust, and Sargon
light returned to the earth.
rose to become a great general and king. He cre-
In the meantime, the gods had realized the rashness of
ated the world’s first empire, stretching the length
their actions and understood that it was the toil of
and breadth of the Fertile Crescent.
humans that allowed the gods to live a life of leisure.
At the height of his power, Sargon appointed
Thus, when the gods discovered that Utnapishtim was
one of his daughters to be the high priestess of the
alive after the flood, they elevated him to demi-godhood
moon-god in Ur, an office which was thereafter
and granted him immortality.
handed down to female members of the family.
This decree angered Ishtar, who cursed the girls of
THE BRINGER OF
Sargon’s line with lycanthropy. Thenceforth, in
rituals performed in secret places under the full
CIVILIZATION
moon, the priestesses indulged in bestial blood-
After the flood, the children of Utnapishtim returned
feasts in the name of their uncaring god.
to the river-valleys of Sumer. Humankind again began to
With Ishtar’s blessings withdrawn, Sargon’s em-
breed and multiply, but lived in a lawless manner like
pire quickly fell to insurrections and invasions.
wild beasts. Then, an amphibious being named Adapa,
The hordes of the Guti, a foreign people, ruled in
half fish, half man, came ashore in Sumer and taught the
the south for a century or so. Eventually, they were
people about letters and sciences, and arts of every kind.
thrown out in an uprising which inaugurated the
From Adapa the Sumerians learned to build cities, to
Third Dynasty of Ur.
found temples, to compile laws, and to master geometry
and mathematics.
THE THIRD DYNASTY OF UR
During this time, Eridu, the First City, was founded
During this dynasty, established by the king Ur-
with Adapa as its first priest-king. Soon thereafter,
N a m m u , S u m e r i a n c u l t u r e a n d c i v i l i z a t i o n
Adapa suddenly returned to the sea. But others of his
prospered. There was peace throughout the land,
kind appeared and dwelled thenceforth secretly in Eridu’s
the legal system was strengthened, agriculture re-
temples, teaching human initiates flood-lost wisdom and
vived, and towns and temples were rebuilt, the
science. It is whispered that those who seek to be initi-
most imposing of the latter being the ziggurat at
ated into the inner circles of this cult are taken through
Ur.
damp and winding underground tunnels from the temple
From the apex of the Ur ziggurat, the ancient
dungeons down to the sea-shore. Here, they perform
stargazers surveyed the night sky and chronicled
bizarre rituals in the presence of a bloated fish-god
the passing of fire-trailed comets, the sparkling
(tentacled Dagon of the Philistines, some say, while
birth of stars, and the convulsions of dying suns.
others suggest an avatar of Ea). During these rituals, the
Forbidden cuneiform tablets, such as the Book of
initiates undergo a strange transformation, but are gifted
the Star-Seed, listed the positions of hidden planets
with wondrous mind-powers in return.
and described their unfathomable denizens.
THE FIRST CITY-STATES
After a century, nomadic Amorites shattered
the Ur III empire, and the Sumerian language was
After Eridu, a number of other city-states were
replaced by Akkadian as the common tongue of
founded in the land of Sumer, including Kish,
the area. From then on, Sumerian cuneiform was
Larsa, Nippur, Sippar, Ur, and Uruk.
mastered only by a learned elite of sages and sor-
cerers.
7
Gora McGahey (order #19251)




ANCIENT KINGDOMS: MESOPOTAMIA
With a divine monarch came divinely inspired
laws, violation of which was an offense to the state
THE BOOK OF
as well as the gods. The laws were harsh but just,
THE STAR-SEED
inventing the “an eye for an eye” principle. The
king crafted the Hammurabi Stele, an obelisk-like
This ancient clay tablet contains, among
block of black diorite inscribed with the laws; a
other things, a listing of hidden planets.
powerful lawful relic of Marduk that was used to
The “book” describes, in conjectural terms,
destroy chaos, evil and the wicked. But the relic
the inhabitants of these remote stars, based
slowly corrupted Hammurabi, causing his laws and
on astral voyages to such remote spheres,
regulations to become ever more severe. All but
and the visits of extraterrestrials to our
the most pious citizens risked swift death sen-
world.
tences for crimes real and imagined.
The tablet was written by the woollen-
Perhaps as a punishment from the gods for this
robed stargazers of Eridu in remote ages and
abuse of power, Hammurabi’s harsh reign ended
remained a closely-guarded and forbidden
when Babylon again fell to foreign conquerors. An
relic for generations. Several unsuccessful
army came west from the land of Elam, commanded
attempts were made to steal the book, but
by a coven of blue-bearded high priests, worship-
ultimately the tablet was carried away from
pers of Tiamat, the Dragon-Queen of Chaos,
beneath the red towers of the astrologers by
ancient arch-enemy of Marduk. According to the
the master-thief Takh-Nir-E of Zabba.
ancient accounts, the walls of Babylon were rav-
Fragments and translations of the tablet
aged by a black-winged behemoth summoned by
have made their way down the centuries.
the high priests of Tiamat, and the king was like-
Contents include the sighting of the fiery
wise slain by the black sorcery of the hierarchs.
trail and devastating impact of a meteorite
And thenceforth, the cult of the five-headed
believed to have originated from the planet
dragon-goddess ruled Babylon.
Yhath, a barren star whose hollow, burned-
Centuries later, the Hammurabi Stele was carried
out core crawls with gargantuan purple
off from Babylonia by Shutruk-Nahhunte, King of
worms.
Elam, who set it in his capital as a trophy.
Another chapter describes an unnamed
green jungle-planet inhabited by a race of
FOREIGN INVASION
intelligent insect-men who share a tele-
pathic link to their queen, Xth’i. This
While Khemit, the land of the pharaohs, was
bloated creature is said to live in a rhombo-
falling to the Hyksos invasion in the west,
hedral palace where she feeds upon gems
Mesopotamia was invaded from the north. The
and precious stones.
Hittites captured and plundered Babylon, but they
Other fragments of the Book of the Star-
did not settle.
Seed are known to contain the spells astral
Into the power vacuum thus created came the
projection and gatewalking (a new spell de-
Kassites from the Zagros mountains to the north-
tailed in this book).
east. The Kassite rule of Babylon lasted for four
hundred years, some of which were quite peaceful,
but it left little trace.
The next few centuries were turbulent as several city-
states vied for supremacy in the south, while Ashur, the
THE ASSYRIAN EMPIRE
principal city of the Assyrians, grew to prominence in
the north. Then, the eastern empire of Elam invaded and
The next empire to arise in Mesopotamia came
gained control over most of Mesopotamia.
from a different quarter, the Assyrians in the north-
east. Entrenched in their hill homes for centuries,
HAMMURABI, THE LAW-GIVER
the warlike Assyrians emerged to conquer the
whole of Mesopotamia and hold it for three hun-
After years of vassalage to Elam, a holy warrior
dred years.
rose up against the foreign princes. His name was
The Assyrians were skilled astronomers and star-
Hammurabi. Carrying the silver banner of Marduk,
gazers who used observations of the night sky and
he liberated his people and went on to conquer
celestial phenomena to predict the future. The
and unify the whole of Mesopotamia. From his
Assyrian kings were advised by court astrologers
radiant throne in the mighty city of Babylon, he
on all matters of the state.
proclaimed himself god-king of the Babylonian
The last of the great Neo-Assyrian kings,
Empire. Among his titles were “Shepherd of the
Assurbanipal, collected a vast library at his pal-
People”, “Hurricane of Battle”, “the God Among
ace at Nineveh. His empire outlived him by less
Kings”, and “Sun of Babylon”.
8
Gora McGahey (order #19251)


CHAPTER ONE: MYTHIC MESOPOTAMIA
than twenty years. It was followed by a brief
THE SUMERIAN CALENDAR
period of Babylonian hegemony before Babylon
Years are numbered by the year of the reign
in turn fell to the Persians, who ruled until
o f a k i n g , s u c h a s “ t h e f i f t h y e a r o f k i n g
Alexander the Great, the Greek boy-king, con-
Hammurabi”. A complete King List is main-
quered the known world.
tained by the royal scribes to keep track of
prior reigns.
SOCIETY AND
Each year begins after the harvest, in Sep-
CULTURE
tember/October, and consists of twelve lunar
months, each either 29 or 30 days. To keep the
In order to harness the fertile marshland of the south-
lunar year (354 days) in step with the solar
ern river-delta, the Sumerians have formed
year (365 days), the king decrees an addi-
temple-communities, where a class of priest-bureaucrats
tional month roughly every third year. Thus,
controls the political and economic life of a city in the
some years have 13 months. Sorcery is be-
name of the gods. Priests, scribes, and officials are re-
lieved to be extra potent during this extra
quired to plan and oversee vast engineering works in
month.
canals and dikes, requiring hundreds of workers, and to
Each month begins at the first sighting of
control the division of irrigated land, water, and crops.
the new moon. Each city has its own names for
Coupled with the invention of cuneiform writing, a
the months, often based on the names of local
highly complex and sophisticated civilization has devel-
feasts and gods, but scribes and officials often
oped in Mesopotamia.
refer to months as “the third moon of the fifth
year of Hammurabi”, “the fourth moon of the
SOCIAL CLASSES
first year of Sargon”, and so on.
Mespotamian society is organized in a hierarchical
Months are not divided into weeks, but each
“pyramid of power” with the priest-king, who claims
month has its own rituals, feasts and festivals
divine ancestorship, at the apex. The upper class consists
(see below).
of nobles, priests, scribes, government officials and war-
The day starts at sunset. The length of an
riors. The middle (or “freeman”) class include merchants,
hour actually varies by season; a daytime hour
traders and artisans. Serfs and slaves, the lower class,
is one-sixth of the available daylight and so is
make up the majority of the population, and are tasked
much longer in the summer than in the winter.
with all manual labor.
In general, women have a highly respected place in
RITUALS, FEASTS
society.
AND FESTIVALS
A number of feasts and events are celebrated
LAWS
throughout the Mesopotamian year. Impor-
The laws as formulated by Hammurabi are practiced
tant events include moon-phases (the first half
across all of Mesopotamia. It is a law of exact revenge: “an
of the month, the waxing moon, signifies abun-
eye for an eye, a tooth for a tooth, a life for a life”. The
dance and growth; while the second half of the
laws regulate everything from offences against property;
month, the waning moon, signifies decline
ownership and care of land and houses; merchants,
and festivals of the Underworld) and equi-
artisans and trade; women, marriage, family property and
noxes and solstices of the solar year.
inheritance; assault and personal injury; and ownership
Agricultural events include flooding and har-
and sale of slaves.
vest; around April/May, snow melting in the
While there are courts and judges within every city, it
Taurus Mountains causes the flooding of the
is the victim’s responsibility to bring the criminal to
Euphrates and Tigris rivers.
court. After the judges have rendered a verdict, it often
The holy days of a city’s deities are also
falls on the victim or the victim’s family to enforce the
celebrated, as well as days connected to the
sentence.
king and specific historical events such as the
Under Sumerian laws, everyone is not equal under the
city’s founding, invasions, and so on.
law. It is a far more serious crime to harm a noble or priest
Of special importance is the akitu-festival,
than a slave or poor person; however, this works both
or celebration of the New Year. See the sec-
ways, as a noble who commits a crime is more severely
tion entitled “The Sacred Marriage” for more
punished than someone from the lower classes that
information about this festival.
commits the same crime.
9
Gora McGahey (order #19251)






ANCIENT KINGDOMS: MESOPOTAMIA
MEASUREMENT AND
MATHEMATICS
THE RIDDLE OF STEEL
The Sumerians use standard measures, with units
The following optional rule can be introduced in
of length, area, and capacity. The standard weight
a campaign where not all cultures have reached the
is the mina, made up of 60 shekels — about the same
same technology level. It is best suited to a low-
weight as a pound. Coins are not used; standard
magic campaign where few weapons with
weights of silver serve as measures of value and as
enhancement bonuses exist (and where magic weap-
a means of exchange.
ons rarely, if ever, have more than a +1 or +2
Distance is measured in terms of how far a man
enhancement bonus). Of course, in such a cam-
can walk in a double hour and is called a beru. One
paign, it may be necessary to adjust the Damage
beru is about five miles (walking at a rate of 2
Reduction ratings of certain monsters, as well.
miles per hour using today’s hours).
Using this rule, a modifier is applied to attack and
damage based on the weapon’s material (see table).
TRADE AND
Copper is assumed to be the most common material;
TECHNOLOGY
this can be adjusted depending on what age and/or
area the campaign is set in.
Sumer in the south lacks three important
The material bonus stacks with masterwork and
natural resources: metals, stone, and timber
magical enchantment bonuses. For example, a +1
(except for the date-palm, which is useless for
bronze sword has a total of +2 to attack and +2 to
b u i l d i n g ) . T h e S u m e r i a n s e x c h a n g e g r a i n ,
damage, while a masterwork stone axe has +0 to
woollen textiles, tools and bronze weapons with
attack and –1 to damage. Wooden missile weapons
their neighbors for these commodities. Mer-
(spears, arrows) gain metal material bonuses if they
chants travel and transport their wares by desert
are metal-tipped.
caravans and river barges.
Pricing and availability of superior metal weap-
ons are left up to the DM, but keep in mind that
superior metal weapons effectively replace magical
Region
Exports to
to
to Mesopotamia
weapons as rewards for the player characters in a
Cappadocia/Caucasus
Obsidian and gold
low-magic campaign.
Elam
Chlorite
Hind
Copper, ivory, herbs and
Material
Attack and
spices
d a m a g e
modifier
Khemit
Ivory, gold and jewelry
Wood, Bone, Stone
–1
Phoenicia
Cedarwood, dyes and iron
weapons
Copper
+0
Ubar
Pearls and incense
Bronze
+1
Iron
+2
Steel
+3
THE BRONZE AGE
At the end of the Stone Age, late Neolithic
peoples discovered how to craft tools and weap-
WEAPONS AND ARMOR
o n s f r o m c o p p e r . T h e n a b o u t 3 1 0 0 B C ,
metal-smiths discovered that copper was im-
The city-states of Mesopotamia employ stand-
proved by the addition of tin. The resulting
ing armies of professional soldiers for protection
alloy, bronze, was harder than copper and pro-
and warfare. Warriors typically wear bronze hel-
vided a sharper cutting edge.
mets, metal-studded leather cloaks, and leather
The Sumerian civilization belongs techno-
shields.
l o g i c a l l y i n t h e B r o n z e A g e , y e t c o m m o n
Foot soldiers are employed in phalanxes, compact
weapons are typically of copper. Bronze weap-
formations of infantry carrying overlapping shields and
ons and armor are reserved for nobles and great
long spears. Other common weapons include maces,
warriors. Very few, if any, know how to make
axes, sickle swords, and composite bows.
iron weapons and tools (a notable exception
The Sumerians have invented the wheel and the
being the Phoenicians, who guard their secrets
chariot, using it to their advantage on the battlefield.
closely).
The following tables list the weapons and armor
available in the Bronze Age.
10
Gora McGahey (order #19251)






CHAPTER ONE: MYTHIC MESOPOTAMIA
BRONZE AGE WEAPONS
In addition to the list below, the DM might also consider allowing certain exotic weapons from the PHB for
added variety. For example, an orc double axe can simply be called an Assyrian double axe; the mechanics
remain the same.
Axe, throwing
Greatclub
Quarterstaff
Battleaxe
Handaxe
Shortbow
Club
Javelin
Shortbow, composite
Dagger
Lance, light
Shortspear
Dart
Longbow
Sickle
Flail, heavy
Longspear
Sword, short
Flail, light
Mace, heavy
Sword, sickle
Gauntlet
Mace, light
Trident
Gauntlet, spiked
Net
Warhammer
Greataxe
Whip
BRONZE AGE ARMOR
In a Bronze Age campaign, armor selection is quite limited. No heavy armor exists. In any case, the hot climate
of Mesopotamia tends to favor light clothing and armor.
Breastplate (bronze)
Scale mail
Shield, light wooden
Hide
Studded leather
Shield, light metal
Leather
Shield, buckler
Shield, heavy wooden
Padded
Shield, tower
Cities are located along rivers, either the
Tigris or Euphrates or one of their tributaries.
A typical city is surrounded by canals and
SICKLE SWORD
irrigation channels. Closest to the river is the
Sickle Sword: Medium Martial Weapon (me-
harbor area, inhabited by merchants and la-
lee); cost 20 gp; Damage 1d8 (M), Critical
borers, where river boats bring wares from other
19–20/x2; Weight 7 lb; type: slashing. The
city-states and foreign lands.
hooked shape of a sickle sword provides the
Most common people live in small, one-story
wielder with a +2 bonus on opposed attack rolls
buildings, in a sprawling maze of houses. City
when attempting to disarm an opponent (in-
streets are narrow, unpaved, and made from
cluding the roll to keep the user from being
raw earth. The citizens throw garbage and filth
disarmed if he fails to disarm his opponent).
into the streets, covering it up with clay. Over
the generations, new houses are built on top of
these garbage mounds. The middle and upper
classes have more elaborate houses built around
CITIES, BUILDINGS
an inner courtyard.
The city is dominated by the temple-ziggurat,
AND ARCHITECTURE
which is surrounded by its own inner wall. A
A Mesopotamian city-state consists of the city and
paved processional way leads from the city
surrounding lands, including lesser towns and settle-
gates to the ziggurat, an artificial mountain of
ments. Farmland is usually outside the mud-brick
sunbaked brick with a shrine at the top. Inside
city walls, so when a city comes under attack, people
the temple area are also the workshops of the
seek protection by retreating inside the city. Each
temple craftsmen, the offices and schoolrooms
city-state is an independent kingdom, but sometimes
of the scribes and priests, and the king’s pal-
one rises to dominate others, forming an empire.
ace and graveyard.
11
Gora McGahey (order #19251)






ANCIENT KINGDOMS: MESOPOTAMIA
SHORT SUMERIAN DICTIONARY
English
Sumerian
English
Sumerian
English
Sumerian
Abomination
Anzillu
Dust
Epru
Mouth
Pu
Abyss (ocean)
Tiamatu
Ear
Uznum
Netherworld
Kurnugi
Against
Eli
Earth
Ki
Oil
Iazu
Army
Erimha
Evil
Xul
Palace
Ekallim
Attacker
Gudanna
Eye
Inu
PigSahu
Axe
Alani
Father
Abum
Priest
Kalum
Bat
Sutinnu
Fear
Adaru
Prince
Malku
Battle
Tahazu
Fire
Girru
Pure
Ebebu
Beer
Sikaru
Foot
Sepu
Quiet
Suharruru
Beginning
Apsu
Gatekeeper
Atu
Red
Sandu
Bird
Essuru
God
Alla
Road
Harrani
Black
Salmu
Gold
Hurasam
Ruin
Karmu
Body
Zumru
Great
Rabum
Sanctum
Barag
Bracelet
Zemiru
Hand
Qatu
Seal
Kunuk
Brother
Ahu
Heaven
An
Serpent
Azag
Burn
Qamu
Hide
Masku
Shade
Lalartu
Change
Enu
Horse
Sisu
Sorcery
Kishpu
Chariot
Isnarkabtu
House
Bitum
Spirit
Utuk
Child
Damu
Hunter
Sharur
Spectre
Lalassu
City
Alu
Imprison
Eseru
Succubus
Lilit
Clay
Duggae
Iron
Parzillu
Stone
Abnu
Corpse
Pagru
Ivory
Sinnu
Sun
Utu
Crown
Agu
Kill
Daku
Sword
Shuhadaku
Darkness
Etutu
KingSarrum
Thief
Sarraqum
Dead
Mitu
Knowledge
Mudutu
Tomb
Kimah
Destroy
Abatu
Land
Kur
Tower
Dimtu
Desert
Zu
Larvae
Uruku
Vampire
Akhkharu
Demon
Idimmu
Liar
Sarru
Victory
Litum
Destroyer
Alal
Light
Nuru
Warrior
Etlu
Devil
Mulla
Lord
Bel
Water
Mu
Disease
Mursu
Messenger
Rakbu
Witch
Kashshaptu
DogKalbi
Mother
Ummum
Wood
Isu
Dragon
Tammabukku
Mountain
Sadu
Ziggurat
Eunir
SAMPLE SUMERIAN NAMES
The following is a short list of sample Sumerian names.
Female Names: Ahassunu, Amata, Anagalshu, Arahunaa, Ashlultum, Banunu, Beletsunu,
Enheduana, Erishti-Aya, Ettu, Gashansunu, Gemekaa, Humusi, Ia, Ishtar-Gamelat, Ku-Aya, Kullaa,
Mushezibti, Nidintu, Ninsunu, Ubalnu, Yadidatum, Zakiti.
Male Names: Arishaka, Balashi, Balathu, Bashaa, Dadanum, Deemethresu, Dipatusu, Ea-nasir,
Ekurzakir, Enshunu, Enusat, Ibbi-Adad, Ipqu-Aya, Ishme-Ea, Kadashman, Kinaa, Kuri, Kurigalzu,
Laliya, Manishtusu, Naram-Sin, Nikanuur, Nigsummu, Nutesh, Numunia, Puzur-Ishtar, Rabi-
Sillashu, Rihat, Rimush, Seluku, Shamash-Nasir, Shu-Turul, Sin-Nasir, Ubar, Uktannu, Yahatti-Il.
12
Gora McGahey (order #19251)


CHAPTER ONE: MYTHIC MESOPOTAMIA
LANGUAGE,
to dry in the sun. Baked clay tablets can preserve
cuneiform writing for thousands of years.
GLOSSARY AND
When cities are sacked and set on fire, sun-dried
clay tablets are often inadvertently baked while
SAMPLE NAMES
the city is destroyed and other, more obvious trea-
sures such as gold and gems are carried away by the
conquerors. Thousands of clay tablets, containing
SUMERIAN LANGUAGE
everything from merchant inventories, laws, and
Whether the Sumerians were the first to de-
royal letters, to poems, prayers, magical spells and
velop writing is uncertain, but theirs is the oldest
incantations, are thus saved for eternity.
known writing system. Sumerian has no known
The Sumerians also use cylinder seals. These are
relation to any other language. The alphabet used
small, cylinder-shaped stones carved with designs or
by the Sumerians is cuneiform, a set of wedge-
inscriptions, often in reverse (so as to leave a positive
shaped letters, written by pressing the edge of a
image when they are rolled over wet clay). The seals are
short stick, typically of wood, into soft clay. The
used to mark clay tablets, envelopes, ceramics and
clay tablet is then baked in an oven or simply left
bricks with the seal of merchants, priests and nobles.
13
Gora McGahey (order #19251)



ANCIENT KINGDOMS: MESOPOTAMIA
This section details the races and classes of a campaign set in Mesopotamia.
It deals with races and peoples appropriate to the setting, describes modi-
fications to the various human races, and discusses modifications to the
various classes described in the PHB. Following this discussion, several
new prestige classes are described for exciting new twists in these desert
lands. Finally, a treatise on witchcraft and mundane magic is described,
followed by new feats, magic items and spells.
transported into the lands of Mesopotamia from
Races and Peoples
another plane of existence, through a magical gate
The Fertile Crescent is home to a number of
or by powerful spells. And if the DM places this
peoples with different cultures, religions and lan-
adventure within another world or setting, other
guages. The term “Semitic” refers to speakers of
races will be more common. It is ultimately up to
Semitic languages, without implying ethnicity or
the DM what races to allow and disallow.
race. Most notably, the Sumerians speak a non-
Semitic language, unrelated to any other language
AMORITES
of the ancient Near East.
Semi-nomadic tribes from the Arabian and Syr-
i a n d e s e r t s , t h e A m o r i t e s a r e a n a n c i e n t
RACES AND CLASSES
Semitic-speaking people. Known in Akkadian as
Amurru, they are troublesome raiders who caused
the downfall of the 3rd dynasty of Ur at around
RACES
2100 BC.
The module assumes a world not unlike our own Earth,
The city-dwelling Sumerians look with con-
dominated by different human races. Demi-humans
tempt upon the primitive way of life of the
(elves, dwarves, halflings, etc.) and the various mon-
desert-dwellers (“people who know no corn, who
strous humanoid races (orcs, bugbears, etc.) are extremely
eat raw meat, who in life know no house, and after
rare or non-existent, found only in the wilderness or at
death go unburied”). The Amorite clans hold long
the fringes of civilization.
family ancestries and ancient traditions in high
Despite this, the DM might wish to allow demi-
esteem. They have shamans who can speak with
humans as PCs. For instance, the PCs could be
the desert spirits and the spirits of dead ancestors.
14
Gora McGahey (order #19251)




CHAPTER TWO: CHARACTERS
ASSYRIANS
Elam from dominating its western neighbors.
The chief god of the Elamites is Shushinak, Lord of
A sturdy Semitic people long entrenched in the hilly
Secrets, patron deity of Susa.
region of the upper Tigris, the Assyrians have experi-
enced a thousand years of constant warfare. This has
GUTIANS
turned the Assyrian army, with its chariots, mounted
cavalry, and sophisticated siege engines, into an irresist-
Little is known about the Guti, barbarian raiders from
ible force.
the northern Zagros mountains. Around 2200 BC, they
The Assyrians are furthermore known for their effi-
destroyed Akkad and ended the Akkadian dynasty. The
cient administration and collection of tribute through
King List records twenty or twenty-one Gutian kings
provincial governors, as well as the systematic terroriza-
ruling Sumer and Akkad, totalling 125 years, although it
tion of conquered peoples. Royal inscriptions include
is uncertain whether at the time of the invasion they had
boasts such as “I cut off their noses, their ears and their
a king or were still barbarian hordes.
fingers, of many I put out the eyes... I bound their heads
According to written Sumerian and Akkadian texts
to tree trunks round about the city”. Assyrian kings
they “know no inhibitions” and they have “human
employ mass deportations as an effective means of de-
instinct but canine intelligence and monkey’s features”.
stroying national feeling in subjugated territories. The
The Guti have no gods, and do not fear the brazen gods
Assyrians are feared by their neighbors, and an Assyrian
of civilized lands. They delight in plundering temples,
saying goes: “The king knows that all lands hate us.”
and spare neither women nor children during such raids.
ELAMITES
PHOENICIANS
The Elamites are the people of the Iranian Plateau.
Inhabiting a narrow strip of the Syrian coast, the Semitic-
Their empire is ancient, and their traditions are complex.
speaking Phoenicians were forced to turn to the sea for a
The Elamite culture has produced great works of litera-
living, and have become the most skillful shipbuilders,
ture, architecture and sculpture. Elam is closely involved
navigators and merchants in the known world. The
with Sumer, Babylonia, and Assyria, sometimes through
Phoenicians sell rich treasures from many foreign lands, as
peaceful trade, but more often through war.
well as the famed cloaks of Tyrian purple, so costly that
Elam is divided into a number of power-
only kings and wealthy nobles can afford it.
ful princedoms, each paying lip service to
Their capital, the impregnable island-fortress of Tyre, is
the Emperor of Susa, the federal capital.
the center of the purple-dye industry and the seat of the
The Elamites are masters of diplomacy
Phoenician merchant-kings. The skilled workmen of Tyre
and manipulation, and play a com-
produce the finest weapons in the Fertile Crescent, and their
plex game of vassalage, political
scholars have developed their own syllabic alphabet. The
intermarriages, palace intrigues,
Phoenicians operate silver mines in Spain, and their ships
and assassinations. Such inter-
have ventured as far as the British Isles and
nal conflict prevents
around southern Africa. Their greatest
colony is Carthage.
15
Gora McGahey (order #19251)




ANCIENT KINGDOMS: MESOPOTAMIA
The Phoenicians worship Baal and Ashtoreth, and
concerned with temple ritual, while the ashipu are exor-
sacrifice humans to the fire-god Moloch in times of great
cists who cure disease by driving away evil demons. The
distress.
baru are diviners or seers who advise kings and high
officials using divination by entrails.
SUMERIANS
Druids: Druids are polytheists who worship no single
The original homeland of the Sumerians is unknown.
god, but rather the entire pantheon. They are concerned
It is believed that they came from the east, but whether
with fertility rites and focus their worship on nature
by sea or from the highlands is unknown. Their language
deities such as the moon-god Sin, the sun-god Utu, and
is not related to any other major language family.
the weather-god Adad.
By learning how to drain the swamps and water the
Fighters: Fighters are warriors and officers in each
desert using artificial canals, the Sumerians have devel-
city-state’s standing army. They include archers, chari-
oped a rich civilization based on agriculture. Irrigation
oteers and spearmen. Occasionally, fighters desert from
and flood control is managed by powerful priesthoods
the army and turn to a life of banditry.
and priest-kings, who have raised mighty ziggurats in
Monks: Monks are very rare in Mesopotamia. Monks
honor of their gods. Outside the temple officials, society
are foreigners and come from the lands of the far east.
is divided between an elite or noble group of large
Paladins: These are holy warriors employed by temples.
landowners and military leaders; a heterogeneous group
The nash patri (“sword-bearer”), for example, is respon-
of merchants, artisans, and craftsmen; free peasants who
sible for slaughtering sacrificial beasts, and also performs
compose the majority of the population; and slaves.
such duties in rituals as the symbolic decapitation of
images of evil beings.
CHARACTER CLASSES
Rangers: Rangers operate on the fringes of civilized
lands; in the desert, marshes and mountains surrounding
There are no special restrictions on player character
the city-states of Mesopotamia. They are master hunts-
classes. All the core classes from the PHB are found
men, trackers, and scouts.
within a Mesopotamian setting, but each has its own
flavor different from that assumed in a standard fantasy
Rogues: The city-states are filled with thieves and
setting.
assassins, while the plains and mountains are plagued by
bandits and highwaymen. Some rogues are slavers who
Barbarians: Barbarians are typically desert nomads,
oversee temple slaves.
wild tribesmen from the Zagros mountains, or uncivi-
lized clans living in the marshes of the south.
Sorcerers: Sorcerers are evil men and women who
practice black magic and commonly serve dark gods and
Bards: Music is an important feature of the temple
demons. They are warlocks and witches who summon
cult, and bards typically function as lamentation-priests
evil winds and plague demons, and place curses on their
(kalus) or singers (narus) who assist the priests in lengthy
enemies.
rituals, such as driving away the demons attacking the
moon-god during a lunar eclipse. Some singers also have
Wizards: Wizards study mathematics and astronomy,
positions in the royal court. Instruments used include
measure the movements of the planets, and record the
balaggu-harps, and manzu- and lilissu-drums.
passage of time. They master the complex cuneiform
script and use clay tablets in place of scrolls.
Clerics: The multitude of Mesopotamian gods are
served by priests in a number of roles. Shangu-priests are
Racial Ability Modifiers and Traits
The table below summarizes the racial ability modifiers and traits specific to each race described.
Ability
Racial
Race
Modifiers
Traits
Amorite
Dex +2
+2 racial bonus to Handle Animal and Ride skills
Assyrian
Con +2
+2 racial bonus to Intimidate and Spot skills
Elamite
Int +2
+2 racial bonus to Diplomacy and Knowledge (arcana) skills
Gutian
Str +2
+2 racial bonus to Climb and Survival skills
Phoenician
Cha +2
+2 racial bonus to Appraise and Profession (sailor) skills
Sumerian
Wis +2
+2 racial bonus to Knowledge (nature) and Knowledge (religion) skills
16
Gora McGahey (order #19251)



CHAPTER TWO: CHARACTERS
Prestige Classes
Spellcasting: Ability to cast five different divi-
nations, one of which must be 4th level or higher.
BARU-PRIEST (SEER)
CLASS SKILLS
The Babylonians and Assyrians firmly believed that
The baru-priest’s class skills (and the key ability
omens revealed the future. The baru (literally “seer”) was
for each skill) are Concentration (Con), Craft
an interpreter of omens who had a number of divinatory
(Int), Decipher Script (Int, exclusive skill), Gather
techniques at his disposal. Although commonly associ-
Information (Cha), Knowledge (arcana) (Int),
ated with temples, they were by no means limited to this,
Knowledge (religion) (Int), Profession (Wis), Scry
and baru-priests sometimes played an important part in
(Int, exclusive skill), Sense Motive (Wis),
state affairs. One or more diviners accompanied any
Spellcraft (Int), and Spot (Wis).
military campaign, and the king would always consult a
Skill Points at Each Level: 2 + Int modifier.
seer before taking making major decisions.
Hit Die: d8.
CLASS FEATURES
All of the following are class features of the
REQUIREMENTS
baru-priest prestige class.
To qualify to become a baru-priest, a character
Weapon and Armor Proficiency: Baru-priests
must fulfill all the following criteria.
gain no proficiency in any weapon or armor.
Feat: Skill Focus (Profession [astrologer]).
Spells per Day: A baru-priest advances in spellcasting
Profession (astrologer): 10 ranks.
ability as well as gaining the new abilities of the prestige
class. Thus, when a new baru-priest level is gained, the
character gains new spells per day as if he had also
gained a level in whatever spellcasting class he
belonged to before he added the prestige class.
He does not, however, gain any other benefit a
character of that class would have gained (im-
proved chance of controlling or rebuking undead,
wild shape ability, and so on). This means that he
adds the level of baru-priest to the level of
another spellcasting class the character has, then
determines spells per day accordingly.
If a character had more than one spellcasting
class before he became a baru-priest, the player
must decide which class to assign each level of
baru-priest for the purpose of determining spells
per day.
Divination by Entrails: At 1st level,
the baru-priest gains the Divination by
Entrails feat as a bonus feat.
Omen Reading (Ex): The baru-priest can
benefit from observing auspicious events. Once
per day, the baru-priest can make a DC 20
Spot check. If successful, the baru-priest gains
the benefits of the guidance spell, which lasts
for 24 hours or until discharged.
Improved Necromancy (Su): When the
baru-priest casts speak with dead on the corpse
of a creature with a different alignment, that
corpse does not gain the benefit of a saving
throw to resist the spell, as it normally would.
Utter Prophecy (Sp): The baru-priest
can cast a geas/quest spell once per day, as a
spell-like ability.
17
Gora McGahey (order #19251)






ANCIENT KINGDOMS: MESOPOTAMIA
Mastery of Divination: A 5th–level Baru-priest
can employ both divine and arcane divination
CAST HOROSCOPE
spells. All divination spells are treated as spells
belonging to the characters class spell list. For
Knowledge
example, if the baru-priest’s primary spellcasting
of Target
Bonus
class is as a divine spellcaster, he can prepare and
Target’s common name
+1
cast arcane divination spells as if they were divine
Target’s true name
+2
spells. If the baru-priest’s primary spellcasting class
Target’s general place
+1
of birth (country or city)
is as an arcane spell spellcaster, divine divination
Target’s specific place of
+2
spells are treated as if they were on the Sorcerer
birth (house, cavern, or similar)
and Wizard spell list, meaning that the arcane
Target’s general date of birth
+1
spellcaster can research and choose to learn divine
(within a year)
divination spells when he advances in levels.
Target’s specific date of birth
+2
(exact date)
ASHIPU-PRIEST (EXORCIST)
The baru-priest may not take 10 or take 20 on this
In ancient Mesopotamia, the ashipu was a ritual
check. The DM determines the Difficulty Class of the
check by referring to the table below.
magician whose tasks consisted of performing ward-
ing rituals, making incantations against evil, and
DC
Type of knowledge
treating cursed and diseased individuals. They were
10
Common, known by at least a substantial
frequently consulted during the building of temples,
minority of the local population.
palaces and public buildings regarding the place-
20
Uncommon but available, known by only a
few people in the area.
ment of sacred foundation-stones. Ashipu were
25
Obscure, known by few, hard to come by.
also instrumental in crafting and enchanting the
30
Extremely obscure, known by very few,
gargantuan guardian statues placed near the door-
possibly forgotten by most who once knew
ways of important buildings.
it, possibly known only by those who don't
Hit Die: d8.
understand the significance of the knowl-
edge.
REQUIREMENTS
To qualify to become an ashipu-priest, a charac-
ter must fulfill all the following criteria.
Cast Horoscope: Starting at 5th level, the baru-priest
Craft (stonecarving): 8 ranks.
can attempt to learn a fact about a person or creature by
Heal: 8 ranks.
studying the astrological charts associated with the crea-
Knowledge (the planes): 8 ranks.
ture. The baru-priest must make a check on 1d20 with a
Spells: Ability to cast divine spells.
bonus equal to his baru-priest level + his Intelligence
modifier. The roll is modified as follows (note that
CLASS SKILLS
bonuses for the same kind of information do not stack,
The ashipu-priest’s class skills (and the key abil-
and the maximum bonus possible is +6).
ity for each skill) are Concentration (Con), Craft
The Cast Horoscope ability can be used once per
(Int), Diplomacy (Cha), Heal (Wis), Knowledge
week.
(the planes) (Int), Knowledge (religion) (Int),
BARU-PRIEST ADVANCEMENT
Base
Class
Attack
Fort
Ref
Will
Special
Spells per Day
Level
Bonus
Save
Save
Save
1st
+0
+2
+0
+2
Divination by entrails
+1 level of existing class
2nd
+1
+3
+0
+3
Omen reading+1 level of existing
class
3rd
+1
+3
+1
+3
Improved necromancy
+1 level of existing class
4th
+2
+4
+1
+4
Utter prophecy
+1 level of existing class
5th
+2
+4
+1
+4
Cast horoscope, mastery
+1 level of existing class
of divination
18
Gora McGahey (order #19251)



CHAPTER TWO: CHARACTERS
Perform (Cha), Profession (Wis), Sense Mo-
tive (Wis), and Spellcraft (Int).
Skill Points at Each Level: 2 + Int modifier.
CLASS FEATURES
All of the following are class features of
the ashipu-priest prestige class.
Weapon and Armor Proficiency: Ashipu-
priests gain no proficiency in any weapon or
armor.
Spells per Day: An ashipu-priest advances
in spellcasting ability as well as gaining the
new abilities of the prestige class. Thus,
when a new ashipu-priest level is gained, the
character gains new spells per day as if he
h a d a l s o g a i n e d a l e v e l i n w h a t e v e r
spellcasting class he belonged to before he
added the prestige class. He does not, how-
ever, gain any other benefit a character of
that class would have gained (improved
chance of controlling or rebuking
undead, wild shape ability, and so
on). This means that he adds the
level of ashipu-priest to the level of
another spellcasting class the char-
acter has, then determines spells per
day accordingly.
If a character had more than one
spellcasting class before he became an
ashipu-priest, the player must decide
which class to assign each level of ashipu-
priest for the purpose of determining
spells per day.
Detect Demons (Su): At 1st level, the
ashipu-priest gains the ability to detect invis-
ible demons and demons in disguise, including
Sacred Foundation–Stone
polymorphed or shapechanged demons. Treat this as
(Su): A 5th–level ashipu-priest can lay a special
a true seeing spell (divine variant) that is always
blessing on the foundation-stone of a building.
active but works only with regard to demons. Other
The blessing is similar to a hallow spell, with the
benefits of the spell are not conferred, such as the
following exceptions: The spell affects the entire
ability to see into the Ethereal Plane and to see
building, regardless of its size; two separate spells
through normal and magical darkness, and so on.
can be fixed to the hallow site, instead of just one
Expel Possessor (Su): The ashipu-priest can
(the material component cost must be paid for
use one or more of his turning attempts per day to
both spells); the fixed spells do not need to be
drive out a hostile possessing force (such as a ghost
renewed after a year; and the hallow spell cannot
using its malevolence ability, a wizard using the
be countered by unhallow. This ritual takes an
magic jar spell, and so on). Treat this as a regular
entire week to perform.
turn undead attempt against the Hit Dice of the
Enchant Guardian Statue (Ex): Starting at 7th
possessing creature, using the prestige class levels
level, the ashipu-priest is able to craft and enchant
plus any cleric levels. An expelled force cannot
large guardian statues intended to protect build-
attempt to possess the same target again for one
ings against evil forces. The most common guardian
day.
statue is the human-headed winged bull known as
Improved Remove Curse (Ex): Starting at 3rd
shedu. See the monster appendix for details on the
level, the ashipu-priest counts as a spellcaster two
shedu-golem.
levels higher than his actual caster level when
Protect Doorway (Sp): At 8th level, the ashipu-
casting remove curse spells.
priest can cast a special antipathy spell, once per
19
Gora McGahey (order #19251)




ANCIENT KINGDOMS: MESOPOTAMIA
ASHIPU-PRIEST ADVANCEMENT
Base
Class
Attack
Fort
Ref
Will
Special
Spells Per Day
Level
Bonus
Save
Save
Save
1st
+0
+2
+0
+2
Detect demons
2nd
+1
+3
+0
+3
Expel possessor
+1 level of existing class
3rd
+2
+3
+1
+3
Improved remove curse
+1 level of existing class
4th
+3
+4
+1
+4
+1 level of existing class
5th
+3
+4
+1
+4
Sacred foundation-stone
+1 level of existing class
6th
+4
+5
+2
+5
+1 level of existing class
7th
+5
+5
+2
+5
Enchant guardian statue
+1 level of existing class
8th
+6
+6
+2
+6
Protect doorway
9th
+6
+6
+3
+6
+1 level of existing class
10th
+7
+7
+3
+7
Protection from evil
day, that affects all evil outsiders. The spell must
CLASS SKILLS
be cast on a doorway or portal, and two small clay
The hierophant’s class skills (and the key ability
figurines painted black and red must be placed on
for each skill) are Concentration (Con), Craft
the sides of the doorway. It is otherwise identical
(Int), Decipher Script (Int, exclusive skill), Di-
to the spell.
plomacy (Cha), Heal (Wis), Knowledge (arcana)
Protection from Evil (Sp): When the ashipu-
(Int), Knowledge (nature) (Int), Knowledge (reli-
priest reaches 10th level, he is always protected by
gion) (Int), Profession (Wis), Scry (Int, exclusive
a protection from evil spell. The effect can be dis-
skill), Spellcraft (Int), Use Magic Device (Cha).
pelled, but the exorcist can re-activate it as a free
Skill Points at Each Level: 2 + Int modifier.
action.
Hierophant
CLASS FEATURES
All of the following are class features of the
A hierophant is a priest, usually a cleric or druid,
hierophant prestige class.
that has turned to the worship of an entire pan-
Weapon and Armor Proficiency: Hierophants
theon instead of a single god. The hierophantic
gain no proficiency in any weapon or armor.
philosophy is to appease the gods who rule the
different aspects of life, in order to ensure prosper-
Spells per Day: A hierophant advances in
ity. Akin to druids, hierophants have a neutral
spellcasting ability as well as gaining the new
world-view and accept that which is cruel or hor-
abilities of the prestige class. Thus, when a new
rific in nature. Some hierophants include sacrifice
hierophant level is gained, the character gains
of sentient beings in their rituals, usually justified
new spells per day as if he had also gained a
by a concern for the greater good and the prosper-
level in whatever spellcasting class he belonged
ity of a group of people. Hierophants are pragmatic
to before he added the prestige class. He does
and also dabble in arcane magic to achieve their
not, however, gain any other benefit a charac-
goals.
ter of that class would have gained (improved
chance of controlling or rebuking undead, wild
Hit Die: d8.
shape ability, and so on). This means that he
adds the level of hierophant to the level of
REQUIREMENTS
another spellcasting class the character has,
To qualify to become a hierophant, a character
then determines spells per day accordingly.
must fulfill all the following criteria.
If a character had more than one divine
Alignment: Any neutral.
s p e l l c a s t i n g c l a s s b e f o r e h e b e c a m e a
Feats: Heighten Spell.
hierophant, the player must decide which class
Knowledge (religion): 13 ranks.
to assign each level of hierophant for the pur-
Spells: Ability to cast commune or commune with
pose of determining spells per day.
nature.
Polytheism (Ex): At 1st level, a hierophant
starts to worship an entire pantheon of gods,
20
Gora McGahey (order #19251)




CHAPTER TWO: CHARACTERS
HIEROPHANT ADVANCEMENT
Base
Class
Attack
Fort
Ref
Will
Special
Spells per Day
Level
Bonus
Save
Save
Save
1st
+0
+2
+0
+2
Polytheism
+1 level of existing class
2nd
+1
+3
+0
+3
Sorcerous aptitude
+1 level of existing class
3rd
+2
+3
+1
+3
+1 level of existing class
4th
+3
+4
+1
+4
Portentous ritual
+1 level of existing class
5th
+3
+4
+1
+4
+1 level of existing class
6th
+4
+5
+2
+5
Divine blessing+1 level of existing
class
7th
+5
+5
+2
+5
+1 level of existing class
8th
+6
+6
+2
+6
Timeless body
+1 level of existing class
9th
+6
+6
+3
+6
+1 level of existing class
10th
+7
+7
+3
+7
Aggregate spell power
+1 level of existing class
instead of a single deity. He loses his domain
consequences as the very gods have been of-
abilities and no longer gains any bonus domain
fended. The exact result is up to the DM, but as
spells per day. At the hierophant’s option, he
a general rule, the spell effect should be re-
may select and prepare a single bonus spell per
versed and affect the caster. In the example
day from any domain in the PHB, by making a
above, a failed roll could result in the gate
sacrifice to a deity that normally grants the
being opened on the plane of a powerful demon
domain to his clerics. The deity providing the
lord who takes offense and sends his minions to
bonus spell must be known to the hierophant.
destroy the caster and his allies.
The sacrifice must be performed before the
S p e l l s o f l e v e l s a l r e a d y k n o w n t o t h e
hierophant prays for spells, must be worth at
hierophant cannot be cast in this way (so a
least 100 gp per level of the spell, and the
14th-level caster with access to 7th-level spells
bonus spell selected must be of a level that the
could only attempt to cast 8th- and 9th-level
hierophant is able to cast. The hierophant can-
spells, while a 15th-level caster who already
not select and prepare another bonus domain
knows how to cast 8th-level spells could only
spell until the first spell has been cast or dis-
attempt to cast 9th-level spells in this fash-
carded.
ion). The ability can only be used once per day.
Sorcerous Aptitude (Ex): Starting at 2nd
Divine Blessing (Ex): A hierophant applies
level, the hierophant is able to use scrolls,
his Charisma modifier (if positive) as a bonus
wands, and other devices with spell completion
to all saving throws.
or spell trigger activation as a wizard of one–
Timeless Body (Ex): After achieving 8th
half the hierophant’s level (at least 1st level).
level, a hierophant no longer suffers ability
For the purpose of using a scroll or other magic
penalties for aging and cannot be magically
device, actual wizard levels the hierophant may
aged. Any penalties he may have already suf-
have and these effective wizard levels stack.
fered, however, remain in place. Bonuses still
Portentous Ritual (Ex): At 4th level, the
accrue, and the hierophant still dies of old age
hierophant can attempt to cast spells of higher
when his time is up.
l e v e l t h a n w h a t i s n o r m a l l y p o s s i b l e . T h e
Aggregate Spell Power (Ex): Once per day, a
hierophant must sacrifice a prepared spell in
10th-level hierophant can temporarily sacri-
order to cast a higher-level spell. To determine
fice two or more lower-level spell slots and use
success, the hierophant rolls 1d20 + the level
those slots to prepare a higher-level spell, which
of the sacrificed spell against a DC of 10 + the
must be of a level the hierophant can cast. The
level of the attempted spell. For example, a
total number of lower-level spells are multi-
hierophant has prepared control weather (a 7th-
plied by 3/4 to determine the maximum spell
level spell) but sacrifices it in an attempt to
level of the higher-level spell. For example, a
cast gate (a 9th-level spell). He rolls 1d20+7
hierophant that sacrifices two 4th-level spells
against DC 19. A failed roll always has dire
can prepare one additional 6th-level spell.
21
Gora McGahey (order #19251)



ANCIENT KINGDOMS: MESOPOTAMIA
Desert Lord
Move Silently (Dex), Profession (Wis), Ride (Dex),
Spot (Wis), Survival (Wis), and Tumble (Dex).
Lone wanderers, seekers of lost cities, guardians of
Skill Points at Each Level: 4 + Int modifier.
secret oases; the desert lords are individuals who have
become one with the harsh and unforgiving environ-
ment of the desert.
CLASS FEATURES
Desert Lords eschew the life of city-dwellers, and tend
All of the following are class features of the
to live nomadic lives. They are at home in the desolate
desert lord prestige class.
wastes, where they have freedom to roam as they please.
Good-aligned desert lords sometimes provide assis-
Weapon and Armor Proficiency: Desert lords are
tance to desert travelers who are in need of aid, while evil
proficient with all simple and martial weapons, with
ones often scavenge nameless, dried-out corpses like
light and medium armor, and with shields (except tower
desert jackals.
shields).
Hit Die: d8.
Cloak of the Desert (Ex): A 1st-level desert lord does
not suffer the usual –4 penalty to Constitution checks
REQUIREMENTS
when wearing heavy clothing or armor in hot climates
(see “Heat Dangers” in the DMG).
To qualify to become a desert lord, a character
must fulfill all the following criteria.
Summon Mount (Ex): As often as once per week, a
1st-level desert lord can summon a
Feats: Endurance.
mount, typically a light horse or
Skills: Ride 8 ranks, Survival 8 ranks.
camel (dromedary). If the desert
lord already has a mount, the
CLASS SKILLS
summoning fails. The maxi-
The desert lord’s class skills (and the key
mum range of the
ability for each skill) are Craft (Int),
summoning is 10 miles per
Escape Artist (Dex), Handle Animal
prestige class level. The
(Cha), Hide (Dex), Listen (Wis),
mount travels towards the
desert lord at its normal
mode of movement; there-
fore, it might be hours or
days before the summoned
mount reaches the desert
lord.
Sneak Attack (Ex): A
2nd-level desert lord can
perform sneak attacks with
+1d6 points of bonus dam-
age. This is exactly like the
rogue ability of the same
name. If the Desert Lord
gets a sneak attack bonus
from another source the
bonuses on damage stack.
At 4th level, the sneak at-
tack damage increases to 2d6
points of bonus damage.
Vermin Immunity (Su):
Starting at 2nd level, the desert
lord is surrounded by a perma-
nent repel vermin aura, with
effective caster level equal to
the prestige class level + 1. The
effect can be dispelled, but the
desert lord can re-activate it as a
free action.
22
Gora McGahey (order #19251)




CHAPTER TWO: CHARACTERS
DESERT LORD ADVANCEMENT
Base
Class
Attack
Fort
Ref
Will
Level
Bonus
Save
Save
Save
Special
1st
+0
+2
+0
+2
Cloak of thedesert, summon mount
2nd
+1
+3
+0
+3
Sneak attack (+1d6), vermin immunity
3rd
+2
+3
+1
+3
Throat of the camel
4th
+3
+4
+1
+4
Speak with desert, sneak attack (+2d6)
5th
+3
+4
+1
+4
Summon sandstorm
Throat of the Camel (Ex): A 3rd-level desert lord
Said to be of the blood of Kingu, the Knights of Tiamat
requires significantly less sustenance than others of his
are the elite vanguard of the Cult of the Five-Headed
kind. Normally, a character can go without food for 3 days,
Dragon. The Knights were at the forefront when
and without water for 1 day plus a number of hours equal
Hammurabi’s Babylon fell to the sorcery of the blue-
to his Constitution score, before having to make Consti-
bearded Hierarchs of Tiamat, and they remain the cult’s
tution checks for thirst and starvation (see “Starvation
trusted guardians and elite warriors to this day.
and Thirst” in the DMG). The desert lord can survive
Hit Die: d10.
without food and water for an additional day per prestige
class level. For example, a 3rd-level desert lord with Con
16 can survive without water for 4 days and 16 hours before
REQUIREMENTS
having to make Constitution checks against thirst.
To qualify to become a Knight of Tiamat, a character
Speak With Desert (Sp): Starting at 4th level, the
must fulfill all the following criteria.
desert lord can employ commune with nature as a spell-like
ability, 1/day, with caster level equal to his prestige class
Base Attack Bonus: +7.
level. The ability can only be used in a desert environ-
Feats: Diehard, Leadership, Toughness.
ment.
Special: Promising warriors are hand-picked by the
Summon Sandstorm (Su): At 5th level, the desert lord
Hierarchs of Tiamat. Candidates participate in a secret
is able to call upon to the desert winds, which manifest as
ritual where they are injected with a concoction made
a greater duststorm (see “Weather” in the DMG). The
from poison mixed with the blood of dragons. The use of
duststorm appears in 1d10+10 minutes and lasts for 2d4-
magical protections against poison during this ritual is
1 hours. The ability can only be used outdoors in a desert
thought to bring the displeasure of Tiamat upon the
environment, up to once per week. It takes a full round to
candidate. Those who survive the ordeal (by making a
use this ability. The desert lord himself gains no special
successful Fortitude saving throw [DC 18]) become Knights
protection against the sandstorm.
of Tiamat, while those who fail rise as juju-zombies at the
next sunset. Regardless of the outcome, the warrior joins
Knight of Tiamat
the ranks of Tiamat’s armies.
[Tiamat] exalted Kingu; in their midst she raised him to
CLASS SKILLS
power.
The Knight of Tiamat’s class skills (and the key ability
To march before the forces, to lead the host,
for each skill) are Bluff (Cha), Craft (Int), Handle Animal
To give the battle-signal, to advance to the attack,
(Cha), Intimidate (Cha), Jump (Str), Knowledge (reli-
To direct the battle, to control the fight,
gion) (Int), Listen (Wis), Profession (Wis), Ride (Dex),
Unto him she entrusted; in costly raiment she made him sit,
Sense Motive (Wis), and Spot (Wis).
saying:
Skill Points at Each Level: 2 + Int modifier.
I have uttered thy spell, in the assembly of the gods I have
raised thee to power.
CLASS FEATURES
—excerpt from the Enuma Elish, the Babylonian Epic
All of the following are class features of the Knight of
of Creation, Tablet One
Tiamat prestige class.
The first gods were Apsu and Tiamat, who begat all the
Weapon and Armor Proficiency: Knights of Tiamat
other gods. When Tiamat’s consort Apsu was slain by the
are proficient with all simple and martial weapons, with all
treacherous Ea, she took her son Kingu as her new mate.
types of armor, and with shields (including tower shields).
Then, Tiamat spawned an army of monsters and demons
and made Kingu their leader.
23
Gora McGahey (order #19251)




ANCIENT KINGDOMS: MESOPOTAMIA
KNIGHT OF TIAMAT ADVANCEMENT
Base
Class
Attack
Fort
Ref
Will
Level
Bonus
Save
Save
Save
Special
1st
+0
+2
+2
+0
Blood of Kingu (poisoned weapon)
2nd
+1
+3
+3
+0
Might of Kingu (1/day)
3rd
+2
+3
+3
+1
Eyes of Kingu
4th
+3
+4
+4
+1
Flesh of Kingu
5th
+3
+4
+4
+1
Might of Kingu (2/day)
6th
+4
+5
+5
+2
Voice of Kingu
7th
+5
+5
+5
+2
Might of Kingu (3/day)
8th
+6
+6
+6
+2
Blood of Kingu (poison immunity)
9th
+6
+6
+6
+3
Blood of Kingu (timeless body)
10th
+7
+7
+7
+3
Spawn of Tiamat
Blood of Kingu (Poisoned Weapon) (Su): At 1st
Spawn of Tiamat (Su): At 10th level, the Knight of
level, the Knight of Tiamat gains the following benefit
Tiamat can call upon the monstrous armies of Tiamat.
from the dragon’s blood than runs in his veins: Any
Once per week, the character can summon 1d3 fiendish
bladed weapon the Knight of Tiamat picks up can be
huge monstrous scorpions that serve the summoner in any
used to deliver a poison effect (as the spell, save DC 10 +
capacity. The summoned creatures remain until slain or
prestige class level + the character’s Con modifier)
dismissed, up to a maximum of 1 hour/level (if assigned to
upon a creature struck by the blade once per day per two
guard a specific place) or 1 round/level otherwise.
prestige class levels (minimum 1/day). The Knight of
Tiamat can decide to use the power after he has struck.
Temple Reaver
Doing so is a free action, but the poison effect must be
The Guti barbarians of the Zagros mountains revel in
invoked in the same round that the weapon strikes.
looting the rich temples and toppling the unsmiling stone
Might of Kingu (Sp): A 2nd-level Knight of Tiamat
idols of civilized men. But among these godless savages,
can use fear 1/day as a spell-like ability, with caster level
who simply kill and plunder as a way of life, there are those
equal to his prestige class level. This ability can be used
who dedicate themselves to the eradication of religion.
twice per day at 5th level, and three times per day at 7th
Fearfully called the temple reavers by the bearded priests
level.
of Mesopotamia, the mission of these iron-willed moun-
Eyes of Kingu (Ex): Starting at 3rd level, a Knight of
tain men is to destroy the temples of the faithful, kill the
Tiamat gains the blindsense ability and can pinpoint
priests, and massacre the servants of the gods.
creatures within a distance of 30 feet. Opponents the
The temple reavers have no real organization, but
Knight of Tiamat can’t actually see still have total
often band together with their more savage brethren in
concealment against the character.
raids to the south. By staying with the tribes, they also
Flesh of Kingu (Sp): A 4th-level Knight of Tiamat
gain protection, for the cults of the civilized lands recog-
can use stoneskin 1/day as a spell-like ability, with caster
nize the temple reavers as powerful threats and seek to
level equal to his prestige class level.
hunt them down and destroy them whenever they are
Voice of Kingu (Sp): A 6th-level Knight of Tiamat
exposed.
can use greater command 1/day as a spell-like ability, with
Hit Die: d8.
caster level equal to his prestige class level.
Blood of Kingu (Poison Immunity) (Ex): At 8th
REQUIREMENTS
level, the Knight of Tiamat becomes immune to all
To qualify to become a temple reaver, a character must fulfill
mundane and magical poisons.
all the following criteria.
Blood of Kingu (Timeless Body) (Su): When the
Base Attack Bonus: +10.
Knight of Tiamat reaches 9th level, his draconic blood
grants him inhuman longevity. The character no longer
Skills: Knowledge (religion) 1 rank, Spellcraft 1 rank.
takes ability score penalties for aging and cannot be
Feats: Great Fortitude, Iron Will.
magically aged. Any penalties he may have already
Special: The temple reaver cannot worship any god. He
incurred, however, remain in place. Bonuses still accrue,
must abandon his old faith, if any, with all the usual penalties
and the Knight of Tiamat still dies of old age when his
for ceasing such worship. The character must also singlehandedly
time is up.
have slain a cleric to take levels in this prestige class.
24
Gora McGahey (order #19251)




CHAPTER TWO: CHARACTERS
CLASS SKILLS
This ability works like the spell, but only ends spells or
effects cast or activated by faithful creatures. It can only
The temple reaver’s class skills (and the key ability for each
suppress the properties of a magical item in the posses-
skill) are Climb (Str), Concentration (Con), Craft (Int),
sion of a faithful creature. At 5th level, the temple reaver
Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Jump
can use this ability twice per day.
(Str), Knowledge (religion) (Int), Profession (Wis), Ride
Smite Faithful (Su): Once per day, a temple reaver of 3rd
(Dex), Spellcraft (Int), Survival (Wis), and Swim (Str).
level or higher may attempt to smite a faithful creature with one
Skill Points at Each Level: 2 + Int modifier.
normal melee attack. He adds his Charisma modifier (if
positive) to his attack roll and deals 1 extra point of damage per
CLASS FEATURES
class level. If a temple reaver accidentally smites a non-faithful
All of the following are class features of the temple reaver
creature, the smite has no effect, but it is still used up for that day.
prestige class.
At 8th level, the temple reaver may smite faithful creatures
Weapon and Armor Proficiency: Temple reavers gain no
twice per day.
proficiency with any weapon or armor.
Greater Spell Immunity (Sp): At 7th level, as often as once
Renounce Aid (Ex): The temple reaver must attempt
per day, the temple reaver can use greater spell immunity with a
saving throws against all spells and abilities used on him
caster level equal to 10 + prestige class level. This ability works
by faithful creatures, if the spell or ability allows one.
like the spell, but it only protects against spells cast by faithful
This also applies to beneficial (harmless) spells and
creatures, spell-like effects of magic items activated by faithful
abilities. For the purposes of this prestige class, a faithful
creatures, and innate spell-like abilities of faithful creatures.
creature is any creature that of its own will worships a
Disjunction (Sp): At 9th level, as often as once per
god, or is itself a god.
day, the temple reaver can use mage's disjunction with a
Detect Faithful (Sp): At will, the temple reaver can
caster level equal to 10 + prestige class level. This ability
sense faithful creatures and spells. This ability works like
works like the spell, but it only affects magical effects cast
the paladin’s detect evil ability, except that it detects the
or activated by faithful creatures. It can only destroy
auras of faithful creatures, faithful clerics, and faithful
magical items or artifacts in the possession of faithful
spells, and the temple reaver is vulnerable to an over-
creatures, except that artifacts associated with a deity
whelming faithful aura.
can be destroyed even when not in the possession of
Fast Healing (Ex): The temple reaver regains hit
faithful creature. Unlike a normal spellcaster, the temple
points at an exceptionally fast rate. At 1st level, the
reaver is not required to make the saving throw to avoid
character regains 1 hit point per round, to a maximum of
losing spellcasting ability when destroying an artifact,
20 hit points per day. The maximum number of hit points
but the character is still subject to the attention of
restorable per day increases as shown on the table below
powerful beings who are somehow connected with the
(in parenthesis after the ability name). At 10th level, it
artifact.
works exactly like fast healing 1, with no limit to restor-
Essence of the Universe: At 10th level, the temple
able hit points.
reaver merges his body and soul, and becomes an out-
Greater Dispel Magic (Sp): At 2nd level, as often as
sider. Hit Dice, base attack bonus, and saving throws are
once per day, the temple reaver can use greater dispel
not recalculated. Some spells now affect the temple
magic with a caster level equal to 10 + prestige class level.
reaver differently. The character also gains darkvision
out to 60 feet, and does not need to eat or sleep.
TEMPLE REAVER ADVANCEMENT
Base
Class
Attack
Fort
Ref
Will
Level
Bonus
Save
Save
Save
Special
1st
+1
+2
+0
+2
Renounce aid, detect faithful, fast healing 1 (20)
2nd
+2
+3
+0
+3
Greater dispel magic (1/day)
3rd
+3
+3
+1
+3
Smite faithful 1/day, fast healing 1 (30)
4th
+4
+4
+1
+4
Fast healing 1 (40)
5th
+5
+4
+1
+4
Greater dispel magic (2/day)
6th
+6
+5
+2
+5
Fast healing 1 (50)
7th
+7
+5
+2
+5
Greater Spell Immunity (1/day)
8th
+8
+6
+2
+6
Smite faithful (2/day), fast healing 1 (60)
9th
+9
+6
+3
+6
Disjunction (1/day)
10th
+10
+7
+3
+7
Essence of the universe, fast healing 1
25
Gora McGahey (order #19251)




ANCIENT KINGDOMS: MESOPOTAMIA
Magic and
lunar and solar eclipses), natural phenomena
(such as thunderstorms, earthquakes, or floods),
Witchcraft
and everyday events (for example, the sighting
of a oddly colored snake, or the sudden death of
The Mesopotamians are renowned for their
a bull). The baru-priests maintain long lists of
mastery of three disciplines of magic: divina-
unusual occurences along with the supposed
tion, exorcism and witchcraft (black magic).
consequences. Major celestial phenomena such
as comets and eclipses are often linked to great
D i v i n a t i o n
upheavals in government and the death of kings.
If a cow gives birth and the creature has two
Other divinatory techniques include the study
heads, there will be a change in the throne.
of the entrails of sacrificed animals, or the coils
of smoke rising from burning incense. Necro-
— ancient Sumerian cuneiform tablet
mancy, the art of raising up and interrogating
Divination, the foretelling of the future, is
the spirits of the dead about the past and the
an important facet of life in Mesopotamia. Al-
future, is performed by specialized diviners
though divination is practiced by both priests
called manzazuu.
and magicians, the baru-priests (see the de-
Not only can the future be predicted, but ill
scription of the prestige class) are experts at
fates can be avoided by performing the appro-
interpreting omens and prophecies. Diviners
priate rituals. Many spells and incantations exist
are common at every court and every king has a
to counter bad omens (see also the section on
number of advisors adept at omen reading.
exorcism, below).
A number of techniques exist to predict the
The god Utu (Shammash) is often invoked in
future. One is the observation of portentuous
rituals dealing with divination.
events, including celestial phenomena (such as
Random Omen Generator
A skilled DM can make good use of divination, prophecies and omens in a campaign. The DM can use
the following tables to randomly generate portentous happenings and their supposed consequences.
Roll once on each table, and construct a sentence on the form “If X happens, then Y will be the
outcome.” Adjust the results as necessary, but remember that weird results can be fun, too.
Base omen sentence: “If a (Table 1) (Table 2) (Table 3), then (Table 4).”
Table 1 (1d6):
Table 3 (1d20):
Table 4 (1d20):
1.
red
1.
is seen on the foundations of a house
1.
a man will live to grow old
2.
black
2.
is aggressive to a man
2.
a man will die
3.
white
3.
passes from right to left of a man
3.
hard times will reach a man’s adversary
4.
purple
4.
passes from left to right of a man
4.
a man will have a good name
5.
winged
5.
kills a (Table 2)
5.
a man will have a bad name
6.
two-headed
6.
falls from the ceiling
6.
a man and his wife will divorce each other
7.
lurks in a man’s bed
7.
a man shall become king
Table 2 (1d12):
8.
kills another of its kind
8.
a man will have great riches
1.
ant
9.
has tears coming into both eyes
9.
an enemy will approach
2.
snake
10. is sold for money
10. there will be the downfall of a great army
3.
scorpion
11.
gives birth to a (Table 2)
11.
evil will befall a man
4.
mongoose
12. is riding in a chariot
12.
there will be pouring rains and floods
5.
ox
13. appears in front of the city gates
13.
there will be a change in the throne
6.
ass
14. runs into the city square
14. a man will fall from grace
7.
nobleman
15. lies on a man’s bed
15.
the city will be devastated
8.
dog
16. urinates on a man
16. a man’s possessions will be stolen
9.
fox
17. is found in a river
17.
the gods will be angry with a man
10. fish
18. is colored like blood
18. the gods will bless a man
11.
woman
19. has wings
19. there will be pestilence in the land
12. child
20. has three eyes
20. a man will dwell in peace
26
Gora McGahey (order #19251)



CHAPTER TWO: CHARACTERS
EXORCISM
… whether it be an evil spook or
an evil alu or an evil ghost or an evil
gallu or a buried ghost or an unbur-
ied ghost, or a ghost without brother
or sister, or a ghost with no one to
mention its name… or a ghost which was
left in the desert… appoint it to the keeping of
the ghosts of its family.

— ancient Sumerian cuneiform tablet
While spirit-worshipping shamans are con-
sidered primitive by the Sumerians, the latter
acknowledge the existence of malevolent spir-
its and ghosts who must be appeased or driven
away through magical means. Exorcism can
also be used to counter ill omens, dire proph-
ecies and the curses of evil sorcerers.
In Sumeria, exorcism is the domain of the
ashipu-priest (see the description of the pres-
tige class). Ashipu-priests are often consulted
by those plagued by vengeful ghosts or ma-
levolent curses, and they are instrumental
in the construction of temples and palaces
by placing arcane wards and crafting guard-
ian statues.
The god Ea is often invoked in rituals
dealing with exorcism.
Witchcraft
My witch, my bewitcher, sits in the shadow
of a heap of bricks. She sits and works bewitch-
ment on me, makes images of me…

— ancient Sumerian cuneiform tab-
let
Witchcraft, or black magic, is the
use of magic with evil intent. An-
other characteristic of witchcraft
is that the evil practitioner, called
the kashshapu, inflicts his spells
upon his enemies across great dis-
tances. Curses, diseases and death
spells are cast through wax or clay
effigies of the victim, and evil
demons and spirits are sum-
moned up and sent to harass the
witch’s enemies.
This form of long-range magic is
called sympathetic magic and is in
many ways similar to voodoo. Its works
through the principles of similarity (that
“like produces like”, or that an effect re-
sembles it cause) and contagion (that things
having been in contact with each other
continue to react upon one and another at
a distant even after they have been severed
or disconnected). When using sympathetic
27
Gora McGahey (order #19251)


ANCIENT KINGDOMS: MESOPOTAMIA
magic, the practitioner must usually have in his posses-
Stones: Stones, precious or not, when exposed to
sion something that once belonged to the victim, such as
starlight, are charged with magical power from the stars.
a lock of hair, nail clippings, a piece of clothing, or a
Stones can be used to store power, or to construct
weapon. For more information, see the Sympathetic
figurines and guardian statues with magical properties.
Spell metamagic feat.
Wax Dolls: Dolls, figurines and effigies, crafted in the
According to the laws of Hammurabi, witchcraft is
image of victims, are used by witches and warlocks to cast
punishable by death. Therefore, the kashshapu work in
their baleful spells from afar. See the section on witch-
secret, but are often sought out by ruthless individuals
craft for more information.
who pay the warlock to harass and kill their enemies.
Ashipu-priests (see the section on exorcism, above) are
Mundane Magic
frequently employed to counter the machinations of
Belief in magic and rituals pervades Sumerian society
warlocks and witches.
to such a degree that even a few non-spellcasters have
some experience with spells, such as the uttering of
Tools of the Trade
curses or drawing warding symbols.
The magical traditions of Sumeria are well-developed,
and both magicians and priests draw upon a number of
New Feats
aids in performing their rituals. Among these are:
Astrology: All Mesopotamian magic is connected
with the gods, the stars, or both. The gods are identified
Divination by
with stars, planets, or the sun and the moon. Certain
Entrails [General]
spells can only be cast “under the right stars”, while other
celestial phenomena such as eclipses and full moons
Also known as hepatomancy, divination by entrails is
make magic more potent. See the Lunar Magic feat for
a form of divination where the priest studies the entrails
more information.
of animals. In ancient times the liver was regarded as the
focal point of life and of special occult importance. The
Cuneiform Tablets: Spells and incantations in
liver was divided into sections with each section repre-
Sumerian and Akkadian are written using cuneiform
senting a particular deity. The markings in these zones
script. Mesopotamian wizards use small clay tablets in-
were of great importance.
scribed with spells instead of scrolls. The tablets are
broken and shattered to release the magic when a spell is
Prerequisite: Spellcaster able to cast augury.
cast.
Benefit: The feat enables a spellcaster to cast augury
Drugs: Drugs are frequently used by priests and magi-
without expending a spell slot. Instead, the caster must
cians to induce visions or to achieve higher states of
kill and sacrifice an animal and study its entrails. The
consciousness, such as that required to travel astrally. In
spell must be known and/or prepared by the spellcaster,
particular, the priesthood of Ishtar is skilled in the art of
but the spell itself is not expended when cast in this
drug use for magical purposes.
fashion, and the caster may use it as often as desired as
long as new sacrifices are made; however, all auguries cast
Herbs: Herbs are used both for medicinal purposes as
by the same person about the same topic use the same
well as for magic. Some spells and rituals require herbs as
dice result as the first augury.
material components. How useful a herb is in casting a
spell is dependent on the place where a plant grows and
The animal must be of Small size or larger. The DM
the time it was harvested. Plants growing on mountains
may disapprove the use of certain animals, or require
are closer to the stars and thus more potent. Herbs to be
specific kinds of animals to answer specific questions.
used in magical ceremonies must generally not be ex-
Performing an augury in this fashion takes 1 minute. In
posed to the sun or daylight at any time after they have
any case, the caster cannot employ this method of
been harvested.
divination more than three times per day.
Lovemaking: Especially among the followers of Ishtar,
Greater Divination by
the arts of eroticism and lovemaking are used to enhance
fertility magic and love spells.
Entrails [General]
Sacrifice: Offerings of food, drink, or various valuables
Also known as anthropomancy, this barbaric form of
(such as rare oils and incense) are often made to the gods
divination involves using human entrails to divine the
during the preparation or casting of spells. Such sacri-
future. The priest is trained to interpret the signs or
fices are often burned in bronze vessels. The entrails of
markings on the organs of the sacrificed creature, such as
ritually slaughtered animals are studied for divinatory
the liver or the heart.
purposes (see the Divination by Entrails feat). And
Prerequisites: Divination by Entrails, spellcaster able
sorceries of the blackest sort are often fuelled by human
to cast divination.
blood.
28
Gora McGahey (order #19251)


CHAPTER TWO: CHARACTERS
Benefit: Similar to Divination by Entrails, except that
A sympathetic spell uses up a spell slot three levels
the feat enables the spellcaster to cast divination without
higher than the spell’s actual level.
expending a spell slot, by sacrificing a sentient creature
of the caster’s race.
Lunar Magic [General]
Performing a divination in this fashion takes 10 min-
Your spellcasting abilities are strongly influenced by
utes. The caster must still supply the material component
the phases of the moon.
in addition to the sacrifice. In any case, the caster cannot
Prerequisites: Ability to spontaneously cast arcane
employ this method of divination more than three times
spells.
per day.
Benefit: The moon has long been held to have an
Sympathetic Spell
influence over magic. In your case, it’s literally true. The
phases of the moon influence your spellcasting abilities.
[Metamagic]
They increase as the moon waxes, and decrease as it
Using material links, you can cast spells on targets over
wanes.
vast distances.
During the waxing moon, your caster level is consid-
Benefit: With this feat, you can cast a sympathetic
ered one higher for purposes of level checks and the
spell on any target as if you were touching the target,
number of spells you can cast per day. During the three
regardless of the actual distance between you, provided
nights of the full moon, your caster level is considered
that both you and the target are on the same plane. This
two higher for these purposes. Note, however, that this
means sympathetic magic cannot effect ethereal crea-
temporary increase in caster level does not grant you
tures, for example. The target is entitled to a saving
knowledge of any new spells, although it may grant you
throw against the spell (and spell resistance, if it applies)
higher-level spell slots (which you can use for
and the spell has its normal effects and duration.
metamagical-enhanced versions of lower level spells).
So, for example, a 5th-level sorcerer during the waxing
Spells and effects that block scrying, such as
moon gains +1 2nd-level spell and +3 3rd-level spells per
nondetection, have the same effect on sympathetic spells.
day. However, since a 5th-level sorcerer doesn’t know
So the caster of a sympathetic spell would have to
any 3rd-level spells, he can only use those additional
succeed at a caster level check (1d20 + caster level)
spell slots to cast lower-level spells or spells enhanced
against a DC of 11 + the caster level of the spellcaster
with metamagic feats.
who cast nondetection in order for the spell to affect the
target. A detect magic or detect scrying spell can detect a
This additional power comes with a price. During the
sympathetic spell in progress (that is from the moment
waning moon, your caster level is considered one level
casting begins) and detect scrying allows you an opposed
lower for purposes of level checks and spells you can cast
caster level check to get an image of the caster of the
per day. So a 5th-level sorcerer would lose one 2nd-level
sympathetic spell.
spell per day (and a 4th-level sorcerer would lose the
ability to cast 2nd-level spells altogether). During the
A sympathetic spell requires a material component (in
new moon, your caster level is considered two levels
addition to its normal components). You must have a
lower. If this reduces your effective level to zero or less,
piece of the target’s substance. For a living creature, this
you cannot cast spells during that time, although you
may be some of its blood, flesh, hair, nails, or other parts
retain your other class abilities.
of its body. For a nonliving object, it must be an integral
part of its substance (for example a sliver from a timber
During the the half moon, you are at your normal
of a building, not from a piece of furniture inside it). This
caster level for level checks and spells per day.
material component is consumed in the casting of the
spell, as normal.
Simple Magic [General]
Preparing a sympathetic spell requires the normal
Prerequisites: 5 ranks in Knowledge (arcana) or
amount of time, but casting it requires 100 times the
Knowledge (religion).
usual casting time (with casting times of 1 standard
Benefit: You have a basic knowledge of magic which
action being treated as 1 round). So casting bestow curse
allows you to employ simple spells, including guidance,
(casting time of 1 standard action) as a sympathetic spell
resistance, bane, bless, doom, and protection from evil. Up to
requires 100 rounds, or about 6 minutes. Casting raise
1/week, you can prepare one of the listed spells in a
dead (casting time of 1 minute) as a sympathetic spell
special ceremony. The ceremony takes 12 hours and
requires 100 minutes, or nearly two hours, and so forth.
involves studies of arcane or religious texts, the invoca-
Interruptions to the casting may spoil the spell normally
tion of gods or demons, and a sacrifice worth 100 gp. The
if the caster fails a Concentration check, and the DM can
spell remains prepared until you cast it, or until you
require a Concentration check each round for a continu-
prepare another spell in this fashion. Casting follows the
ing distraction (making it very difficult to maintain the
normal rules for spellcasting, with caster level equal to
casting of the ritual).
half your character level (minimum 1st level).
29
Gora McGahey (order #19251)


ANCIENT KINGDOMS: MESOPOTAMIA
Magic Items
deceased is imprisoned within the orb as per a soul bind
spell. There is no limit to the number of souls that can be
imprisoned in the orb.
Magic Items
A character gains a +4 enhancement bonus to Wis-
from the DMG
dom while the orb is grasped, by drawing on the collective
consciousness of the imprisoned souls. By making a
Many of the standard magic items from the DMG can
successful Charisma check (DC 20), the character wield-
simply be renamed or slightly altered in appearance to
ing the orb can expend (utterly destroy) nine of the souls
suit a Mesopotamian setting. For example, boots of speed
imprisoned within the orb to cast a gate spell (treat the
become sandals of speed, while the horn of Valhalla be-
character’s level as the caster level). If the check fails, or
comes the horn of the Guti, and so on. The names of
there are less than nine souls currently imprisoned within
Sumerian gods can also be used to give campaign flavor
the orb, the gate spell fails. In this case, a number of souls
to the standard items.
equal to the amount the check was failed by (if there were
nine or more souls currently imprisoned), or the number
Amulet of Curse Ward
of souls remaining in the orb (if there were fewer than
This amulet is carved in the likeness of the god Ea. It
nine souls), are released from the orb as ekimmu ghosts
grants the benefits of a curse ward spell upon its wearer.
(see the monster appendix).
Moderate abjuration; CL 7th; Craft Wondrous Item,
Released ekimmu are hostile to the wielder of the orb
curse ward; Price 30,000 gp; Weight 1 lb.
and seek to possess creatures who, when slain, have their
souls imprisoned by the orb. Thus the orb is never short
THE JAWS OF BAAL-ZAG
of souls to feed on.
The orb can be destroyed by dropping it on a hard
(MINOR ARTIFACT)
surface that has been smeared with the blood of at least
The Jaws of Baal-Zag are sacred relics of the cult of the
nine infants. The destruction of the orb releases all
dark god Baal-Zag. The gems are usable by any character
imprisoned souls, who are still dead but might go to
class.
heaven or hell depending on their alignment. Depend-
At least nine of these fang-shaped gems are known to
ing on the campaign’s cosmology, certain souls might
exist. Each jewel radiates a strange green light, equiva-
not be allowed entry to the outer planes if too much time
lent to an always-active continual flame spell, and grants
has passed since their death. In that case, the souls
its possessor a different spell-like ability, each usable 1/
remain on earth as ekimmu ghosts.
day: Animate dead, death knell, speak with dead, poison, true
seeing
, fear, telekinesis, summon monster V, ghoul touch.
THE BOOK OF AEONS
All spell-like abilities have an effective caster level
(ARTIFACT)
equal to the possessor's character level. With each use of
an ability, there is a 1% cumulative chance that the
Also known variously as the Book of Accursed Aeons
possessor is inflicted with lycanthropy (the specific type
and the Shadow Testament of Yhakkoth, this “book” is
of animal randomly selected from among the animals
actually a collection of twelve ancient cuneiform clay
associated with Baal-Zag, such as wolves, jackals, and
tablets containing spells and incantations inscribed in
hyenas).
mystic pre-human languages and occult sigils. Great age
is apparent in the cracked and half-crumbled clay sheets.
Some of Baal-Zag’s priests insist that a tenth gem
Several pieces of text are missing, the stones are covered
exists, which allows the abilities of the other gems to be
in places with stains of unidentifiable sort, and green
used at will, instead of once per day (most of these priests
lichen seems to thrive on the cracked surface.
fail to mention that in such a case, lycanthropy would be
guaranteed and uncurable).
The tablets were hidden in the demon-guarded vaults
of the wizards of Yhakkoth until that city was razed by the
Even disregarding their magical qualities, the size of
armies of Ibnath, after which they fell into the possession
the gems and the exquisite craftmanship evident in their
of the Hierophants of Ibnath.
cut and polished surfaces easily make the stones worth
5,000 gp apiece. As a set, they would be even more worth
The book contains the black wisdom of the ages;
than the sum of the individual pieces.
powerful spells of stasis and time travel, rituals to call and
bind elder things from beyond the black gulfs of space,
THE ORB OF XOTH
and necromantic rites to conjure up the corpses of dead
sorcerers and demand of them their forbidden and lost
(MINOR ARTIFACT)
knowledge. In the hands of a powerful wizard, the book
Also known as the Soul-Eater, the Orb of Xoth is a fist-
is believed to provide the means to raise up an entire dead
sized crystal orb filled with swirling black mist (often said
city from oblivion.
to be the black vacuum from the gulfs between the stars).
The full powers of the book are unknown and deliber-
If a creature dies within 30 feet of the orb, the soul of the
ately not fully described (allowing a creative DM to use
30
Gora McGahey (order #19251)


CHAPTER TWO: CHARACTERS
the book for his own plot devices). The following powers
LIFELEECH
are known: The third tablet allows the user to invoke an
Necromancy
earthquake spell at 20th level of ability, once per week.
The fifth and sixth tablets contain the spells lifeleech and
Level: Clr 6, Sor/Wiz 5
sleep of power (new spells described below) which may be
Components: V, S, XP
learned by wizards as if the tablets were a spellbook. The
Casting Time: 10 minutes
ninth tablet contains various summoning spells and
Range: Touch
descriptions of elder demons, while the twelfth tablet,
Target: Creature touched
known as the Tablet of Unbinding, allows the user to cast
Duration: Instantaneous
greater dispelling and break enchantment, both once per day
Saving Throw: No
at 20th level of ability.
Spell Resistance: No
Such power always comes at a price, though. A
This spell is frequently used by evil magicians and
spellcaster that studies the book risks becoming cor-
death priests to achieve a limited form of immortality.
rupted. Each time one of its powers is used, the spellcaster
Casting the spell requires the sacrifice of a sentient
must make a Will saving throw (DC 18, +1 per power
creature of the same race as the spellcaster. The creature
previously used) or become corrupted by the book.
to be sacrificed must be helpless and/or bound while the
Typical indications of corruption include covetousness,
spell is being cast.
paranoia, ambition, insanity, and a strong temptation to
use the book’s powers as often as possible.
At the culmination of the spell, the caster gains an
automatic coup de grace attack upon the victim. If the
Also, for each power used, there is a 5% non-cumula-
victim dies as a result of this attack, his life force is trans-
tive chance that the power fails and backfires terribly
ferred to the caster (or another target within touch range of
upon the user, as determined by the DM.
the caster). The target gains immunity to aging effects for 1
month per Hit Dice or level of the creature sacrificed.
New Spells
A creature slain by this spell can only be restored to life
The following spells are appropriate in a Mesopotamian
through the successful casting of a resurrection, true
campaign. Some spells are especially suited for evil non-
resurrection, wish, or miracle spell. Raise dead has no effect
player characters.
on a creature slain by the lifeleech spell.
XP Cost: 10 XP per Hit Dice of the victim.
DIVINE LOCK
MARK OF EXILE
Abjuration
Level: Clr 2
Abjuration
Components: V, S, DF
Level: Clr 7, Drd 8
Casting Time: 1 standard action
Components: V, S, DF
Range: Touch
Casting Time: 1 standard action
Target: The door, chest, or portal touched, up to 30 sq.
Range: Touch
ft./level in size
Target: Creature touched
Duration: Permanent
Duration: Permanent (see text)
Saving Throw: None
Saving Throw: None (see text)
Spell Resistance: No
Spell Resistance: Yes
A divine lock is an arcane lock variant employed by
You draw an indelible mark on the subject and declare
clerics. The spell is cast upon a door, chest, or portal by
some area or named location taboo. If the subject subse-
carving or tracing the deity’s symbol (or some variant
quently enters the specified area, it is instantly and irrevocably
thereof) on a suitable surface. The caster and those of the
destroyed (no save). The specified area can be no larger than
caster’s religion can freely pass the lock without affecting
1 square mile per caster level. If the target is already in the
it; otherwise, a door or object secured with divine lock can
specified area when the spell is cast, nothing happens, but
be opened only by breaking in or by a successful dispel
if the target leaves the area and attempts to return, the
magic spell.
baneful effects of mark of exile are triggered. Only one mark
The divine lock can also be dispelled by a cleric of a
of exile can affect a creature at any given time.
different religion if he makes a successful turn/rebuke
The spell leaves an invisible mark upon the target. The
attempt against the door. In this case, treat the lock as an
target can always sense when it is within 100 feet of the
undead with Hit Dice equal to the caster’s level.
borders of the forbidden area. Mark of exile cannot be
Add +10 to the normal DC to break open a door or
dispelled, but it can be removed with a remove curse,
portal affected by this spell. Note that a knock spell does
break enchantment, limited wish, miracle, or wish spell.
not affect a divine lock at all.
Remove curse works only if its caster level is equal to or
higher than your mark of exile caster level.
31
Gora McGahey (order #19251)


ANCIENT KINGDOMS: MESOPOTAMIA
SLEEP OF POWER
a visible seal upon a surface, doorway, arch, or similar
structure. The seal cannot be used for personal protec-
Transmutation
tion or inscribed on an item to be carried around. The
Level: Sor/Wiz 7
primeval seal forces creatures of the designated type to feel
Components: V, S, XP
an overpowering urge to leave the area. A compulsion
Casting Time: 1 standard action
forces them to abandon the area, shunning it and never
Range: Personal
willingly returning to it while the spell is in effect. A
Target: You
creature that makes a successful save can stay in the area
Duration: Special (see text)
but feels uncomfortable doing so. The distracting com-
fort reduces the creature’s Dexterity by 4 points.
Saving Throw: None (harmless)
The seal cannot be dispelled, but it can be removed
Spell Resistance: None (harmless)
with a limited wish, miracle, or wish spell.
This spell must be cast in the round directly after you
Material Component: A handful of black dust from the
have cast another spell with a non-permanent and non-
surface of a dying star.
instantaneous duration. At the completion of the spell,
you fall into a deep coma-like sleep. Your body functions
XP Cost: 500 XP.
cease and you do not grow older. You are unaware of your
surroundings and devoid of your senses. You are consid-
Scapegoat
ered helpless while under the effects of this spell.
Abjuration
The purpose of this sleep is to extend the duration of
Level: Clr 2, Sor/Wiz 3
the spell cast directly before sleep of power. The first spell
Components: V, S, M
lasts as long as you are in a coma. You set the conditions
Casting Time: 1 minute
for when you want to wake up; the first spell then ends.
Range: Touch
The conditions you set must be clear, although they can
be general. If complicated or convoluted conditions are
Target: Creature or item touched
described, the spell may be miscast and you may never
Duration: Instantaneous
wake up again. The first spell is empowered by the slow
Saving Throw: None
leeching of your own life-force (represented by an XP
Spell Resistance: No
loss).
This spell allows the caster to transfer a curse or disease
For example, you cast a prismatic wall, which normally
unto another creature. It can be cast in two different ways.
lasts for 10 minutes per caster level. In the following
The first method requires a willing target creature of
round, you cast sleep of power with the condition to wake
the same race as the original victim of the curse or
up when the seventh wall of the prismatic wall is de-
disease. In this case, the transfer is automatic, and the
stroyed. You fall into a coma for days, years or even
target gets no saving throw. If the target is immune to the
centuries. When the seventh prismatic wall is destroyed,
curse or disease, the spell fails, and the affliction remains
you wake up.
with the original victim.
If you are successfully attacked, you wake up, and the
Using the second method, the disease or curse is
associated spell ends immediately.
transferred to an animal, which is then killed and sacri-
XP Cost: 1 XP per day you spend in your coma-like
ficed. The animal must be of Small size or larger, and,
state. If the caster is reduced to 0 XP as a result of this
since the spell takes a full minute to cast, must be bound
spell, he dies, and the associated spell ends. Note that
and/or helpless during the casting. In some cultures, this
this XP drain is an exception to the rule prohibiting a
use of the spell is considered an evil act.
caster from casting a spell that would reduce his level.
Material Component: Rare incense worth at least 100
gp.
PRIMEVAL SEAL
Abjuration
Curse Ward
Level: Clr 8, Sor/Wiz 7
Abjuration
Components: V, S, M, XP
Level: Clr 4, Sor/Wiz 4
Casting Time: 1 standard action
Components: V, S, DF/F
Range: Touch
Casting Time: 1 standard action
Target: One location (up to a 20-ft. cube/level)
Range: Touch
Duration: 1 hour/level
Target: Living creature touched
Saving Throw: Will partial
Duration: 24 hours
Spell Resistance: Yes
Saving Throw: Will negates (harmless)
This potent spell hedges out all outsiders, undead and
Spell Resistance: Yes (harmless)
aberrations. By casting the spell, the caster quickly traces
32
Gora McGahey (order #19251)


CHAPTER TWO: CHARACTERS
This spell is employed as protection against the curses
the original result. When the condition occurs, the spell
of black magicians and warlocks. The subject is immune
ends.
to bane, bestow curse, doom, knotting the cord, and mark of
Example conditions include “when I fail a saving
justice spells. In addition, the subject gains a +4 circum-
throw against poison”, “when I fail a Climb skill check”,
stance bonus to saving throws against spells cast using
or “when I strike an undead creature and miss”. The DM
sympathetic magic (see the description of the Sympa-
must approve the specified condition for the spell to be
thetic Spell feat).
effective.
Focus: A small figurine of a deity.
Only one namburbu ritual can work on a target at a
time; if a second is cast, the first spell is dispelled.
Exorcism
XP Cost: 50 XP.
Abjuration
Level: Clr 5, Pal 4
True Necromancy
Components: V, S, F
Conjuration (Summoning) [Language-Dependent]
Casting Time: 1 standard action
Level: Clr 6, Sor/Wiz 6
Range: Close (25 ft. + 5 ft./2 levels)
Components: V, S, F
Target: One possessing creature
Casting Time: 10 minutes
Duration: Instantaneous
Range: 10 ft.
Saving Throw: Will negates
Target: One undead creature
Spell Resistance: Yes
Duration: 1 min./level (D)
This spell expels a possessing entity (such as a ghost,
Saving Throw: Will negates; see text
demon, or wizard using magic jar) from its victim.
Spell Resistance: Yes
Add the creature’s HD to its saving throw and subtract
You summon an undead creature to interrogate.
the character’s level as well. If the spell is successful, the
Unlike speak with dead, you do not need to be in the
creature is instantly expelled from the possessed victim.
vicinity of a corpse, but you must have an item which
Since the expelled creature is free to act on its next turn,
once belonged to the target. If the target has been
the exorcism spell is often used in conjunction with
subject to true necromancy within the past week, the
protection from evil to prevent the creature from possess-
new spell fails.
ing the victim (or the priest) again.
Unwilling creatures get a Will save to resist the
Focus: Any item that is distasteful to the target. For
summons. If the saving throw is failed, the target
each such object or substance, the character gains +1 on
creature is summoned to the caster’s presence and
the character's caster level check to overcome the target’s
must answer one question per two caster levels. Also
SR (if any) and +2 on the saving throw DC. At the DM’s
unlike speak with dead, replies can be long-winded and
option, certain rare items might work twice as well (each
complex if the questions call for it, such as the
providing +2 against SR and +4 on the spell’s DC).
teaching of a spell or the recounting of a long tale. As
always, the DM has the final word regarding what is
Namburbu Ritual
possible to achieve using this spell.
Abjuration
Casting this spell is a dangerous undertaking. Each
Level: Clr 5
question asked after the first grants the target a new
saving throw. A successful saving throw allows the
Components: V, S, XP
target to break free of the spell, after which it can
Casting Time: 10 minutes
choose to either attack the caster or return from
Range: Touch
whence it came. If the caster or his allies attack the
Target: Creature touched
summoned creature, the spell is automatically broken
Duration: 1 day/level or until discharged (D)
and the target is free to act as described above. If the
Saving Throw: Will negates (harmless)
target is killed, it disappears but is not really dead. It
Spell Resistance: No (see text)
takes 24 hours for the creature to reform, during
The namburbu, or “ritual of undoing”, is used to avoid evil
which time it can’t be summoned again.
fates. When casting the spell, the caster specifies a condi-
Even if the target’s initial saving throw is success-
tion that the target wishes to avoid. The condition is
ful, the target may choose to answer the summoning
typically associated with a failed saving throw, missed
and attack the caster. For this reason, this spell is
attack roll, or skill use that proves baneful to the target. If
often cast in conjunction with an inwardly focused
this specific condition occurs while the spell is active, the
magic circle against evil spell.
target can re-roll the associated die roll. The results of this
When the spell’s duration expires, the target is
second die roll must be used; the target cannot choose to use
returned to its original location.
33
Gora McGahey (order #19251)


ANCIENT KINGDOMS: MESOPOTAMIA
Focus: An item of some significance which once
rary Constitution damage. As with any poison, another
belonged to the dead person.
such saving throw must be made one minute later.
The caster then exhales a vile breath which builds up
Knotting the Cord
to a hot, fetid wind that carries as far as the limits of the
Necromancy [Death]
spell’s range and brings with it a rotting disease. The spell
affects up to 10 HD/level of the caster; creatures with
Level: Sor/Wiz 6
fewest Hit Dice are affected first. Remaining Hit Dice
Components: V, S, M
that are not sufficient to affect a creature are wasted.
Casting Time: 10 minutes
Creatures failing their saving throws are affected by
Range: 1 mile/level
mummy rot (see “Disease” in the DMG). The disease is
Target: One living creature
not contagious. Nevertheless, the spell has the potential
Duration: See text
to slowly waste entire villages.
Saving Throw: Fortitude negates (see text)
Material Component: A dozen living uruku-larvae, the
Spell Resistance: Yes
maggots of the evil dead, which are eaten during the
This is a death spell that slowly strangles the target.
casting.
The target must be within range when the spell is cast,
but the distance between the target and the spellcaster
Gatewalking
does not matter after the spell has been cast.
Conjuration (Teleportation)
The caster ties several tight knots on a rope in hatred,
Level: Sor/Wiz 8
and then hides the knotted rope, typically by burying it
Components: V, S, M
in the earth. The knotted rope may not be moved after
Casting Time: 1 hour
it has been hidden; doing so breaks the spell.
Range: Personal and touch
The target suffers 1 point of permanent Constitution
drain per day until he is dead. The target gets a new
Target: You and touched objects or other
saving throw each day. With a successful Fortitude
touched willing creatures
saving throw, no drain is suffered that day, but the spell
Duration: Instantaneous
can only be broken by finding the rope and untying the
Saving Throw: None and Will negates (object)
knots. Multiple restoration spells can extend the victim’s
Spell Resistance: No and Yes (object)
life.
This spell instantly transports you to another
Once per day, the target can attempt a Sense Motive
planet anywhere in the same galaxy as the planet
check (DC equal to the spell’s DC). With a successful
you are currently on. You can bring along objects
check, the target senses, in general terms, the location
as long as their weight doesn’t exceed your maxi-
where the knotted rope is hidden.
mum load.
Knotting the cord is useless against a creature protected
You may also bring one additional willing Medium or
by a curse ward spell.
smaller creature (carrying gear or objects up to its maxi-
Material Component: A rope woven from the tresses of
mum load) or its equivalent (see below) per three caster
dead women. A small body part, lock of hair, bit of nail,
levels. A Large creature counts as two Medium creatures,
or similar taken from the target must be woven into the
a Huge creature counts as two Large creatures, and so
rope. This material component is consumed in the
forth. All creatures to be transported must be in contact
casting of the spell, as normal.
with one another, and at least one of those creatures must
be in contact with you.
Breath of Pazuzu
As with all spells where the range is personal and the
target is you, you need not make a saving throw, nor is
Necromancy
spell resistance applicable to you. Only objects held or in
Level: Sor/Wiz 7
use (attended) by another person receive saving throws
Components: V, S, M
and spell resistance.
Casting Time: 1 full round
You must have some clear idea of the location
Range: Long (400 ft. + 40 ft./level)
and layout of the destination, otherwise you arrive
Targets: Up to 10HD/level worth of creatures in a 25
at a random location on the target planet.
ft./level radius burst
Note that the spell does not grant any inherent
Duration: Instantaneous
ability to survive in the environment of the target
Saving Throw: Fortitude negates
planet.
Spell Resistance: Yes
Material Component: A small sphere represent-
During the casting of this spell, the caster consumes a
ing the target planet, set with precious gems worth
dozen living uruku-larvae, which provokes a Fortitude
at least 5,000 gp. The sphere is consumed in the
saving throw (DC 20). Failure causes 2d6 points of tempo-
casting of the spell.
34
Gora McGahey (order #19251)




CHAPTER TWO: CHARACTERS
Maqlu Ritual
Transmutation
Level: Clr 8
Knowledge
Craft DC
Secondhand (crafter has heard of or
30
Components: V, S, M, XP
seen a picture of the target)
Casting Time: 12 hours
Firsthand (crafter has met the target)
25
Range: Anywhere on same plane
Familiar (crafter knows the target well)
20
Target: One arcane spellcaster
Duration: Instantaneous
Saving Throw: Fortitude negates; see text
Spell Resistance: Yes
failed, the target is annihilated, forever destroyed.
The potent maqlu ritual is used to destroy evil
If the saving throw is successful, the target is
sorcerers from afar. Its name means “burning”.
thereafter immune to future castings of the spell
The caster must craft a small effigy of wax repre-
by the same caster.
senting the target, which is burned at the climax
The spell must be cast during the night, in the
of the long and demanding ritual. Crafting the
thirteenth month of the year (an event which
effigy requires a successful Craft (sculpting) skill
occurs approximately once every third year in the
check. The DC for this skill check depends on how
Sumerian calendar).
well the crafter knows the target (see table).
Material Component: A wax doll in the likeness
The spell affects arcane spellcasters of any align-
of the target. A body part, lock of hair, bit of nail,
ment. It is a disintegration effect and even affects
or similar taken from the target must be molded
undead spellcasters such as liches (who are nor-
into the wax. This material component is con-
mally immune to spells requiring Fortitude saves).
sumed in the casting of the spell, as normal.
Distance is not a factor, but the target must be on
XP Cost: 100 XP per level or Hit Dice of the
the same plane as the caster. If the saving throw is
target.
35
Gora McGahey (order #19251)



ANCIENT KINGDOMS: MESOPOTAMIA
The Sumerians are polytheistic, worshipping a multitude of gods. Each city has a great temple
or ziggurat dedicated to the chief deity or patron god of the city. The gods of other cities have
lesser temples and shrines.
If a city is conquered by foreign peoples, the invaders often force the inhabitants to accept a
new patron god. Over time, the priests integrate the new gods with the existing pantheon. Thus,
many myths and religious doctrines are often contradictory.
Most cults agree, however, that humans were created from the gods, by the gods and for the
gods. All property belongs to the gods, so the priests settle many matters concerning land
rentals, agriculture, trade, commercial relations, and war.
The Gods of
THE MAJ OR GODS
Mesopotamia
APSU, THE PRIMEVAL FATHER
The gods of the Sumero-Babylonian pantheon can be
The primeval god, the underworld ocean, and the
roughly divided into two groups: The older, or primeval
father of the skies and of the earth, who in turn fathered
gods, and the younger gods.
the lesser gods. After a time, Apsu and Tiamat thought
Apsu and Tiamat were the first gods, both originating
that their divine offspring had become too troublesome
from a time when the world was a chaotic, watery abyss.
and sought to slay them. However, Ea discovered their
From their union was born two great monsters, Lahmu
plans, cast a sleeping spell on Apsu and killed him. Apsu
and Lahamu, who in turn engendered Anshar and Kishar,
is now considered a dead deity.
the sky and the earth.
Alignment: Chaotic neutral.
Anshar and Kishar’s son, Anu, was the first of the
Domains: Chaos, Knowledge, Magic, Water.
younger gods. He sired Ea, Ishtar, and Erishkigal. How-
Symbol: Deep blue wave.
ever, after aeons even Anu grew old, and bestowed
kingship of heaven upon his grandson Marduk.
T y p i c a l w o r s h i p p e r s : M a g i c i a n s , s a g e s ,
m y s t i c s .
GODS AND DEMONS
Favored weapons: Warhammer.
OF MESOPOTAMIA
TIAMAT,
THE PRIMEVAL MOTHER
Hundreds, if not thousands, of gods were worshipped in
ancient Mesopotamia. Many of these were minor local gods
Tiamat, the glistening one, is a huge, bloated
or deities associated with very narrow and specific concepts.
female dragon that personifies the saltwater ocean,
This chapter details the most important gods, who were
the water of Chaos. She is also the primordial
worshipped almost universally across the lands of Mesopotamia.
mother of all that exists, including the gods them-
36
Gora McGahey (order #19251)




CHAPTER THREE: RELIGION
selves. She mated with Apsu, the personification of the freshwater abyss that lies beneath the Earth.
From their union, saltwater with freshwater, the first pair of gods were born.
When Apsu was slain by Ea, Tiamat flew into a rage and wanted to avenge her husband. She created
an army of monstrous creatures and placed them under the leadership of her new consort and general
Kingu, who is also her son.
Alignment: Chaotic evil.
Domains: Animal, Chaos, Destruction, Evil.
Symbol: Black dragon claw.
Typical worshippers: Evil warriors, sorcerers, nobles.
Favored weapons: Dagger, longsword.
ANU,
THE FATHER AND KING OF THE GODS
This god, besides being Father and King of the Gods, is also
God of the Sky, and the source of order in the Universe. He
appears as an old, bearded man, wearing loose fitting garments.
Ishtar is sometimes his consort. Anu is the great-grandson of
Apsu and Tiamat.
Anu is a distant god who has retired to the upper heavens and
leaves the affairs of the universe to Marduk and the younger
generation of gods.
Alignment: Lawful good.
Domains: Air, Law, Magic, Protection.
Symbol: Golden bull’s head.
Typical worshippers: Kings, nobles, exorcists.
Favored weapons: Quarterstaff.
37
Gora McGahey (order #19251)


ANCIENT KINGDOMS: MESOPOTAMIA
MARDUK,
Typical worshippers: Prostitutes, concubines,
eunuchs, warriors.
THE GENERAL OF LAW
Favored weapons: Scimitar, longbow.
Marduk, also known as Enlil, is the son of Ea and
serves as Anu’s general in the battle against Chaos.
EA, THE GOD OF WISDOM
He is a god of light and life, and commands light-
AND MAGIC
ning and thunderstorms. Marduk appears as a young
man with a beard, wearing a short kilt, and a
Ea knows everything and is regarded as the source and
horned helmet. He rides a chariot pulled by four
patron of wisdom, magic, and medical science. He is one
horses, and is armed with a dagger, bow and mace.
of the creators of mankind, towards whom he is usually
Alignment: Lawful good.
well-disposed, and their instructor who taught them arts
Domains: Air, Good, Law, Strength.
and crafts.
Symbol: Silver lightning bolt.
It was Ea who discovered Tiamat's designs to kill her
Typical worshippers: Warriors, generals, chari-
offspring, and managed to kill her consort Apsu. He
oteers.
forms with Anu and Marduk an important and powerful
triad of gods. Ea is shown on the seals with streams of
Favored weapons: Heavy mace, longbow.
water and fish flowing from his shoulders.
TAMMUZ, THE GOD OF
Alignment: True neutral.
Domains: Earth, Healing, Knowledge, Magic.
FERTILITY AND REBIRTH
Symbol: Green tentacle.
Tammuz is a god of vegetation and the symbol of
Typical worshippers: Exorcists, healers, craftsmen,
death and rebirth in nature. He is the son of Ea and
wizards.
husband of Ishtar. Each year he dies in the hot
Favored weapons: Trident, dagger.
summer and his soul is taken by the gallu-demons
to the underworld. Woe and desolation fall upon
UTU, THE SUN
the earth, and Ishtar leads the world in lamenta-
tion. She then descends to the netherworld, ruled
The sun god is a judge, a lawgiver, a warrior, and the
by Ereshkigal, and after many trials succeeds in
god of wisdom. He appears as a tall man, wearing a robe,
bringing him back, as a result of which fertility
and carrying a saw with which he “cuts decisions”.
and joy return to the earth.
Alignment: Lawful neutral.
Tammuz appears as a handsome young man,
Domains: Fire, Law, Sun, War.
wearing a kilt.
Symbol: Sun disc.
Alignment: Neutral good.
Typical worshippers: Holy warriors, judges, govern-
Domains: Earth, Good, Healing, Plant.
ment officials.
Symbol: Yellow corn-spike.
Favored weapons: Battleaxe, morningstar.
Typical worshippers: Farmers, peasants, land-
owners.
SIN, THE MOON
Favored weapons: Light flail, sickle.
The moon god Sin is the chief astral deity, father of
Utu, and lord of the calendar and fixing the seasons. He
ISHTAR, THE GODDESS
is also a god of travel. Sin appears as a mature man with
OF LOVE AND WAR
a long black beard.
Alignment: True neutral.
The daughter of Anu, Ishtar is the goddess of
Domains: Air, Knowledge, Magic, Travel.
passion. In her aspect as a love goddess, she is the
Symbol: Moon disc.
mate of Tammuz. In her war aspect she is consid-
ered a heartless goddess who destroys her lovers
Typical worshippers: Astrologers, scribes, pilgrims,
and mates and sends disease to her enemies. Temple
travellers.
prostitution is a part of her worship.
Favored weapons: Falchion.
Ishtar appears as a beautiful, naked, young woman
with wings, at times wearing a helmet with ostrich
KINGU, THE GENERAL
plumes. She is often accompanied by a lion. She is
OF CHAOS
armed with a scimitar and bow.
Kingu was a demon lord who became the husband of
Alignment: Chaotic good.
Tiamat and general of Chaos after Apsu was killed.
Domains: Animal, Destruction, Protection, War.
Tiamat gave him the Tablets of Destiny and intends to
Symbol: Bloodstained female statuette.
38
Gora McGahey (order #19251)


CHAPTER THREE: RELIGION
make him lord of the gods. He appears as a young,
FOREIGN AND
bearded man, armed with a bow and a sword of cold.
Alignment: Chaotic evil.
ANCIENT GODS
Domains: Chaos, Destruction, Evil, Strength.
The following divinities are not part of the Mesopotamian
Symbol: Red barbed whip.
pantheon, but they all feature in this module. Treat them as
Typical worshippers: Evil warriors, kings, raiders,
foreign and/or ancient gods with minor cults scattered across
slavers.
the campaign world.
Favored weapons: Two-bladed sword, whip.
BAAL-ZAG,
ERISHKIGAL, THE QUEEN OF
THE HOWLER IN DARKNESS
THE UNDERWORLD
Baal-Zag is a dark god of bloodlust, cannibalism and
Ereshkigal is the goddess of death, said to be the sister
bestiality. He is often pictured in the shape of a wolf- or jackal-
of Ishtar. Her abode is Irkalla, a region of darkness and
headed humanoid. Worshippers are often granted the
dust from which no-one returns. Erishkigal appears as a
“blessing” of lycantrophy from Baal-Zag. Rites to Baal-Zag are
beautiful, naked, young woman. She is dark and violent,
always performed during the nights of the full moon, when
ruling the Underworld with her consort Nergal. As ruler
the consumption of raw human flesh is said to bestow strength
over the shades, Ereshkigal receives the mortuary offer-
and invulnerability to weapons upon the faithful for the
ings made to the dead.
coming days and weeks.
Alignment: Lawful evil.
Alignment: Chaotic evil.
Domains: Death, Earth, Evil, Law.
Domains: Beast, Blood, Strength.
Symbol: Grey crowned skull.
Symbol: Three-taloned claw.
Typical worshippers: Death priests, assassins, evil
Typical worshippers: Evil rangers, cannibals, were-creatures.
nobles, tomb robbers, necromancers.
Favored weapons: None.
Favored weapons: Scimitar, sickle.
NHAKHRAMAT OF THE
NERGAL,
EMERALD FLAME
THE GOD OF PLAGUE
A mysterious deity depicted as a shapely, four-armed
Nergal is an evil god who brings war, pestilence, fever
woman surrounded by a halo of emerald flames, holding an
and devastation. He is the consort of Erishkigal. He is
ornate oil lamp in each of her hands. One of the rites
armed with a mace, bow, and a dancing sword. Nergal
associated with her is the drinking of serpent poison to
appears as a mature man wearing a kilt, a helmet, and
“awaken” latent powers in the worshipper.
carrying two lion-headed staves.
Alignment: Lawful evil.
Alignment: Neutral evil.
Domains: Knowledge, Magic, Serpents.
Domains: Air, Destruction, Evil, War.
Symbol: Four-armed woman.
Symbol: White locust.
Typical worshippers: Mystics, sacred warriors, those seek-
Typical worshippers: Warlords, plague priests, evil
ing the awakening of latent powers.
cultists.
Favored weapons: Falchion.
Favored weapons: Heavy mace, longsword.
SHUPNIKKURAT
NAMTAR, THE HERALD
Usually identified with the universal great mother goddess,
OF EVIL DESTINY
Shupnikkurat is associated with fertility, birth, and wild ani-
Namtar is a demon lord, regarded as the bringer of
mals. Rites are usually performed at night, under star-lit skies,
disease and pestilence. He represents fate, destiny in its
and involve orgiastic feasts accompanied by wild music and
evil aspect, and acts as the herald or messenger and chief
ecstatic dancing. The priests and priestesses, who are said to be
minister of Ereshkigal and Nergal.
unusually fanatical, are naked but smeared with blood and mud
Alignment: Lawful evil.
during these events. By some theologians, Shupnikkurat is seen
Domains: Evil, Law, Luck, Trickery.
as a savage and uncivilized aspect of Ishtar.
Symbol: Shattered clay tablet.
Alignment: Chaotic neutral.
Typical worshippers: Judges, evil viziers, oracles, sor-
Domains: Animal, Chaos, Evil, Earth, Plant.
cerers.
Symbol: Red moon disc.
Favored weapons: Quarterstaff.
Typical worshippers: Druids, mothers, fertility cultists.
Favored weapons: Sickle.
39
Gora McGahey (order #19251)


ANCIENT KINGDOMS: MESOPOTAMIA
YAAZOTSH,
Bull of Heaven: A personification of drought cre-
ated by Anu for Ishtar.
THE EATER OF THE DEAD
Etemmu: The Akkadian name for the soul of a
Despite certain sinister aspects, the vulture-god
dead person who was not buried. This spirit will
Yaazotsh is generally considered benevolent by both
wander the earth eternally and can seriously harm
civilized and barbaric peoples. His mute priests wear
people. In the Sumerian tradition it is called Gidim.
vulture-masks and feathered robes, and it is their sacred
Gallu: The Akkadian demons of the underworld.
duty to carry away the corpses of the recently dead (in
They are responsible for the abduction of the vegeta-
cultures that bury their dead, the priests of Yaazotsh
tion-god Tammuz to the realm of death.
claim only those who are too poor to pay for their own
Hanish: A divine herald of storm and bad weather
funerals). After suitable preparations, the corpses are
in Mesopotamian mythology.
placed on the carrion altars of Yaazotsh where they are
Khuluppu: The world-tree in Babylonian cosmol-
consumed by flocks of vultures, preventing the corpses
ogy. This tree stands on the bank of the Euphrates. It
from rising as undead. Such altars are always placed far
is made into a nuptial couch for Ishtar's lovemaking.
away from settlements, due to the unavoidable stench
The wood of this tree is medicinal.
and diseases.
Kiskill-lilla: A Sumerian night-demon who has
Some claim that the vulture-masked priests are actu-
nested herself in the Haluppu tree of Inanna. She is
ally ghouls who carry away and eat the dead, leaving only
known to the Akkadians as Lilitu.
token offerings on the altars of Yaazotsh. This has yet to
Kulullu: These are Assyrian water spirits, e.g.
be confirmed, however.
mermen. Their name translates as “fish man.” Fe-
Alignment: Neutral.
males are called Kuliltu.
Domains: Air, Death, Protection.
Labbu: An Akkadian sea monster associated with
Symbol: Tattered black wings.
the galaxy, and which was depicted as a snake. It was
Typical worshippers: Death priests, druids, nomads.
killed by the god Tispak.
Favored weapons: Dagger.
Lamastu: An Akkadian demoness who causes pu-
erperal fever and childhood diseases. Lamastu is
LESSER DEMONS AND
portrayed with bare breasts on which a dog and a pig
feed themselves. She is equivalent to the Sumerian
MYTHOLOGICAL
Dimme.
Magilum: The boat of the dead in Mesopotamian
CREATURES
mythology.
Below is a list with brief description of various
Nanshe: “Interpreter of Dreams,” the Babylonian
creatures and demons from the Mesopotamian my-
title of the goddess who gave her priests the ability to
thology.
interpret (Oneiromancy) and prophesy from other
men's dreams. The priests acquired this ability after
Alauwaimis: Properly propitiated with ritual, liba-
undergoing an initiation ceremony of descent into
tion, and goat sacrifice, this demon drives away evil
her “pit,” a symbolic experience of death and resur-
sickness.
rection. Nanshe was also the goddess of water and
Allulu: A Mesopotamian bird-man who loved
fertility, her symbol was a vessel of water with a fish
Ishtar, the one who broke his wing.
in it, which signifies the gravid womb.
Alu: A Mesopotamian demon with canine fea-
Pakku: In Babylonian myth, the sacred drum that
tures. He was sometimes portrayed without legs, ears,
Ishtar gave to Gilgamesh.
or mouth. Alu preferred silence and darkness.
Pazuzu: A winged demon, feared by the people of
Anunnaku: The Akkadian name for a group of
ancient Mesopotamia. It is a creature with a de-
gods of the underworld. They function as judges in
formed head, the wings of an eagle, the sharp claws of
the realm of the dead. Their counterparts are the Igigi
a lion on its hands and feet, and the tail of a scorpion.
(although in some texts the positions are reversed).
This demon is the personification of the south-east
Apkallu: In Akkadian mythology, the seven (or
storm wind, which brings diseases. The
sometimes eight) sages serving the kings as ministers.
Mesopotamians believed that Pazuzu lived in the
Basmu: A giant snake forty cubits long, with sev-
desert.
eral tongues and jaws. The symbol of the Sumerian
Scorpion Men: In Babylonian mythology scorpion
god Nin-gishzida.
men were the children of Tiamat, the dragon mother
Belit-Sheri: Babylonian scribe of the underworld
of the universe. They were giants whose heads touched
who kept the records of human activities so she could
the sky. They possessed the head, arms, and torso of
advise the queen of the dead on their final judge-
a man; but below the waist they had the tails of
ment.
scorpions. Deadly warriors, they could fight either
40
Gora McGahey (order #19251)




CHAPTER THREE: RELIGION
Sumerian Cosmology In Game Terms
In a Mesopotamian campaign, there are only two outer planes: the Upperworld, home of the
gods, and the Underworld, realm of the dead. When a person dies and is properly buried, his
soul goes to the Underworld, regardless of alignment. The exception is being burned alive; this
actually destroys the soul permanently.
Those who die without receiving proper funerary rites may become undead, often of the
incorporeal variety such as ghosts, spectres and ekimmu. Often, the services of an ashipu-
exorcist are required to destroy or banish these undead to the Underworld.
A soul that reaches the Underworld is held captive there and cannot return to its body in
the world of the living unless someone else takes its place in the Underworld (see the “Bringing
Back the Dead” sidebar).
Unless the deceased’s living relatives offer regular sacrifices in the deceased’s name, the soul
can turn into an evil spirit or fiend and return to haunt the land of the living.
Living creatures who travel to the Underworld (through planar travel or through certain
demon-scorpion-guarded gates in the mountains) are attacked by guardian fiends and evil
godlings, unless they present the appropriate offerings of magical items, jewelry and clothes to
the gatekeepers. Even then, living creatures are only allowed to leave the Underworld if they
pledge to bring back someone in their stead permanently. The black, faceless gallu-demons are
often tasked with hunting down mortals who have entered and subsequently escaped the
Underworld without bringing the proper sacrifices.
with their scorpion tails or their bows and arrows
Cosmology
which never missed their targets. They were the
The Sumerians divide the cosmos into three parts.
sacred guardians of the sun god Shamash. In the
The Middleworld is the sphere of physical reality
morning they opened the gates of the Mountain of
where humans, animals and plants live.
the East and Shamash ascended into the sky. At night
they shut the gates of the Mountain of the West as
The Upperworld or the Great Above is the heav-
Shamash descended into the underworld. Gilgamesh,
enly abode of the great gods, such as Anu, Marduk,
the great Babylonian hero, was aided by a scorpion
and Ea. The planets and stars of the night sky are
man in his quest for immortality.
considered the physical manifestation of these gods.
For example, Marduk is equated with Jupiter, while
Seven Sages: The wise men who brought civiliza-
Ishtar is associated with Venus (in her aspect as a love
tion to the seven oldest cities of Mesopotamia.
goddess) and Mercury (in her aspect as a war god-
Silili: In Babylonian mythology, the divine mare,
dess). Likewise, Utu (or Shammash) is the sun-god,
the mother of all horses.
and Sin is the moon-god.
Urshanabi: The boatman of Utnapishtim who fer-
The Underworld is the land of the afterlife, the
ries daily across the waters of death which divide the
land of the dead, ruled by Ereshkigal, the Queen of
garden of the sun from the paradise where Utnapishtim
the Underworld. The outer gates leading to the Un-
lives for ever (the Sumerian Dilmun). By accepting
derworld are guarded by scorpion-demons. Seven
Gilgamesh as a passenger he forfeits this right, and
inner gates are guarded by unique gatekeeper fiends
accompanies Gilgamesh back to Uruk instead.
who demand the sacrifice of jewelry or clothing at
Zu: In Sumero-Akkadian mythology, Zu is a divine
each gate.
storm-bird and the personification of the southern
Erishkigal and her consort Nergal, the Lord of
wind and the thunder clouds. This demon, half man
Plague, reside within a black island-fortress called
and half bird, stole the "Tablets of Destiny" from
Irkalla, which stands in the middle of the Lake of
Enlil and hid them on a mountaintop. Anu ordered
Death. Skeletal boatmen ferry the souls of the dead
the other gods to retrieve the tablets, even though
(and the occasional living petitioner) across the
they all feared the demon. According to one text,
lake’s waters.
Marduk killed the bird, but in another text it died
Within Irkalla, the House of Darkness and Ashes,
through the arrows of the god Ninurta. The bird is
the dead exist in a miserable state: “They live on dust,
also referred to as Imdugud or Anzu.
their food is mud; their clothes are like birds’ clothes,
41
Gora McGahey (order #19251)




ANCIENT KINGDOMS: MESOPOTAMIA
Bringing Back the Dead
The Sumerian Underworld has a “conservation of death” law. No one can leave without
providing someone to stay in their stead. This has implications for the Mesopotamian cam-
paign.
Generally speaking, there are two (not necessarily mutually exclusive) ways to handle
bringing dead characters back into the game.
Following the above logic, spells such as raise dead and resurrection require human sacrifice
to work. This restricts the use of these spells to all but the most dire situations. Evil characters,
of course, have few problems finding suitable sacrifices, but victims sacrificed in this way often
return from the Underworld as spectral undead to haunt the living.
The other way to bring a character back to life is to let the PCs’ companions enter the
Underworld (through planar travel or a gate), taking with them someone whose life can be
traded for that of the player character. Or the PC can try to make his way out of the Underworld
on his own. In any case, this option provides for great roleplaying opportunities as the player
characters fight or negotiate with the gatekeeper demons and godlings of the Underworld.
a garment of wings, and they see no light, living in
The Sacred Marriage
blackness.” It is full of dust and the shades of once-
Temple-prostitution is associated with the cult of
mighty kings serve others food.
Ishtar, the goddess of love, fertility, and war. Ishtar’s
ZIGGURATS, TEMPLES,
divine consort is the shepherd god, Tammuz. From
their union the land grows fertile and prospers. But
AND PRIESTS
Tammuz is bound to spend half of the year in the
Mesopotamian temples are vast complexes cover-
Underworld. Thus, during late summer, autumn and
ing many acres. Dominating a city’s temple area is the
early winter, Tammuz is in the realm of death and no
ziggurat, a stepped pyramid three to seven stages tall.
plants will grow. On New Year’s day, he is released
At the ziggurat’s apex is a small shrine, which the
and fertility and growth yet again returns to the land
king alone uses to commune with the gods. It is the
as he is reunited with Ishtar.
king’s duty to build and maintain a fitting house for
To ensure the prosperity and fertility of the land,
the god of the city.
the Sumerian king ritually re-enacts this Sacred
A Sumerian temple is staffed by a variety of offi-
Marriage each year during the akitu-festival, when he
cials. These include the shangamahhu (high priest),
sleeps with the high priestess of Ishtar atop the city’s
the shangu (ritual priest), the baru (diviner), and the
ziggurat. From this royal ritual, sacred prostitution
ashipu (exorcist).
has developed, wherein the lesser priestesses of Ishtar
give themselves to the worshippers to ensure the
Other temple servants include the kalu (ritual sing-
fertility of the land.
ers and temple-musicians), the nash-patri
(sword-bearers), the mari ummani (crafters of images
In some areas, all unmarried women must serve a
and statues), the pashishu (anointers) and the ramku
period at Ishtar’s temple each year, something which
(washers). The latter two perform purification rites
is regarded as a privilege. Male temple prostitutes are
in a sacred bath hall.
also known, representing Tammuz for female wor-
shippers.
All temples have craftsmen and slaves, while some
temples, especially those dedicated to Ishtar, also
Personal Gods
employ temple prostitutes and castrates.
Not everyone has access to all parts of the temple.
It is common among the Babylonians to have a
The inner shrine, where the cult statue of the temple
special relationship with a particular god, just as
god is located, is typically forbidden to anyone but
every temple and city holds a certain god above the
the high priest, although during certain religious
others. This “personal god” or “guardian angel” is
festivals the cult statues are taken out and paraded
thought to approach the other gods on behalf of the
through the city streets. Non-priest temple servants
human being in his care, and to provide the worship-
are limited to the workshops and outer areas of the
per with certain benefits appropriate to the god’s
temple compound.
sphere of concern.
42
Gora McGahey (order #19251)




CHAPTER THREE: RELIGION
Personal Gods
At character creation, a character may select a personal god as his “guardian angel”. This god
provides a permanent boon to the character (see table below) as long as the character remains in
good standing with his god. At the very least, the character is expected to carry visibly around a
small figurine or talisman of his chosen patron god, and make occasional sacrifices (worth at least
10 gp per character level), at least once per month. Also, the gods are angered if a character seeks
to have more than one patron god, or if he abandons one god in favor of another. Angered gods may
turn their granted boons into permanent curses by reversing the benefit provided.
Obviously, clerics should choose their own deity as their guardian angel. The DM, as usual, is at
liberty to modify and/or expand the list of deities that provide boons to their followers.
Deity
Boon
Anu
+1 divine bonus to Will saving throws.
Marduk
Once per day, a divine bonus equal to +1 per two character levels to an attack roll
against evil or chaotic creatures (maximum +10).
Tammuz
Once per day, a healing spell cast at the character has double efficiency (for example,
a cure light wounds spell cast by a 5th-level character cures 2d8+10 points of damage).
Ishtar
Once per day, a successful weapon strike does maximum damage. This applies to the
weapon die only (for example, a longsword inflicts 8 points of damage), not to other
variable damage dice, such as sneak attack damage, etc.
Ea
Once per day, recall a spell that has just been cast, retaining the spell slot. The spell
must be of 4th level or lower.
Utu
The character does not suffer a Fortitude saving throw penalty when wearing heavy
clothing or armor in hot climates.
Sin
The character’s overland movement rate increases by +10. If the character is mounted,
the mount gains the speed increase. This speed increase does not apply to tactical
(combat) movement.
Kingu
Once per day, the character receives only half damage from a successful melee attack
(not spell).
Erishkigal
The character automatically stabilizes from wounds that have brought the character
between -1 and -9 hp. The character does not have to roll percentile dice to stabilize.
Nergal
+2 divine bonus to saving throws against poison and disease.
Namtar
Once per day, the character can re-roll any one roll before the DM declares whether
the roll results in success or failure. Regardless of the result, the character must keep
the second die roll.
43
Gora McGahey (order #19251)





ANCIENT KINGDOMS: MESOPOTAMIA
"For it is the land of graven images, and they are mad upon their idols. (…) Therefore
the wild beasts of the desert with the wild beasts of the islands shall dwell there, and the
owls shall dwell therein: and it shall be no more inhabited for ever; neither shall it be dwelt
in from generation to generation.
"
— Jeremiah, Chapter 50, Verse 38-39
The world is ancient, and there are entire epochs
It was an epoch of eldritch witchcraft, when black-
forgotten by Man. One such epoch was in the years
winged demons took flight from the hoary towers of Eridu,
after the fall of Atlantis, yet centuries before the
invoked by the cuneiform seals of Xastur and Kingu, while
Great Flood.
the arch-priest of Kutha consumed the uruku-larvae to
It was a time when mythic ziggurats of black stone
raise armies of corpses, and swore by the winged demon
towered above the desert sands and the fertile plains
Pazuzu to bring pestilence upon his enemies.
of Akkad and Sumer, and the blue-bearded
Welcome to an adventure set in this antediluvian age,
kingpriests of Babylon knelt in front of obscene
a time of blood, bronze and sorcery. The material pre-
idols of Tiamat, the dragon-queen of chaos.
sented in this book provides you, the DM, with the
It was a savage age, when life was grim and blood-
necessary information to run an extended adventure, or
stained, and the weak died quickly. Rivers of blood
mini-campaign, in this setting. You can use the material as
flowed through the burning desert as mighty war-
provided here, or you can easily adapt it to and place it
riors of Uruk, Nippur and Kish clashed, wielding
within your own campaign world. The encounters and
swords of bronze in chariots drawn by fierce moun-
locations described in this book can be placed in any
tain steeds.
sparsely populated desert area inhabited by nomadic tribes.
Please note that this adventure is a work of fiction, and while it draws upon elements of ancient Mesopotamian
history, culture and religion, it is not intended to be a historically accurate representation of that epoch. While
certainly interesting in its own right, actual history does not necessarily provide an entertaining fantasy game
setting. This author has mixed elements from various historical epochs together with pure fantasy to provide you
with an exciting setting and adventure.
44
Gora McGahey (order #19251)



CHAPTER FOUR: ADVENTURES IN THE RED WASTE
ADVENTURE
because it makes the adventure setting feel more “real”
and not merely tailored to suit the power level of the
OUTLINE
PCs.
A number of story ideas are presented within each
This module details the desolate wilderness areas of
chapter, in the Adventure Hooks sections. Use these
the desert known as the Red Waste, and the accursed
ideas to give the players and the PCs missions and goals,
ruins, ziggurat-temples and tombs of the lost city of
if you prefer to add a role-playing dimension to what
Ibnath. The PCs are likely to gain many levels of
would otherwise be simply “hack-and-slash” gaming.
experience during the course of play. Most encounter
Don’t be afraid to improvise, changing what you don’t
areas are designed for a party of four to six PCs of 5th to
like and perhaps expanding upon the module with
10th level, with some areas suitable for even higher
additional dungeons, locations, and plots.
level characters.
If you prefer to move the adventure forward in a more
Below is a brief outline of the chapters of this part of
linear manner, here is an outline of such a campaign.
the book.
Remember that this is only a suggestion! Events could
Chapter 5 describes the great desert known as the (and should) develop differently based on the actions of
Red Waste, including the nomadic tribes that in-
the PCs.
habit the wasteland, and the hazards of desert
• The PCs hear rumors of the lost city of Ibnath.
survival.
They travel into the Red Waste, seeking out the
Chapters 8–13 detail adventure locations within
desert nomads to learn the location of the city.
the Red Waste, such as the Oasis of Purple Dreams,
• At the Oasis of Ussar, the PCs come into contact
the Ziggurat of the Ghoul-Queen, and the Horns of
with the nomadic Sons of Saram. Their chieftain,
Sinmesh.
Yahdu-Lim, does not cooperate unless the charac-
Chapter 12 is the first of several chapters detailing
ters agree to bring back Ishtim, one of the chieftain’s
the lost city of Ibnath itself. This chapter covers the
many sons, believed to have been captured by the
outer areas of the city, such as the Altar of the
Kalabites, a rival nomad clan.
Vulture-God, the Tombs of the Sacred Wives, and
• Searching for Ishtim, the party comes across the
the Purple Obelisks of Yhakkoth.
Sea of Bones and fight off undead there. They find
Chapter 13 details the maze-like Temple of a
Yahdu-Lim’s lost son, but discover that he has been
Thousand Gods. Here, the PCs can explore the
possessed by a malign force. The PCs must subdue
golden shrines of gods both ancient and alien.
Ishtim without killing him, and find a way to
Chapter 14 details the black vaults of the Great
exorcise the possessor. They might also unearth the
Ziggurat, its silent halls filled with monstrous guard-
Sword of Naalfesh, a powerful weapon sought by the
ians and arcane treasure, and the stasis tombs of the
Kalabites.
Hierophants of Ibnath.
• On the way back to the oasis of Ussar, the party is
Refer to chapters 1–3 for supplementary information
attacked by the Cult of the Pit-Worm. Fighting off
about the setting, including the races, religion, prestige
the cultists, they may decide to investigate the Pit
classes and magic of mythic Mesopotamia. The appen-
of Yhath, but the pit-worm itself is probably too
dices at the end of the book detail new and revised
tough for them to handle at this point.
monsters encountered in this adventure.
• The PCs return to Yahdu-Lim. Thankful for the
safe return of his son, he grants the PCs a guide that
HOW TO USE
will take them to the ruins of Ibnath. Along the
way, they are attacked by a band of Kalabite no-
THIS MODULE
mads, commanded by a veiled wizard (this sets up
the scene for the PCs’ later encounter with the
It is important that the DM familiarizes himself with
Kalabites).
the entire module before running it, since most encoun-
• Before the party reaches Ibnath, they explore the
ters have some relevance to the main theme of the
catacombs of the Ziggurat of the Ghoul-Queen,
adventure, that of the dead city of Ibnath.
and possibly gain the Eye of Ishtar, a powerful
The locations, encounters and plots described in this
amulet against undead.
book can be used to run an open-ended game, lasting for
• The party explores the Ruins of Ibnath, and dis-
many game sessions, with no predetermined path for the
cover clues to the city’s rise and fall. The characters
players to follow to complete the adventure (but see
delve into the dungeons of the Temple of a Thou-
below if you need advice on how the campaign could
sand Gods, explore the enchanted Palace of the
progress in a more linear fashion). The encounters can
Kingpriest, and learn about the war between Ibnath
be played in any order, although difficulty levels vary
and Yhakkoth, the secret of the vampire-kingpriest
widely and the PCs might occasionally face situations
Arukurshu, and the fate of the Hierophants.
that are too dangerous for them. That is a good thing,
45
Gora McGahey (order #19251)


ANCIENT KINGDOMS: MESOPOTAMIA
• The PCs travel to the mines beneath the Horns of
All wondrous things were then to be found in the
Sinmesh, seeking out Arukurshu, either to slay him
bazaars of Ibnath, and as merchants and mercenaries
or to form a temporary alliance with him. However,
flocked to the city its glory and wealth grew, until it
before they can find the vampire’s hidden lair, the
almost surpassed that of grand Babylon to the south-
party must deal with the degenerate descendants of
west. Temples, towers and palaces were reared to
the mine-slaves who now worship the toad-god
celebrate the glory of the gods which had bestowed such
Tsathogga.
good fortune upon the refugees, and wise men came
• Returning to Ibnath to explore the great ziggurat, from afar to marvel at the city’s wonders. The foreign
the party discovers that veiled Kalabite wizards
quarters of Ibnath were a maze of temples and shrines
have brought the mummy of Yaod, the arch-necro-
devoted to strange foreign gods.
mancer of Yhakkoth, to the city. The Kalabites
And in Ibnath the high priests of the countless gods
seek to perform a rite of resurrection using the
dwelt with a magnificence scarce less than that of kings
Purple Obelisks to restore life to the ancient wiz-
of elsewhere. Such was their power and influence that
ard.
the city came to be ruled by a council of high priests
• Finally, having dealt with the Kalabites, the PCs known as the Hierophants. Because no god was un-
enter the Great Ziggurat and release the
known in the city of Ibnath, foreigners called it the City
Hierophants from their stasis tombs. The
That Worshipped a Thousand Gods.
Hierophants are grateful, but seek to exploit the
Far to the east of Ibnath stood Yhakkoth, a city of evil
PCs as useful pawns.
necromancers where the worship of all gods was forbid-
• At some point, the PCs could leave the ruined city den. Dedicated to put an end to the blasphemous rites
behind and return home with the treasures of Ibnath.
and vile practices of the Yhakkothian wizards, the
Of course, the characters do not get a chance to rest
Hierophants of Ibnath declared holy war upon this
long, for any of their powerful foes may potentially
eastern city of wickedness. The zealous armies of Ibnath
still be at large, including Arukurshu, the
went eastwards, and in less than a fortnight, the black
Hierophants, Yaod the Archwizard of Yhakkoth,
adepts of Yhakkoth were defeated on the battlefield
and Nim-Artatu of the Cult of the Pit-Worm. Even
despite their mastery of ancient and forbidden magic.
servants of the vile toad-god Tsathogga might seek
Their marble-spired city was utterly razed, its tall wiz-
revenge upon the PCs...
ard-towers reduced to heaps of mud-brick and buried by
blood-red desert sand. The surviving people of Yhakkoth
MODULE
were taken back to Ibnath as slaves, along with much
loot and many trophies of the glorious victory. And the
BACKGROUND
city of Ibnath prospered again for many more years and
generations.
The following sections detail the background history
The greatest of all the Hierophants was Arukurshu,
of the adventure, as well as advice on how to get the PCs
high priest of Tammuz and kingpriest of Ibnath. He sat
into the action.
incense-shrouded on the ivory throne of his thousand-
pillared marble palace, and all bowed in obeisance
FOR THE DM
before him. Each year during the akitu-festival,
Untold centuries ago, there came into the Eastern
Arukurshu took a new wife in Sacred Marriage, to
Desert a mixed group of refugees fleeing from the blue-
ensure the prosperity of the city and the fertility of the
bearded tyrant-kings that ruled the lands to the west,
land. A virgin was selected to represent the love goddess
between the twin rivers of Akkad.
Ishtar, sleeping with the kingpriest in the temple shrine
atop the great ziggurat before she was ritually sacrificed
These peoples, mostly dark shepherd folk with bronze
and entombed.
skin and curly locks who herded flocks of hardy sheep
and goats and oxen, settled at the site of a lush oasis,
Decades passed and the Hierophants became white-
near a mountain range where precious metals were
haired with age, yet Arukurshu remained in the prime of
found in the earth. The wise, bearded men among them
his years. During the akitu-festival six hundred and sixty
offered up sacrifices of animals, incense and gold to the
years after the founding of Ibnath, the horrible truth was
brazen idols of their gods, which they had brought with
revealed to the Hierophants. They entered the temple
them from the lands of ancient Sumer.
shrine at midnight and saw that their undying kingpriest
was an ancient vampire, drinking the blood of his sacred
The tent-camps of the shepherd folk slowly grew into
wife, a priestess of Ishtar.
a permanent collection of mud-brick houses, and there
arose a caravan route between the city of Ibnath, as it
In the ensuing confrontation, the kingpriest was
came to be called, and the cities to the east and the west.
taken by surprise and forced to flee from Ibnath. How-
The precious metals from the earth were exchanged for
ever, Arukurshu vowed to return, to destroy the
other metals and rare cloths and jewels and books and
Hierophants who had banished him thus. The vampire-
tools for artificers and other things of luxury.
kingpriest still had many loyal followers and servants in
46
Gora McGahey (order #19251)


CHAPTER FOUR: ADVENTURES IN THE RED WASTE
the city, many secretly turned to vampires or vampire-
mummified corpse of the arch-necromancer, Yaod. This
spawn by Arukurshu, who threatened to overthrow the
ritual must be performed in the vicinity of the Purple
rule of the Hierophants.
Obelisks of Yhakkoth, which currently stand in the
Perhaps as punishment for their ever-growing hubris
former bazaar square of Ibnath.
and conceit, the archpriests found that the gods they
From their base at the Oasis of Ussar, the nomadic
worshipped would offer no protection against the tomb-
Sons of Saram herd their flocks of camels through the
born powers of Arukurshu and his brood. Thus, in an act
Red Waste. The nomads live simple, hard lives, largely
of utter desperation, they abandoned their gods and
unaware that they are the descendants of the people of
turned to dark sorcery. Among the treasure looted from
Ibnath.
Yhakkoth was a collection of ancient cuneiform tablets
Think of the above as a snapshot of the current
known as the Book of Aeons. The Hierophants employed
situation when the PCs enter the adventure. The PCs’
a ritual found on the tablets to place Arukurshu's loyal
arrival sets the wheels of action into motion.
warriors and servants under a spell of stasis, causing their
bodies to fall into enchanted slumber within the halls of
GETTING THE
the marble palace of the kingpriest.
PCS INVOLVED
Heartened by their success and already corrupted by
the power of the tablets, the Hierophants next gathered
It is assumed that the PCs start the adventure in any of
to perform another black ritual, the summoning of an
the civilized areas bordering the Red Waste (most likely
elder thing of the desert, with intent to slay Arukurshu.
one of the great cities of the Sumerian plains, such as
But the ritual was unsuccessful in controlling the an-
Uruk, Nippur or Kish), or they could already be travel-
cient entity — variously described as a black wind with
ling into or through the great desert on their way to some
thousand eyes, or a vast winged eye bringing insanity
other city or site of interest.
and decay to all those it gazed upon — and several
Through a suitable contact such a merchant, noble or
Hierophants were devoured by the demon as they at-
priest, the PCs soon hear rumors which in turn originate
tempted to banish the thing back to its nether sphere.
from the untrustworthy lips of desert nomads. A great
Fleeing in terror, the surviving Hierophants sealed
sandstorm, the greatest in a hundred years, has uncov-
themselves within the great ziggurat, while the elder
ered the ruins of a lost city buried in the heart of the Red
monstrosity wrought havoc and ruin to the city. The
Waste. The superstitious nomad clans have not yet dared
people of Ibnath fled into the desert, and thus the cursed
to enter it, for they have legends of a city which was
city was abandoned and fell into desolation. Its ruins
cursed by the gods.
were avoided and soon forgotten, except in the legends
If the nomads’ tales are true, they might indeed have
of the survivors who now wander the desert as nomads.
rediscovered the lost city of Ibnath, known in ancient
times for its fabulous wealth and thousand golden
CURRENT SITUATION
shrines to strange gods.
Today, a brooding silence hangs over the sand-choked
Surely the PCs are not as superstitious as the desert
ruins of Ibnath. Three Hierophants survive, but lie in an
nomads? What bold adventurer can resist the lure of
ageless sleep from which they are unable to awaken by
treasure, both mundane and magical? What intrepid
their own volition. Their stasis-tombs deep beneath the
explorer does not seek to uncover the secrets of the past?
great ziggurat of Ibnath are protected by powerful seals
But beware, for doom awaits the unwary.
and wards. Desert ghouls and other predators roam the
Note: If the treasure-hunting approach is not suitable
ruins of the city itself.
for the adventuring party in question, the DM might
Northeast, in the Zagros mountains near the aban-
consider placing an important item (such as a lost relic,
doned mines known as the Horns of Sinmesh, the
the solution to a riddle or prophecy, etc.) that the PCs are
ancient vampire Arukurshu awaits the day of his trium-
seeking somewhere within the ruined city. Use whatever
phant return to Ibnath. However, a powerful spell placed
is appropriate to your campaign.
on the former kingpriest by the Hierophants prevents
Arukurshu from entering both the ruins of Ibnath and
MONSTERS AND
the so-called Ziggurat of the Ghoul-Queen, the prison of
his last Sacred Wife, the priestess Nikhartha. The two
STATISTICS
vampires communicate through their ghoul and vam-
Monsters encountered in this module are detailed in
pire-spawn servants, and yearn for the day when they
the text of the module in an “abbreviated stat block”
shall be reunited.
format, which provides the DM with all the information
Wandering like silent ghosts across the desert are the
he or she needs to run the encounter. Refer to the MM
veiled Kalabites, descendants of the wizards who sur-
for more details. New monster races and creatures are
vived the destruction of Yhakkoth. They await the time
detailed in full in the Monster Appendix.
when the stars are right for the resurrection of the
47
Gora McGahey (order #19251)




ANCIENT KINGDOMS: MESOPOTAMIA
RUMOR TABLE
The following rumors can be used to introduce plot hooks and give the players some clues into the
background history of the adventure. Roll once on the table for each player, and give the player a note
describing the rumor. Roll twice for bards and characters with ranks in the Gather Information skill.
1.
Only mad dogs and the veiled wizards of Kalab can endure the oppressive heat of the mid-day sun in
the Red Waste. (True)
2.
The priests of the city of Ibnath worshipped strange and evil gods below their great ziggurat-temple.
(Partly true)
3.
Another city named Yhakkoth once stood in the land of Elam to the east. It was a city of wizards. It was
completely destroyed by the armies of Ibnath. (True)
4.
The sand of the Red Waste shakes and trembles occasionally. The trembling is caused by a great
demon-worm that lives beneath the sand. There are mad desert people who worship the worm. (True)
5.
A few days to the west of the city of Ibnath stands a lesser ziggurat. Twelve skeletons of pure gold sit
on ivory thrones inside its temple shrine. (Only the first part is true)
6.
The veiled wizards of Kalab roam the desert. They have been cursed to wander the Red Waste for
eternity. (Partly true, they seek to resurrect their greatest wizard)
7.
The nomadic Sons of Saram are the descendants of the people of Ibnath. (Perhaps true)
8.
In the mountains to the north of Ibnath are two tall peaks known as the Horns of Sinmesh. Below the
Horns were once rich gem and gold mines, but the mines were abandoned when no more gold could be
found. The priests used undead as slave labor in the mines. (First part is partly true, the mines were
abandoned due to a plague)
9.
The people of Ibnath celebrated the akitu-festival each year, by sacrificing a virgin to the gods. The
virgins were buried dressed as richly as goddesses. (True, the vampire-kingpriest Arukurshu drained
the blood of his Sacred Wives before they were killed)
10. The Sons of Saram, nomads of the Red Waste, worship Baal-Zag, a foul god of cannibalism. They eat
the flesh of foreigners during the days of the full moon. (False, although the god Baal-Zag is real
enough)
11. A ziggurat stands in the desert, formerly a temple of Anu and Marduk. A powerful amulet against
undead, the Eye of Ishtar, is said to rest within. (True)
12. There are giants in the Zagros mountains. The priests of Ibnath enslaved these giants to help them build
the city’s outer walls and great temple. (False)
13. In ancient times, a great battle took place between the armies of Ibnath and Yhakkoth. The battlefield
is still littered with skeletons clutching ancient weapons and treasure. (True)
14. Beware the great sand lizards of the Red Waste, for they can swallow a man whole. (False)
15. The great city in the desert was cursed by the gods for its wickedness. Those who pass through its
dragon-carved gates are instantly struck dead; disintegrated to dust and blown into oblivion by the
howling desert winds. (False)
16. The city of Ibnath was known in ancient times for its fabulous wealth and thousand golden shrines to
strange gods. (True)
17. The high priests of Ibnath entered a pact with the Queen of the Underworld to avoid the cold oblivion
of death, but the deal backfired and they now roam the desert as vengeful shades. (False)
18. The Hierophants of the city of Ibnath, thirteen in number, were actually archdemons masquerading as
great priests of benevolent deities. (False)
19. A pair of great dragons lair atop a mountainous plateau somewhere in the desert. (True, although the
“dragons” are actually wyverns)
20. Drinking from the lake water at the Oasis of Purple Dreams can induce strange visions or terrible
nightmares. (True)
A Note on Wandering Monsters: This module pro-
to dictate your game session. If you feel the result indi-
vides wandering monster tables. These tables are meant
cated is too challenging for your particular group, feel
as a guide for possible encounters, reflecting the fre-
free to discard or re-roll the result, or simply decide that
quency and type of creatures that can be found roaming
the creatures watch the players rather than attack. The
a level or an area. You should not allow a random table
tables are provided as an aid, not as a requirement.
48
Gora McGahey (order #19251)



MYTHIC MESOPOTAMIA
INTRODUCTION
terrain and overland movement rules in the DMG,
but use the following terrain types while in the
This lengthy chapter describes the vast desert
Great Desert.
area surrounding the lost city of Ibnath, and the
Sand Sea: Treat as sandy desert. This type of
nomad tribes that inhabit it.
terrain is dominated by vast sand dunes stretching
Exploring the desert area allows the player char-
to the horizon and beyond.
acters to gain experience and find information,
Stony Desert: Treat as hills. Stony desert is
treasure and magical items that might help them
characterized by rocky terrain, broken by sand and
against challenges faced within the ruins of Ibnath
water-cut cliffs, as well as the occasional hill or
itself.
mountain.
The peoples that dwell here refer to the desert
Wadi: Treat as rough terrain. A wadi is a dry
simply as the Great Desert, while outsiders know it
river bed worn into the desert floor. Travel down
as the Red Waste. It is a great expanse of red sand
a wadi is treated as Plains.
dunes and barren rock outcroppings, with a scat-
Salt Flats: Treat as plains. Flats crusted with
tering of small but vital oases. To the northeast is
salt, these bright white flat plains reflect light and
the mighty Zagros mountain range.
heat and can cause blindness in windstorms.
DESERT SURVIVAL
DESERT TRAVEL
The inhospitable desert features prominently in
AND TRANSPORT
this adventure. The DM should familiarize himself
Riding a camel or horse is almost essential in a
with the hazards of desert travel and survival be-
desert environment. Camels are of the one-humped
fore the player characters venture into the Great
(dromedary) variety, and suffer no damage the
Desert. Essential information regarding danger
first six days without water. Horses suited to the
from starvation, thirst, heat and weather hazards
desert environment are light horses and light
can be found in the DMG. Some of the most
warhorses. They need to rest and drink water daily.
important information is summarized below.
HEAT DANGERS
DESERT TERRAIN
The Red Waste has an average daytime tempera-
Even though sand dominates the Red Waste,
ture of 95 degrees Fahrenheit. This heat deals
there are other terrain types as well. Refer to the
subdual damage (see below) to characters until
49
Gora McGahey (order #19251)



ANCIENT KINGDOMS: MESOPOTAMIA
they get the chance to cool off (by reaching shade,
gerous denizens of the desert, the majority of which
at night, targeted by an endure elements spell, doused
are active at night. Refer to the random encounter
with a gallon of water, etc.). Once unconscious
tables for specifics.
from subdual damage, the character starts to take
normal damage at the same rate.
WATER AND THIRST
Each hour, characters must make Fortitude saves
Creatures without water suffer a slow and pain-
(DC 15, +1 for each previous check) or suffer 1d4
ful death. The Red Waste should be considered a
points of subdual damage. Those wearing heavy
very hot climate where characters not accustomed
clothing or armor of any sort suffer a –4 penalty to
to its environment (such as the player characters)
the saving throw.
need three times the normal amount of fluids (3
As noted in the skill description in the PHB, a
gallons per day) to avoid dehydration. This does
character with the Survival skill may receive a
not apply to those who rest during the day and
bonus to his saving throw and may be able to apply
travel only by night. Creatures carrying more than
this bonus to other characters as well. A successful
a medium load require an additional day’s worth of
Survival check (DC 15) allows a character to gain
water for each day spent under the hot sun.
+2 on all Fortitude saves against severe weather
A character can go without water for 1 day plus
while moving up to one-half the character's over-
a number of hours equal to his Constitution score.
land speed, or gain +4 if stationary. The character
After this time, the character must make a Consti-
may grant the same bonus to one other character
tution check each hour (DC 10, +1 for each
for every 1 point by which the check result exceeds
previous check) or sustain 1d6 points of subdual
15.
damage.
To avoid the deadly heat of the desert sun,
A character can go without food for 3 days, in
adventuring parties might consider traveling at
growing discomfort. After this time, the character
night instead of during the day. However, this
must make a Constitution check (DC 10, +1 for
brings an increased risk of encountering the dan-
50
Gora McGahey (order #19251)





CHAPTER FIVE: THE RED WASTE
each previous check) or sustain 1d6 points of
subdual damage.
Characters who have taken subdual damage from
DESERT HUNTING
lack of food or water are fatigued. Subdual damage
AND FORAGING
from thirst or starvation cannot be recovered until
the character gets food or water, as needed. Not
Roll on the following table to determine
even magic that restores hit points (such as cure
details of a successful Survival check when
light wounds) heals this damage.
hunting and foraging for food.
01–30. Desert rat
FOOD AND SURVIVAL
31–50. Small lizards
Adventurers cannot survive in the desert with-
51–60. Spiny toads
out food and water. There are several viable
61–70. Lizard eggs
strategies available to an adventuring party.
71–90. Bird eggs
91–98. Falcon or hawk
The player characters can bring supplies such as
99–100. Desert fox
dry rations and waterskins filled with water from
the nearest city. Due to the distances involved, a
party will likely need mounts such as camels or
horses to carry the amount of supplies required for
of the time, and ranged attacks and Listen checks
an extended expedition in the desert.
are at a –4 penalty.
Characters with the Survival skill can survive by
There is a 10% chance that a dust storm will be
hunting and foraging. A successful Survival check (DC
a greater dust storm accompanied by windstorm-
20 for food, DC 30 for water) allows a character to move
magnitude winds which deal 1d3 points of subdual
up to one-half the character's overland speed while
damage per round to anyone without shelter, and
hunting and foraging for food and water. Only one skill
also pose a choking hazard (see the DMG).
check is made for finding both food and water; the result
of this check is applied to both DCs. The character can
Dust storms typically last for 2d4–1 hours.
provide food and water for one other person for every 2
points by which the character's check result exceeds the
MIRAGES
DC.
At the DM’s option, a char-
If the party includes clerics, the player charac-
acter in the desert who
ters will likely depend on create water and create
has been fatigued
food and water spells.
from lack of food
a n d w a t e r
DESERT WEATHER AND
might be-
SANDSTORMS
Sandstorms, or dust storms, are a
common hazard in the Red Waste.
Most dust storms are accompa-
nied by severe
w i n d s .
T h e s e
winds ex-
t i n g u i s h
u n p r o -
t e c t e d
f l a m e s , e x -
t i n g u i s h
p r o t e c t e d
f l a m e s
5 0 %
51
Gora McGahey (order #19251)




ANCIENT KINGDOMS: MESOPOTAMIA
lush oasis, azure lake, or even a distant city. When
this vision turns out to be an illusion (which it
invariably does), the character in effect becomes
DESERT RANDOM
shaken (–2 morale penalty on attack rolls, weapon
damage rolls and saving throws) until he has a
ENCOUNTERS
chance to drink again.
Refer to the following encounter table for random
Mirages occur only during daylight hours.
encounters in the Red Waste. Each day, an encoun-
ter occurs on a roll of 1–4 on 1d20. If an encounter
MAGIC IN THE DESERT
is indicated, roll 1d6: The encounter occurs during
Magic can help to reduce many unpleasant quali-
the day (1–2) or at night (3–6). Then roll percentile
ties of the desert. Having a spellcaster in the party
dice to determine the nature of the encounter.
able to cast create water and endure elements will go
a long way towards surviving in this hostile envi-
THE RED WASTE
ronment. A ring of sustenance is also highly prized
RANDOM ENCOUNTERS
by desert people.
Of course, the DM is at liberty to restrict access
to these convenience spells and items, forcing the
DAY
player characters to deal with the full effects of
Roll once per day on the following chart using 1d100.
heat and thirst.
01–02.
Abandoned Campsite
03–10.
Ankheg
SPECIFIC RANDOM
11–13.
Bones
14–15.
Caravan
ENCOUNTERS
16–19.
Corpse
Abandoned Campsite: The remains of a fire-
20–23.
Cult of the Pit-Worm
place and signs of recent (30%) or long-ago (70%)
24–28. Dust storm
human activity.
29–32.
Harpies
33–36.
Ill Wind
Ankheg: A cluster of 1d3+1 ankhegs hide under
37–40. Jackals
the sand, using their antennae to detect prey.
41–42.
Lamia
Bones: The clean-picked, sun-bleached bones
43–46. Lizard, Giant
of an animal (50%), beast (25%) or human (25%).
47–50. Nomads
There is a 10% chance of a minor treasure item
51–52.
Sand Trap
nearby (see the DMG).
53–56. Scorpions
Caravan: The passing of a caravan. The caravan
57–58. Snake
consists of a train of 2d20+20 camels, with one merchant
59–60. Signs of Battle
(Com1) and one guard (War1) per two camels. The
61–64.
Tracks or Footprints
caravan is led by a fighter of level 1d4+5 with a contin-
65–67. Travellers
gent of 2d4 fighters three levels lower. The caravan
68–72. Vultures
carries cloth (4,000 gp total value, 40%), spices (8,000 gp
73–74. Water–hole
total value, 20%), weapons (6,000 gp total value, 25%),
75–76. Zadhi the Druidess
or various exotic items such as elephant tusks, lotus drugs
77–100. No Encounter
and ostrich plumes (10,000 gp total value, 15%). There
NIGHT
is a 10% chance that the caravan is carrying special items
(including a robe of eyes and a fist-sized emerald worth
Roll once per night on the following chart using 1d100.
20,000 gp) bound for a sorcerer or wizard of at least 10th
01–15.
Ankheg
level, who takes appropriate action if the caravan is
16–20.
Cult of the Pit-Worm
assaulted.
21–40.
Ghouls
41–50.
Harpies
Corpse: The recently dead corpse of an animal (50%),
51–60.
Stirges
beast (25%) or human (25%). There is a 30% chance of
61–70.
Vampire Spawn
a minor treasure item nearby (see the DMG), and a 75%
71–100. No Encounter
chance that 2d20 vultures and 1d10+6 jackals are present
in the area.
Cult of the Pit-Worm: A group of cultists (1d3 rogues
and 1d3 barbarians) that worship the pit-worm of Yhath
and seek to capture victims for sacrifice. There is a 50%
come delirious and experience a mirage. Charac-
chance that the cultists are led by either Sidmu (60%) or
ters who fail a Will save (DC 15, +1 for each day
Numdiat (40%). See the chapter describing the Cult of
without water) typically have a vision of a far-off
the Pit-Worm for statistics.
52
Gora McGahey (order #19251)


CHAPTER FIVE: THE RED WASTE
Dust storm: A storm that lasts for 2d4–1 hours. There
Stirges: These batlike creatures are active only at
is a 10% chance that the dust storm is a greater dust
night. They attack in a flock of 1d4+8 creatures, seeking
storm.
to drain the blood of victims and fly off after they have
Ghouls: These creatures are active only at night. A
been sated.
group of 1d6+6 desert ghouls, with a 30% chance of
Tracks or Footprints: There are tracks and/or foot-
being commanded by a gholle. A favorite tactic of these
prints in the sand, belonging to a camel train (20%),
vile creatures is to dig shallow pits in a half-circle and
animals (40%), a beast (20%) or humans (20%). The
hide under a thin layer of sand until a party passes by (the
tracks continue to the north (25%), east (25%), south
PCs get Spot checks to detect the ambush, opposed by
(25%) or west (25%).
the ghouls’ Hide skill; grant the ghouls a +4 circum-
Travellers: A group of foreign travellers. These are
stance modifier to their Hide skill). The ghouls then leap
either bandits (30%), merchants (10%), pilgrims (20%),
up to attack, spending their surprise round to get from
warriors (20%), slavers (15%) or wandering mystics
prone to standing position.
(5%).
Harpies: A flight of 1d6+6 harpies out hunting for
Vampire Spawn: These creatures are active only at night.
prey. They use their song ability from the air, swooping
A pack of 1d4+1 vampire spawn, out hunting for human
down to attack those that fall prey to their charm.
blood. They approach potential victims in gaseous form.
Ill Wind: A hot and fetid wind blows in from the
Vultures: An ominous cloud of 2d10 vultures (use
south. It brings a random disease: filth fever (50%), red
eagle statistics) is seen in the sky overhead. These
ache (20%) or the shakes (30%). All air-breathing
carrion birds do not attack until their prey appears
creatures in the area must save against the disease. See
severely weakened, but may follow the party from the air
the DMG for disease descriptions.
for hours.
Jackals: A flock of 1d10+6 jackals (use wolf stats).
Water-hole: A small, natural wellspring of clear wa-
There is a 50% chance that the jackals avoid groups of
ter, which provides up to 10 gallons of water each day.
armed creatures.
Zadhi the Druidess: This female barbarian druidess
Lamia: A single lamia which uses her powers of
(see the description of Dragonclaw Rock) usually travels
illusion to create the appearance of a small pool ringed by
across the desert in animal form. She might reveal her
cacti, which is actually a snake-pit with 1d3+1 poisonous
true form to rescue travellers who are about to die from
desert vipers, while she cloaks herself in an illusion of a
heat or thirst.
primitive female nomad.
Lizard, Giant: The giant lizard hides underneath the
OVERVIEW OF
sand and spies upon passers-by. It does not attack large
groups of creatures, but might jump upon individuals to
ENCOUNTER AREAS
the rear of a passing party.
Nomads: These are groups of Saramites (60%),
This module assumes that the player characters travel
Kalabites (30%), or outcasts (10%).
more or less freely around on the campaign map, based on
Sand Trap: Unwary creatures can fall into air pockets
hints and rumors provided by the DM, as well as the develop-
beneath the ground in valleys between sand dunes. A
ing events of the adventure (refer to the Adventure Hooks
successful Survival (DC 20) or Spot (DC 25) check is
section of each chapter for examples of these events).
required to detect the sand trap. A creature that crosses
The following is an overview of the various encounter
a sand trap is pulled under unless it makes a successful
areas the characters might come across and explore during
Reflex save (DC 15, +2 circumstance bonus if the
the adventure. An average area encounter level (EL) has
creature has at least 5 ranks in Survival). Creatures
been provided to help the DM understand how they fit
failing the Reflex save are pulled 1d4 feet per round into
into the story and to gauge their relative difficulty.
the sand for 1d6+1 rounds. A Strength or Escape Artist
The Oasis of Ussar (EL variable): This is as-
check (DC 10 + 1 for each foot sunk) can be made each
sumed to be the starting point of the adventure,
round, and a creature can pull itself up through the sand
reached after a few days of initial wilderness
1 foot for each point of the check above the DC until it
travel. It is where the player have a chance to
is completely free. A creature that becomes submerged in
come into contact with the Saramites, who fre-
the sand is pinned as if buried in an avalanche and will
quently visit the oasis. The mighty barbarian
drown (see the DMG) unless pulled or dug free.
warrior Yahdu-Lim is the chieftain of the
Scorpions: 1d4+1 large monstrous scorpions.
Saramites. Low-level player characters are wise to
Snake: A large viper snake.
avoid provoking the Saramites into hostilities.

Signs of Battle: There are obvious signs (such as
The Sea of Bones (EL 4–6): The ancient
blood, corpses, and/or carrion eaters) of a recent (25%)
site of a terrible battle between the cities of
or long-ago (75%) battle or combat.
Ibnath and Yhakkoth. Little is left here
except the sun-bleached bones of fallen
53
Gora McGahey (order #19251)


ANCIENT KINGDOMS: MESOPOTAMIA
warriors, whose shades haunt the battle-
raiders that carry wicked scimitar swords and roam
field. Veiled Kalabite wizards are sometimes
the desert on their wiry camel steeds, dwelling in
encountered here, seeking the mighty sword
circular camel-hair tents. All warriors of Saram
wielded by the general Naalfesh who per-
have identifying tattoos on their foreheads.
ished in the battle.
Their women wear veils and are not permitted to
The Ziggurat of the Ghoul-Queen (EL 7): fight, although they carry daggers to defend them-
The desert nomads avoid this sinister edi-
selves. Nine-tenths of the women wear various
fice, for the vampire-priestess Nikhartha is
kinds of jewelry, ranging from 10–100 gp value.
imprisoned within. She commands raven-
The Saramites number around 1,000 members.
ous hordes of ghouls who crawl forth from
Approximately one-third are adult combatants,
the lightless tunnels beneath the ziggurat.
the rest being women, children and the infirm.
The Pit of Yhath (EL 8+): The pit is a vast The Saramites are generally poor and their great-
crater created by the impact of a meteorite,
est wealth are their great herds of camels.
surrounded by a dreary wasteland. A wicked
Tribal Religion: Being primarily concerned with
cult roams this wasteland, commanded by
survival in the harsh desert environment, the Sons
the mad sorcerer Nim-Artatu, seeking vic-
of Saram worship several nature deities such as
tims to sacrifice to their “god”, a fiendish
storm-gods and animal-gods. Among the most
purple worm that causes the sand to tremble
prominent of the latter is the vulture-god Yaazotsh,
when it moves beneath the desert dunes.
who was worshipped in ancient Ibnath but whose
The Oasis of Purple Dreams (EL vari- cult among the Saramites is considerably simpler
able): The corrupted waters of the mystic
and lacks any complex theology. The nomads “sac-
lake dominating this oasis causes strange
rifice” the corpses of their dead to the vultures,
and unsettling dreams to those who drink
which prevents them from rising as undead. The
it. However, it can also cause visions of the
tribe’s current shaman, Urim, also interprets the
past and the future, and unveil hidden
flight of packs of vultures as omens from Yaazotsh.
truths.
Interacting with the Saramites: Unless pro-
The Horns of Sinmesh (EL 12): Beneath the voked or insulted, the Sons of Saram are not
mountain peaks known as the Horns of Sinmesh
directly hostile to strangers. They quickly turn
are rich gem and gold mines, which were sealed
hostile if strangers are suspected to be somehow in
and abandoned due to a virulent disease. The
league with or servants of the Kalabite wizards
mine tunnels are now home to a clan of degen-
(sorcerers and wizards among the PCs should keep
erate humans who are fearful of light and worship
an especially low profile). Player characters ap-
the toad-god Tsathogga. It is also the lair of the
proaching the Oasis of Ussar are welcomed, unless
ancient vampire Arukurshu, who seeks to re-
they act suspiciously or openly hostile, but are not
claim the ivory throne of Ibnath.
invited to the chieftain’s tent unless they bring a
The Ruins of Ibnath (EL variable): There suitable gift (at least 500 gp value, or a permanent
are several encounter areas within the city
magical item).
of Ibnath itself. See the chapter describing
The great chieftain, or Shaykh, of the Saramites
the ruins of Ibnath itself for an overview of
is a mighty warrior named Yahdu-Lim, also known
the locations within the city.
as the Red Serpent. Yahdu-Lim is a tall and com-
manding presence, almost 40 years old, having
TRIBES OF
ruled the Saramites for two decades. He has pock-
marked skin, wears black armor and wields a
THE DESERT
wavy-bladed envenomed sword. He is fearful of all
magic, fears and hates the Kalabite wizards in
Two nomad tribes are known to dwell in the Red
particular, and distrusts any arcane spellcasters
Waste; the Sons of Saram and the Brotherhood of
among the PCs.
Kalab. Although common belief is that these clans
Shaykh Yahdu-Lim, Male Human Bbn9: CR 9;
moved into the area from the north and the west in
SZ M; HD 9d12+27; hp 85; Init +6; Spd 40 ft.; AC
recent centuries, the tribes are actually descen-
16 (+2 Dex, +4 chain shirt), touch 12, flat-footed
dants of the people of the ancient cities of Ibnath
14; BAB +9/+14; Atk +15 melee (2d6+7 plus poi-
and Yhakkoth, respectively.
son, masterwork greatsword, 19–20/x2); Full Atk
+15/+10 melee (2d6+7 plus poison, masterwork
THE SONS OF SARAM
greatsword, 19–20/x2); SA rage (3/day, duration 8
The Sons of Saram, or the Saramites, are known
rounds), poison (weapon coated with wyvern poi-
by the civilized peoples to the west as the scourge
son, Fort DC 17, 2d6/2d6 Con); SQ damage
of the desert. They are red-robed, black-turbaned
reduction (1/—), fast movement, illiteracy, trap
54
Gora McGahey (order #19251)



CHAPTER FIVE: THE RED WASTE
sense (+3), improved uncanny dodge; AL N; SV
Yahdu-Lim tolerates the old man mostly because
Fort +9, Ref +5, Will +7; Str 20, Dex 14, Con 16,
he fears the wrath of Yaazotsh.
Int 14, Wis 14, Cha 14.
Urim the Vulture-Masked Shaman, Male Hu-
Skills: Climb +17, Craft (weaponsmithing) +2,
man Clr7 of Yaazotsh: CR 7; SZ M; HD 7d8+14;
Handle Animal +2, Intimidate +14, Jump +5,
hp 45; Init +2; Spd 30 ft; AC 12 (+2 Dex), touch
Listen +14, Ride +14, Search +8, Swim +5, Sur-
12, flat-footed 10; BAB +5/+6; Atk +7 melee
vival +14. Feats: Combat Reflexes, Improved
(1d4+3, +2 dagger, 19–20/x2), or +9 ranged (1d4+2,
Initiative, Iron Will, Mounted Combat, Power
+2 dagger, 19–20/x2, range 10 ft.); SA spells, turn
Attack.
undead (6/day), death touch (7d6)/day; AL N; SV
Possessions: Masterwork greatsword, chain shirt,
Fort +7, Ref +4, Will +11; Str 12, Dex 14, Con 14,
three doses of wyvern poison, cloth of gold vest-
Int 16, Wis 18, Cha 16.
ments (worth 80 gp), pouch containing a citrine
Skills: Concentration +12, Diplomacy +13, Heal
(worth 80 gp) and an alexandrite (worth 400 gp),
+14, Knowledge (history) +13, Knowledge (reli-
potion of bull’s strength.
gion) +13, Spellcraft +13. Feats: Dodge, Extend
The shaman of the Saramites is Urim, an an-
Spell, Iron Will, Spell Focus (Necromancy).
cient man who has the looks of a dried-out mummy.
Cleric Spells Prepared (6/5/4/3/2; base DC 14 + spell
He dresses in tattered black, feathered robes and
level, base DC 15 + spell level for necromancy spells):
almost never speaks — except to spread lies and
0—create water, detect magic, detect poison (x2), guidance,
further his own agenda. Most of the nomads be-
resistance; 1st—bane, command, invisibility to undead,
lieve him to be near death, but he has yet to
obscuring mist, sanctuary; 2nd—aid, darkness, gentle re-
appoint a successor (he has a handful of cronies,
pose, silence; 3rd—bestow curse, dispel magic, invisibility
mostly clerics and rogues of levels 1–4). He is very
purge; 4th—cure critical wounds, summon monster IV.
eager to place any foreigners (including the PCs)
Domain Spells (Air, Death): 1st—cause fear; 2nd—
on the altar of Yaazotsh, and attempts to convince
death knell; 3rd—gaseous form; 4th—death ward.
the chieftain that the vulture-god will bestow
Possessions: +2 dagger, ring of feather falling, tattered black
great fortune upon the tribe if the strangers are
robes, vulture mask, potion of truth, potion of fire breath, holy
sacrificed. Urim is very knowledgeable about the
symbol of Yaazotsh, divine scroll of divination, spell immunity
legends of his people, and knows that the Saramites
and restoration (caster
descend from the original people of Ibnath. He is
level 7th).
unlikely to share this information with foreigners.
55
Gora McGahey (order #19251)



ANCIENT KINGDOMS: MESOPOTAMIA
Sub-Chieftains, Male Human Bbn5 (12): CR
5; SZ M; HD 5d12+10; hp 42; Init +2; Spd 40 ft;
AC 15 (+3 studded leather, +2 Dex), touch 12,
flat-footed 13; BAB/Grap +5/+8; Atk +9 melee
(1d6+3, masterwork scimitar, 18–20/x2) or +7
ranged (1d8, longbow, crit x3, range 100 ft.); SA
rage (2/day, duration 7 rounds); SQ fast move-
ment, illiteracy, trap sense (+1), improved uncanny
dodge; AL N; SV Fort +6, Ref +3, Will +2; Str 16,
Dex 15, Con 15, Int 12, Wis 13, Cha 13.
Skills: Climb +11, Handle Animal +9, Intimi-
date +9, Listen +9, Ride +10, Survival +9. Feats:
Mounted Combat, Power Attack, Weapon Focus
(scimitar).
Possessions: Masterwork scimitar, studded leather
armor, composite longbow, 30 arrows, various
pieces of jewelry (worth 50–200 gp).
Typical Son of Saram, Male Human Bbn2: CR
2; SZ M; HD 2d12+4; hp 17; Init +2; Spd 40 ft; AC
14 (+2 Dex, +2 leather armor), touch 12, flat-
footed 12; BAB +2/Grap +4; Atk +4 melee (1d6+2,
scimitar, 18–20/x2), or +4 melee (1d4+2, dagger,
19–20/x2), or +4 ranged (1d4+2, dagger, 19–20/
x2, range 10 ft.); SA rage (1/day, duration 7
rounds); SQ fast movement, illiteracy, uncanny
dodge; AL N; SV Fort +5, Ref +4, Will +0; Str 14,
Dex 15, Con 14, Int 11, Wis 11, Cha 10.
Tent-Camp of the Saramites: The Saramites
Skills: Climb +7, Handle Animal +5, Intimidate
dwell in circular camel-hair tents. A typical camp
+5, Ride +7, Survival +5. Feats: Lightning Re-
consists of a dozen large tents, housing around 100
flexes, Mounted Combat.
nomads in total. Each adult male nomad owns
Possessions: Leather armor, scimitar, dagger, 1–
three to four camels; one of these is always a war
10 gp worth of mixed coins.
camel.
War Camels: CR 1; AC 13, hp 19; see the MM
The Chieftain’s Great Tent: If Yahdu-Lim is present
for details on camels.
at the oasis, he holds court in a great tent guarded by 20
Note that war camels are trained to fight while
of his strongest warriors. The interior of the tent is dimly
carrying a rider, but the rider cannot also attack
illuminated and full of smoke from the large clay pipes
unless he succeeds at a Ride check (DC 12).
the nomads use to smoke the Grey Desert Lotus. Yahdu-
Note: Refer to the Sea of Bones chapter for more
Lim himself sits on a large mound of animal furs and
information about Yahdu-Lim’s lost son, Ishtim.
hides, flanked by a dozen of his sub-chieftains. Urim the
shaman is never far away. No women are allowed into the
THE OASIS OF USSAR
tent — not even female PCs.
The Oasis of Ussar is located near the south-
The chieftain’s treasure chest (Hardness 5; hp 15;
western edge of the Red Waste. The Sons of Saram
Break DC 23; Open Lock DC 30) is buried in the sand
frequently come to this oasis, to feed their camels
beneath the animal hides (Search DC 30). It is protected
and fill their waterskins. Honoring unwritten tra-
with a poison needle trap and contains the following:
ditions, these raiders seldom attack anyone
3,000 sp and 4,000 gp worth of ancient coins bearing the
encountered in the oasis itself (although those
seal of the kingpriest of Ibnath; a green pouch containing
leaving the oasis is another matter). Their rivals,
10 gems worth 200 gp each; and a silver ring of sustenance.
the Kalabites, almost never come to the Oasis of
Poison Needle Trap: CR 1; +8 ranged (1, plus large
Ussar, preferring to find sustenance in secret wa-
scorpion venom [Injury DC 18, 1d6/1d6 Str]); Search
ter-holes in the desert, or through magic.
DC 22; Disable Device DC 20.
The Well: In the center of the oasis, surrounded
The Ancient Altar: Hidden by a cluster of date-palms
by clusters of date-palm trees, is a mud-brick well
and other vegetation (Spot DC 30 when passing nearby)
built over a natural water-hole. The ground near
is a half-crumbled stone altar, stained with old and dried
the well is well-trodden by hundreds of human and
blood. Next to the altar is a 10–feet tall statue whose
camel feet.
features are all but effaced. The altar and the statue hails
56
Gora McGahey (order #19251)




CHAPTER FIVE: THE RED WASTE
from the time of ancient Ibnath, when this oasis was
THE BROTHERHOOD OF KALAB
frequented by pilgrims and priests travelling to and from
The Brotherhood of Kalab, or the Kalabites, is a
the city. The Saramites occasionally use the altar to
mysterious desert clan reputed to have a number of
worship the vulture-god Yaazotsh (see above); their
wizards among them. The people of Kalab wear
shaman, Urim, is very reluctant to allow strangers near
white woolen robes and turbans with silvery veils
the altar and idol (if the PCs find and examine the altar,
that conceal their faces. They ride great black
this is a good excuse for Urim to demand that the
desert stallions, or, more rarely, skeletal steeds.
foreigners be sacrificed for breaking a tribal taboo).
The Kalabites are nomadic, but are said to dwell in
ADVENTURE HOOKS
secret caves beneath the desert sand. They are
usually not seen unless they choose to reveal their
Use the following adventure hooks in a campaign.
presence to wanderers, and for this reason, they
• The player characters must seek out the Sons of are often referred to as the “grey ghosts of the
Saram to gather more information about Ibnath
desert”.
and its location within the trackless Red Waste.
It is said that the Kalabites wander the desert
They may also seek to employ one or more of the
looking for something of great importance, or that
Saramites as guides within the trackless desert.
they as a people have been cursed to wander the
• It is rumored (see the Rumors section in the desert for all eternity. The truth is that they are
Introduction chapter) that the Saramites wor-
descendants of the city of Yhakkoth in the land of
ship the dark god Baal-Zag and practice
Elam, a city of evil wizards. Yhakkoth was razed
cannibalism, eating the flesh of foreigners dur-
and destroyed by the zealous armies of Ibnath after
ing the nights of the full moon. At the DM’s
the forces of Yhakkoth had been defeated in a
option, this might actually be true (or maybe
great battle at what is now called the Sea of Bones.
only some members of the tribe are secret cult-
Yaod, the greatest wizard of Yhakkoth, was slain
ists of Baal-Zag). Even if it is a false rumor, the
in that terrible battle. Lesser wizards brought his
DM should do his best to make the player char-
body back to the city and mummified it there, but
acters believe the rumor is true.
as the holy armies of Ibnath advanced upon
• One or several Sons of Saram have been cap- Yhakkoth and razed it to the ground, the lesser
tured by the Cult of the Pit-Worm. The Saramites
wizards fled into the desert with Yaod’s corpse.
do not cooperate with the player characters
Descendants of these lesser wizards are the lead-
unless they agree to rescue the captives.
ers of the Kalabites to this day. A coven of
• Ishtim, favorite son of the chieftain Yahdu- white-robed, veiled sorcerers, they are feared by
Lim, has disappeared. The player characters
all for their mastery of conjuration and necro-
must find and bring back Ishtim before
mancy. Their symbol is a white scorpion. The
Yahdu-Lim will cooperate and give them
cabal’s current leaders are the wizards Khasim,
information.
Yarima and Khoraj. They are served by a number
of lesser wizards, as well as a small army of ani-
m a t e d c o r p s e s , a f e w d o z e n h u m a n
warrior-mercenaries, and packs of half-bestial hu-
man-ghoul crossbreeds known as Yhakkor (see
THE GREY DESERT LOTUS
the monster appendix).
The powdered leaves of the Grey Lotus is a
Khasim, Male Human Wiz11: CR 11; SZ M;
popular drug among the nomads of the Red
HD 11d4+22; hp 49; Init +6; Spd 30 ft; AC 19
Waste. The Grey Lotus is treated as a special
(mage armor, +3 ring of protection, +2 Dex), touch
form of poison. A creature that inhales the
15, flat-footed 17; BAB +5/Grap +7; Atk +7 melee
smoke produced by burning the powder gains
(1d6+2, quarterstaff); SA spells; SQ owl familiar
a +2 alchemical bonus to Strength for 1d3
(+2 to Move Silently checks, Alertness, emphatic
hours, but must make a Fortitude save (DC
link); AL LE; SV Fort +5, Ref +5, Will +10; Str 14,
15) or suffer 1 point of Wisdom damage. An-
Dex 15, Con 14, Int 19, Wis 16, Cha 13.
other save must be made 1 minute later, and
Skills: Concentration +16, Craft (alchemy) +18,
if failed the creature becomes nervous and
Knowledge (arcana) +18, Knowledge (history) +18,
skittish (treat as shaken). At the DM’s op-
Knowledge (necromancy) +18, Knowledge (the planes)
tion, repeated use of the Grey Lotus might
+18, Spellcraft +18. Feats: Combat Casting, Dodge,
cause addiction.
Improved Initiative, Maximize Spell, Quicken Spell,
Market Price: 20 gp.
Scribe Scroll, Spell Focus (necromancy), Spell Penetra-
tion.
57
Gora McGahey (order #19251)



ANCIENT KINGDOMS: MESOPOTAMIA
Wizard Spells
Prepared (4/5/5/5/4/2/1;
base DC 14 + spell level):
0—detect magic, disrupt
undead, ray of frost, resistance;
1st—
cause fear, mage armor, magic missile
(x2), ray of enfeeblement;
2nd—
darkvision, flaming sphere, ghoul
touch, levitate, spectral hand;
3rd—
hold person, lightning bolt (x2), protection from elements,
vampiric touch;
4th—enervation (x2), Evar’s black ten-
tacles, stoneskin;
5th—cloudkill, wall of force; 6th—circle
of death.

Possessions: Quarterstaff, staff of earth and stone,
+3 ring of protection, vibrant purple ioun stone (stores
summon monster VI), quaal's feather token (bird), arcane
scroll of whispering wind, phantom steed and dimension door
(caster level 11), white robes, spellbooks, belt pouch
frequently uses the familiar
containing spell components.
to spy, reconnoitre, and bring
Personality/Description: Currently the most powerful
messages to his fellow wizards.
living descendant of the wizards of Yhakkoth, Khasim is
Kah-Nu, Owl Familiar: CR 1/4; SZ T Magical Beast;
short of stature, hawk-nosed, with fine features. He is
HD 11d8; hp 24; Init +3; Spd 10 ft., fly 40 ft. (average); AC
fully committed to attempt the resurrection of Yaod,
23 (+2 size, +3 Dex, +8 natural [+6 from Wiz11]) touch 15,
believing that the archwizard would bestow great fortune
flat-footed 20; BAB +3/–7; Atk +8 melee (claw, 1d2–2);
and much eldritch knowledge upon him if he should
Face/Reach 2–1/2 ft./0 ft.; SQ low-light vision, improved
succeed in bringing the withered mummy back to life.
evasion, share spells with master, deliver touch spells for
Khasim secretly desires the sorceress Yarima, but the
master, speak with master, speak with animals of its type,
wizard has issues about his height and has so far satisfied
SR (16); AL N; SV Fort +3, Ref +6, Will +9; Str 6, Dex
himself with the company of ghouls and zombies. He
17, Con 10, Int 11, Wis 14, Cha 4.
considers Khoraj a useful tool, but would not hesitate to
Skills: Listen +14, Move Silently +20, Spot +6* (owls
betray the necromancer if the situation called for it.
receive a +8 racial bonus to Spot checks in dusk and
Khasim has an owl familiar named Kah-Nu. The wizard
darkness). Feat: Weapon Finesse.
58
Gora McGahey (order #19251)


CHAPTER FIVE: THE RED WASTE
Yarima the Red Witch, Female Human Sor10: CR
0—detect magic, detect poison, disrupt undead, resistance;
10; SZ M; HD 10d4+10; hp 35; Init +7; Spd 30 ft; AC 17
1st—burning hands (x3), mage armor, ray of enfeeblement,
(+3 Dex, amulet of natural armor +4), touch 13, flat-
true strike; 2nd—alter self, blindness/deafness, levitate,
footed 14; BAB +5/+9; Atk +11 melee (1d4+6, +2
mirror image, scare (x2); 3rd—dispel magic, displacement,
dagger, 19–20/x2) or +10 ranged (1d4+2, +2 dagger, 19–
haste, slow, vampiric touch; 4th—contagion, dimension
20/x2, range 10 ft.); SA spells; SQ summon familiar; AL
door, enervation, phantasmal killer; 5th—animate dead,
NE; SV Fort +4, Ref +8, Will +9; Str 18, Dex 17, Con 13,
wall of force.
Int 17, Wis 14, Cha 18.
Prohibited School: Enchantment.
Skills: Concentration +14, Craft (alchemy) +16,
Possessions: Club, scarab of protection, arcane scroll of magic jar
Knowledge (arcana) +16, Knowledge (history) +15,
(caster level 9), white robes, sandals,large sapphire (5000 gp).
Profession (herbalist) +15, Spellcraft +16. Feats: Com-
Personality/Description: Khoraj is a tall and gaunt man,
bat Casting, Improved Initiative, Lightning Reflexes,
usually dressed in white robes decorated with eldritch
Spell Focus (Evocation), Spell Penetration.
glyphs and runes. His right eye is missing; some say he
Sorcerer Spells Known (Cast per Day 6/7/7/7/6/3; base
willingly traded the eye to a demon in return for forbid-
DC 13 + spell level, base DC 14 + spell level for
den knowledge. In any case, the necromancer does not
evocation spells): 0—arcane mark, daze, detect magic,
bother to wear an eyepatch, making his appearance quite
detect poison, disrupt undead, ghost sound, light, mage hand,
memorable. During a solitary, nocturnal journey into the
resistance; 1st—cause fear, hypnotism, magic missile, ob-
desert, Khoraj met with Arukurshu and entered an
scuring mist, shield; 2nd—blur, cat’s grace, darkness,
uneasy truce with the ancient vampire. Neither of the
summon swarm; 3rd—fly, hold person, lightning bolt; 4th—
two desire the resurrection of Yaod, for Khoraj is ambi-
bestow curse, wall of fire; 5th—dominate person.
tious and sees himself as the future arch-necromancer of
Possessions: +2 dagger (bane against undead), amulet of
Yhakkoth. He does not really trust Arukurshu, but thinks
natural armor +4, ring of sustenance, red robes and veil,
the vampire can serve as a useful ally against his fellow
golden anklets in the shape of coiled serpents (worth 200
wizards. Khoraj’s primary concern is to search for the
gp each).
twelfth tablet of the Book of Aeons. Khoraj plans to betray
Personality/Description: Also known as the Red Witch,
the other wizards of Kalab, for example during the
Yarima differs from the other wizards of Kalab in that she
resurrection ritual to be performed near the Purple Obe-
has not received any formal training with magic (a
lisks of Yhakkoth. The necromancer might also secretly
privilege normally reserved for males among the
ally with the PCs or help them by giving information.
Yhakkothians). Still, her considerable natural talent for
Typical Lesser Wizard of Kalab, Male or Female
magic has gained her a position among the leaders of the
human Wiz4: CR 4; SZ M; HD 4d4+12; hp 22; Init +6;
Kalabites. Unlike the other white-robed wizards, she
Spd 30 ft; AC 16 (mage armor, +2 Dex), touch 14, flat-
dresses in filmy red clothing that does little to conceal
footed 14; BAB +2/+3; Atk +3 melee (1d4+1, dagger,
her tall and shapely body. Her eyes and her long hair is
19–20/x2) or +4 ranged (1d4, dagger, 19–20/x2, range 10
likewise the color of the dying sun. Like Kharim, Yarima
ft.); SA spells; SQ summon familiar; AL NE; SV Fort +4,
works towards the resurrection of Yaod, and is convinced
Ref +3, Will +6; Str 12, Dex 14, Con 16, Int 16, Wis 14,
that she would be the perfect witch-queen, sharing the
Cha 12.
resurrected archwizard’s throne, as well as his bed. She
Skills: Concentration +10, Craft (alchemy) +10,
regards Kharim as a rival in the quest for Yaod’s favor, but
Knowledge (arcana) +10, Knowledge (history) +10,
knows of Kharim’s love interest in her and uses it as a tool
Knowledge (necromancy) +10, Spellcraft +10. Feats:
to achieve her own ends.
Scribe Scroll, Improved Initiative, Spell Focus (Necro-
Khoraj, Male Human Nec9: CR 9; SZ M; HD 9d4+30;
mancy), Combat Casting.
hp 49; Init +6; Spd 30 ft; AC 16 (mage armor, +2 Dex),
Wizard Spells Prepared (4/4/3; base DC 13 + spell
touch 12, flat-footed 14; BAB +4/+4; Atk +4 melee
level): 0—detect magic, daze, disrupt undead, resistance;
(1d6, club), or +6 ranged (1d6, club, range 20 ft.); SA
1st—cause fear, hypnotism, mage armor, ray of enfeeble-
spells; SQ summon familiar, SR (16, from scarab of
ment; 2nd—ghoul touch, levitate, spectral hand.
protection); AL CE; SV Fort +8, Ref +5, Will +9; Str 10,
Possessions: Masterwork dagger, white robes, veil, ar-
Dex 14, Con 16, Int 18, Wis 16, Cha 9.
cane scroll of see invisibility and locate object (caster level 4).
Skills: Concentration +15, Craft (alchemy) +16,
Yhakkor: CR 2; SZ M Monstrous Humanoid; HD
Knowledge (the planes) +16, Knowledge (undead) +16,
3d8+12; hp 19; Init +1; Spd 30 ft.; AC 14 (+1 Dex, +3
Knowledge (history) +16, Spellcraft +16 (+18 to learn
natural), touch 11, flat-footed 13; BAB/Grap +1/+5;
necromancy spells). Feats: Combat Casting, Extend Spell,
Atk +6 melee (1d4+4 plus disease, claw); Full Atk +8
Great Fortitude, Improved Initiative, Scribe Scroll, Spell
melee (1d4+4 and disease [x2], claws); SA disease
Focus (Necromancy), Toughness.
(Yhakkoth Fever, Fort DC 15, incubation period 1d3
Wizard Spells Prepared (4/6/6/5/4/2; base DC 14 + spell
days; damage 1d3 Dex and 1d3 Con), stench (range 10
level, base DC 15 + spell level for necromancy spells):
ft., Fort DC 15, nausea 1d6+3 minutes); SQ undead
59
Gora McGahey (order #19251)


ANCIENT KINGDOMS: MESOPOTAMIA
traits, darkvision (60 ft.); AL CE; SV Fort +3, Ref +4,
ing), low-light vision, scent; AL NE; SV Fort +1, Ref +3,
Will +1; Str 19, Dex 13, Con –, Int 6, Wis 10, Cha 9.
Will +3; Str 16, Dex 15, Con —, Int —, Wis 10, Cha 1.
Skills: Hide +5, Listen +6, Move Silently +5, Spot +.
Feat: Improved Initiative.
Feat: Alertness, Weapon Focus (claw).
Personality/Description: The Yhakkor are human-ghoul
ADVENTURE HOOKS
crossbreeds created by the foul necromantic rituals of the
Use the following adventure hooks in a campaign.
wizards of Yhakkoth. They serve the necromancers of
• The Kalabites are hereditary enemies of the
Yhakkoth as slaves and bodyguards.
Sons of Saram. If the player characters side
Typical Warrior-Mercenary of Kalab, Male Human
with one clan, they will be treated as enemies
Ftr4 (20 total): CR 4; SZ M; HD 4d10+12; hp 34; Init
by the other desert clan. Although the wizards
+2; Spd 30 ft; AC 16 (+3 studded leather, +1 small
of Kalab are evil, they might seek to hire the
wooden shield, +2 Dex), touch 12, flat-footed 14; BAB/
PCs as mercenaries if they seem suitable (no
Grap +4/+7; Atk +8 melee (1d8+5, battleaxe, crit x3),
paladins or good-aligned priests in the party,
or +6 ranged (1d8, longbow, crit x3, 100 ft.); AL N; SV
for example).
Fort +7, Ref +3, Will +2; Str 17, Dex 14, Con 17, Int 13,
• The Kalabites seek to resurrect their greatest
Wis 12, Cha 13.
wizard, Yaod. They must perform their ritual
Skills: Climb +10, Handle Animal +8, Ride +9, Swim
of resurrection near the Purple Obelisks of
+10. Feats: Combat Reflexes, Dodge, Mobility, Power
Yhakkoth, which are the only remains of that
Attack, Weapon Focus (battleaxe), Weapon Specializa-
city and were dragged back to Ibnath to cel-
tion (battleaxe).
ebrate the victory over the wizards. See the
Possessions: Studded leather armor, small wooden
description of the Purple Obelisks of Yhakkoth
shield, battleaxe, composite longbow, 30 arrows, belt
in the city chapter for more information.
pouch containing 1–10 gp.
• The ancient Sickle Sword of Naalfesh belonged
Human Warrior Skeletons: CR 1/3; AC 15, hp 6
to Naalfesh, a general of Yhakkoth. The pos-
each; see the MM for details.
session of this lesser artifact improves the
Light Warhorse Skeletons: CR 1; SZ L Undead; HD
chance the Kalabites have to perform a suc-
3d12; hp 19; Init +6; Spd 60 ft.; AC 13 (–1 size, +1 Dex,
cessful ritual of resurrection. If the player
+2 natural), touch 10, flat-footed 12; BAB/Grap +1/+8;
characters find the weapon in the Sea of Bones,
Atk +4 melee (1d4+3, hoof); Full Atk +4 melee (1d4+3
the veiled wizards will stop at nothing to re-
[x2], hooves) and –1 melee (1d3+1, bite); SQ undead
trieve it from the party. The intelligent sword
traits, immunity to cold, damage reduction (5/bludgeon-
has its own agenda, too.
60
Gora McGahey (order #19251)





MYTHIC MESOPOTAMIA
INTRODUCTION
ting plagues to inflict upon the advancing enemy
forces, while the bearded priests of Ibnath called
The Sea of Bones is the name given by the desert
upon the secret names of their numerous gods,
nomads to the place where a great battle took
imploring them to smite down the armies of the
place between the ancient armies of Ibnath and
east.
Yhakkoth. Several thousand archers, charioteers
Although the armies of Ibnath suffered grievous losses,
and swordsmen from both cities were arrayed
the battle ended with the utter defeat of the men of
against each other here. The desert sand ran red
Yhakkoth. The decisive moment came when their arch-
with blood as the warriors clashed, amid the clangor
wizard, Yaod, was mortally wounded by elite archers of
of bronze swords and the fire and smoke of burning
Ibnath who employed enchanted, mage-slaying arrows.
supply trains. From silken pavillions safely with-
Yaod’s trusted general, Lord Naalfesh, was slain covering
drawn from the bloodshed, the abominable wizards
the retreat of the lesser wizards of Yhakkoth. No prison-
of Yhakkoth summoned winged demons and rot-
ers were taken that day by the warriors of Ibnath, for they
THE SEA OF BONES
Difficulty Level: 4 during the day, 6+ during night.
Wandering Monsters: Roll a wandering monster check on 1d20 once per hour:
1–2.
1 Ankheg
Ankheg (day only)
3–5.
1 Sand Lizard
Sand Lizard (day only)
6–7.
1d4+1 Shadows
Shadows (night only)
8–9.
1d3 Wraiths
Wraiths (night only)
10.
1 Spectre and 2 Shadows (night only)
11–20.
No encounter
Detections: The entire area radiates strong evocation magic. This powerful aura prevents the use of
detect magic and similar spells to detect magical emanations within the area.
Continuous Effects: The massive bloodshed which took place here has placed the area under a
permanent unhallow effect (all turning checks to turn undead suffer a –4 profane penalty and turning
checks to rebuke undead gain a +4 profane bonus).
Standard Features: The terrain is dominated by small and large mounds and piles of skulls and bones,
broken weapons and bits of ancient armor. Any combat on or near these mounds reduces a creature’s
Speed by half due to the amount of rubble present.
61
Gora McGahey (order #19251)



ANCIENT KINGDOMS: MESOPOTAMIA
pursued and slaughtered the broken enemy, and thereafter the sacrificial
daggers of the Hierophants blackened with clotted blood as they offered
praise and sacrifice to Ishtar, Marduk, Tammuz, Anu, and all the other
great gods of Ibnath.
After the smoke from their burnt offerings had vanished into the
skies, the Hierophants commanded their holy armies to march on to the
city of Yhakkoth and lay waste to it. In little less than a fortnight, the
defenseless city was ravaged and obliterated; its marble walls, domes,
towers and spires razed and ruined. Those who were suspected of being
wizards were thrown to packs of wild lions or trampled under the wheels
of horse-drawn chariots, while the rest of the city’s inhabitants were taken
in chains back to Ibnath as slaves. Many died during this journey, for the
slaves were tasked with hauling three massive obelisks from Yhakkoth
through the desert to Ibnath, where the purple obelisks were erected as
trophies of the Hierophants’ triumph over the wizards of the east.
Today, the Sea of Bones is a vast expanse of wasteland covered by the sun-
bleached bones of thousands of fallen warriors. At night it is haunted by
the shades of those warriors. And somewhere on the ancient battle-
field rests a powerful artifact, the sickle sword of Naalfesh.
FIRST APPROACH
The rust-red sand dunes seem to last for days,
and hours slowly give away to a broken grey
plain dotted with small white hills. On
closer inspection, these “hills” turn out
to be mounds and piles of sun-bleached
skeletal remains! They appear to be the
skulls and bones of fallen warriors, for
rusted and broken weapons and bits
of ancient armor is scattered ev-
erywhere. This grotesque vista
stretches as far as the eye can
see.
62
Gora McGahey (order #19251)




CHAPTER SIX: THE SEA OF BONES
LOOTING THE BATTLEFIELD
Use the tables below to determine the characteristics of each pile of inanimate skeletons as the party
explores the area. It might be useful to have pre-rolled a few of these skeletal mounds to avoid slowing
down play.
Mound Size (1d6)
1-2.
S m a l l : 1d12 skeletal warriors, 1d6–1 skeletal mounts, 1d3–1 items of interest. Id3 hours to
search.
3-5.
Medium: 3d6 skeletal warriors, 1d6 skeletal mounts, 1d3–1 broken chariots, 1d4 items of
interest. 1d6+2 hours to search.
6.
Large: 6d6 skeletal warriors, 2d6 skeletal mounts, 2d4 broken chariots, 1d6+1 items of interest.
1d10+10 hours to search.
Unit Type (1d6)
1.
Archers: Tattered medium armor, dented helmets, withered bows, rusty daggers.
2.
Swordsmen: Medium to heavy armor, helmets, bloodstained sickle swords, bronze greatswords,
battle-axes.
3.
Charioteers: Crashed chariots and rotted harnesses, composite bows, bronze-tipped javelins,
cracked helmets.
4.
Spearmen: Damaged light or medium armor, crumbled longspears with iron and bronze tips, bent
and broken pikes and halberds.
5.
Cavalry: Injured medium armor, broken lances, light maces, bronze helmets adorned with tatters
of horse-hair, smashed skulls of horses and camels.
6.
Scouts: Light or no armor, shattered shortswords, small knifes, slings and bullets.
Items of Interest (1d20)
The items indicated below can be found along with huge amounts of rubble and broken equipment,
weapons and armor. All magical items should be considered unique items and can only be found once.
Reroll or ignore the roll if the dice indicates duplicates of such items.
1.
Bloodstained dagger (50%) or masterwork shortsword (50%).
2.
Wooden club (50%) or light mace (50%).
3.
Bronze sickle sword (50%) or battleaxe (50%).
4.
Halberd (50%) or masterwork greataxe (50%).
5.
Sling (25%), 2d10 sling bullets (25%) or javelin (50%).
6.
Shortspear (75%) or longspear (25%).
7.
Mighty composite shortbow with +1 Strength bonus (75%) or mighty composite longbow with +3
Strength bonus (25%).
8.
2d10 arrows (75%) or 1d10 masterwork arrows (25%).
9.
Bronze helmet (50%) or buckler (50%).
10.
Small steel shield (75%) or breastplate (25%).
11.
Hide armor (75%) or half-plate (25%).
12.
Scattering of ancient coins (5d4 gp value, 50%), small ivory warrior-statue (15 gp value, 25%),
or lapis-lazuli necklace (20 gp value, 25%).
13.
A scarab, golembane (flesh and clay golems, 25%), a brooch of shielding (55 hit points left,
25%), a jewel of attacks (25%), or a white pearl (250 gp value, 25%).
14.
An ioun stone (pale blue, 25%), a necklace of fireballs (type III, 25%), a horn of goodness/evil
(25%), or a candle of invocation (lawful evil, 25%).
15.
An arcane scroll of wall of fire, control weather and summon monster V (caster level 9, 50%),
or a divine scroll of spell immunity, cure critical wounds and true seeing (caster level 9, 50%).
16.
A ceremonial electrum dagger with a white opal in the hilt (80 gp value, 50%) or jeweled anklet
with several golden pearls (200 gp value, 25%), or silver circlet with several black pearls (500
gp value, 50%).
17.
A ring of mind shielding (25%), a +1 keen scimitar (25%), a +2 large steel shield (25%), or three
flasks of holy water (25%).
18.
A suit of demon armor (50%), or a +2 heavy flail (50%).
19.
A necklace of strangulation (25%), a scarab of death (25%), or a berserking sword (50%).
20.
The sickle sword of Naalfesh (see own description).
63
Gora McGahey (order #19251)



ANCIENT KINGDOMS: MESOPOTAMIA
Refer to the area map of the Sea of Bones. Allow the
struction of Yhakkoth. Since roughly one-third of
player characters to explore the area. If the party intends
the dead warriors once belonged to the armies of
to skirt around or avoid the area, the DM could suggest
Ibnath, they can answer questions about that city
that there might still be treasure to be looted here; allow
as well.
Spot checks (DC 14) to see golden flashes as the sun
Note that creatures with different alignment
reflects from a half-buried bronze chariot, the head of a
from that of the caster get a Will save to resist
masterwork battle-axe, and so on. Roll on or choose from
speak with dead spells. The warriors of Yhakkoth
the following tables to determine the composition of
should be considered lawful evil (75%) or neutral
each mound indicated on the map.
evil (25%), while the soldiers of Ibnath are lawful
Note regarding detect magic spells: Powerful destruc-
neutral (50%), neutral evil (25%) or neutral good
tive magic was unleashed on the battlefield during the
(25%). Also note that creatures who have turned
ancient battle, to the extent that the entire area still
into undead cannot be the subject of speak with
radiates strong evocation magic. As noted in the descrip-
dead spells, so the spell simply fails on a roll of 1-
tion of the detect magic spell, such strong local emanations
4 on 1d20 if cast on a random skeleton.
may confuse or conceal lesser magical auras. This pre-
vents the player characters from simply using detect magic
THE SWORD OF NAALFESH
as a “radar” to detect and collect all the magical treasures
The archwizard Yaod of Yhakkoth forged an enchanted
in this area.
sickle sword for his general, the lord Naalfesh. It was
Naalfesh who led the host of Yhakkoth into battle
THE LEGACY OF THE
against the armies of Ibnath, and he remained loyal to
FALLEN WARRIORS
the wizards of Elam unto his death, defending their
retreat from the battlefield until he was finally beset and
A clever party can employ speak with dead spells
slain by twenty warriors of the kingpriest’s Lion Guard.
to gain information from the dead warriors. The
warriors know much of the background story de-
The sickle sword of Naalfesh has rested on the battle-
scribed in this chapter, except (obviously) events
field at the Sea of Bones ever since. It is a steel weapon,
which occurred after their death, such as the de-
its keen blade inscribed with the image of a skull-headed
64
Gora McGahey (order #19251)




CHAPTER SIX: THE SEA OF BONES
serpent coiling around a black sun. Its golden hilt is in the
an orb that shimmered with unearthly radiance,
shape of a roaring lion whose eyes are set with crimson
fascinating the young nomad as a hypnotized bird
rubies. Although the gem-studded scabbard rotted away
stares into a serpent’s eye.
long ago, the material value of the sword alone is at least
Ishtim stole the orb and fled the city with his
8,000 gp.
raiding party, but was possessed by the malign
When Naalfesh died, his essence was captured within
spirit of the Hierophant Ulakhar which was con-
the sword. Yaod had crafted the weapon so that the spirit
tained in the orb. As the raiding party settled for
of Naalfesh would serve him even in death, but ironically
the night, the possessed Ishtim fled into the desert,
enough, Yaod was already dead when Naalfesh was slain.
carrying the orb with him. The Saramites believe
The surviving descendants of the wizards of Yhakkoth,
that he was kidnapped by the Kalabite wizards,
the Brotherhood of Kalab, are aware that the power of
and have been searching for Ishtim ever since.
the sword is essential to the resurrection of the mummy
The chieftain’s lost son now wanders the Red
of their archwizard, but they have so far been unable to
Waste, and the player characters might encounter
find the weapon. Occasionally, one or more Kalabite
him in the Sea of Bones. If he is confronted, he
wizards with their skeletal entourages can be encoun-
attacks the party on sight. The statistics below are
tered searching the wasteland for the weapon.
for the possessed Ishtim.
The sword (that is, the spirit of Naalfesh within) is
Ishtim, ekimmu-possessed male human Bbn4/
only too eager to find a new owner, one that it can
Rog3: CR 7; SZ M; HD 3d6+9 plus 4d12+12; hp
manipulate to fulfil its own agenda. It seeks to find and
57; Init +3; Spd 40 ft; AC 16 (+3 Dex, +3 studded
side with the wizards of Kalab, to aid in the resurrection
leather armor), touch 13, flat-footed 13; BAB/
of Yaod. The archwizard can, in turn, restore the body of
Grap +6/+9; Atk +9 melee (1d6+3 plus poison,
Naalfesh, or so the dead general hopes. The sword has
scimitar, 18–20/x2), or +9 melee (1d4+3 plus poi-
lain dormant on the battlefield for so long that it must be
son, dagger, 19–20/x2) or +9 ranged (1d4, dagger,
quenched in blood before it can use any of its per-day
19–20/x2, range 20 ft.); Full Atk +9/+4 melee
spell-like abilities (most notably, this prevents the sword
(1d6+3 plus poison, scimitar, 18–20/x2), or +9/+4
from simply using its telekinesis ability to seek out the
melee (1d4+3 plus poison, dagger, 19–20/x2) or
Kalabites for itself).
+9/+4 ranged (1d4, dagger, 19–20/x2, range 20
Thus, the sword appears to serve its new master well,
ft.); SA rage (2/day, duration 8 rounds), sneak
but conceals its true abilities and ultimately betrays its
attack (+2d6), poison (large scorpion venom, Fort
wielder. The DM should find an appropriate dramatic
DC 18, 1d6/1d6 Str); SQ evasion, fast movement,
moment to reveal the true nature of the blade.
uncanny dodge, trapfinding, trap sense (+2); AL
NE; SV Fort +8, Ref +7, Will +2; Str 16, Dex 17,
ISHTIM, THE POSSESSED NOMAD
Con 16, Int 13, Wis 11, Cha 12.
The Saramites were the first to rediscover the
Skills: Appraise +7, Escape Artist +9, Hide +9, Knowl-
ruins of Ibnath. One of Yahdu-Lim’s sons by his
edge (local) +4, Listen +6, Move Silently +9, Search +7,
many wives, a young and daring warrior named
Spot +6, Tumble +9, Handle Animal +7, Intimidate +8,
Ishtim, led a band of raiders through the desert
Survival +7. Feats: Alertness, Blind-Fight, Combat Re-
when a great duststorm unveiled the ruins of
flexes, Endurance.
Ibnath. Lacking the superstitious nature of his
Possessions: Studded leather armor, scimitar,
desert kin, Ishtim boldly entered the city and
dagger, Orb of Xoth, red robes, black turban set
ascended the steps of the great ziggurat. Inside the
with green gem (worth 200 gp), two doses of large
temple shrine he found a wrinkled corpse grasping
scorpion venom.
THE SICKLE SWORD OF NAALFESH
T h e s w o r d o f N a a l f e s h i s a l e s s e r a r t i f a c t . I t f u n c t i o n s a s a + 3 k e e n s i c k l e s w o r d o f
w o u n d i n g . I n a d d i t i o n , i t c a n e m p l o y p r o t e c t i o n f r o m a r r o w s , t e l e k i n e s i s a n d c i r c l e o f d o o m
3 / d a y e a c h a s a 1 0 t h - l e v e l s p e l l c a s t e r . I t i s i m m u n e t o s c r y i n g a n d a l i g n m e n t d e t e c t i o n
( a s p e r a c o m b i n e d m i n d b l a n k a n d u n d e t e c t a b l e a l i g n m e n t e f f e c t ) , a n d t h e w i e l d e r i s
l i k e w i s e p r o t e c t e d . T h e w e a p o n i s i m b u e d w i t h t h e e s s e n c e o f N a a l f e s h a n d s h o u l d b e
c o n s i d e r e d a n i n t e l l i g e n t , e m p a t h e t i c w e a p o n w i t h I n t 1 4 , W i s 1 6 , C h a 1 5 , a n d E g o 2 5 .
I t s a l i g n m e n t i s L a w f u l E v i l , b u t s i n c e i t s e e k s a w i e l d e r t o d o m i n a t e , i t d o e s n o t b e s t o w
n e g a t i v e l e v e l s u p o n w i e l d e r s o f o t h e r a l i g n m e n t s .
65
Gora McGahey (order #19251)


ANCIENT KINGDOMS: MESOPOTAMIA
Personality/Description: Ishtim is rather slim but
captured by the orb that Ishtim carries (see the
sinewy of build, with a narrow moustache, and
description of the Orb of Xoth in Chapter Two).
dressed in red robes and a black turban set with
If Ulakhar is somehow exorcised from Ishtim,
green gem. He fights with an envenomed dagger
the nomad’s statistics are as follows:
and sword. The DM should role-play Ishtim in
Ishtim, male human Bbn4/Rog3: CR 7; SZ M;
such as way that it becomes apparent to the PCs
HD 3d6+9 plus 4d12+12; hp 57; Init +3; Spd 40 ft;
that he is either insane, possessed by an outside
AC 16 (+3 Dex, +3 studded leather armor), touch
force, or both.
13, flat-footed 13; BAB +6/+9; Atk +9 melee
Development: If the party is on a mission to find
(1d6+3, scimitar, 18–20/x2) or +9 melee (1d4+3,
and return Ishtim to his father, Yahdu-Lim, their
dagger, 19–20/x2) or +9 ranged (1d4, dagger, 19–
challenge becomes to overcome and subdue Ishtim
20/x2, range 20 ft.); Full Atk +9/+4 melee (1d6+3,
without killing him. Preferably, they should also
scimitar, 18–20/x2), or +9/+4 melee (1d4+3, dag-
seek to exorcise the evil spirit that possesses Ishtim.
ger, 19–20/x2), or +9/+4 ranged (1d4, dagger,
While possessed, Ishtim babbles gibberish most of
19–20/x2, range 20 ft.); SA rage (2/day, duration
the time, but from time to time some words can be
8 rounds), sneak attack (+2d6); SQ evasion, fast
recognized (Listen DC 15), such as “the ziggurat,
movement, trap sense (+2), uncanny dodge,
the cursed ziggurat!”.
trapfinding; AL NE; SV Fort +8, Ref +7, Will +2;
Tactics: The spirit of the Hierophant Ulakhar
Str 16, Dex 17, Con 16, Int 13, Wis 11, Cha 12.
has possessed Ishtim. Any damage dealt to the
Skills: Appraise +7, Escape Artist +9, Hide +9,
body is suffered by Ishtim, and Ulakhar cares noth-
Intimidate +8, Knowledge (local) +7, Listen +6,
ing for its host. If Ishtim’s body is destroyed,
Move Silently +9, Search +7, Spot +6, Tumble
Ulakhar attempts to possess another body and
+9, Handle Animal +7, Survival +7. Feats: Alert-
continue the combat. Souls of destroyed bodies are
ness, Blind-Fight, Combat Reflexes, Endurance.
66
Gora McGahey (order #19251)



MYTHIC MESOPOTAMIA
wizards of Kalab would seek to prevent anyone else
INTRODUCTION
from gaining and using the tablet.
This rocky tableland in the middle of the Red
Dragonclaw Rock is a flat hill with steep edges,
Waste is avoided by the nomads, for all know that
visible for miles around. An approaching party is
deadly, dragon-like creatures (wyverns) live atop
sure to draw the attention of the wyverns lairing
the mesa and hunt the parched lands for miles
atop the mesa.
around.
As such, this area would be of little interest to
1. WYVERN LAIR (EL 8)
the player characters, were it not for the fact that
A pair of mated wyverns lair atop the mesa. The
the hermit Zadhi lives in a cave beneath the
top of the hill is strewn with the bones of humans
plateau of the wyverns. Although she is a rela-
and animals. Among the bones (Search DC 25) is
tively recent arrival here, this lone barbaric
a wand of magic missile (1st level caster) with 31
druidess stumbled upon a relic of another age;
charges remaining.
during her desert wanderings, she found the twelfth
The wyverns travel widely during daytime in
tablet of the Book of Aeons (see Chapter Two),
search of prey. They keep close watch on the
also known as the Tablet of Unbinding.
horizon and attack even large parties. The wyverns
The tablet was stolen during the final days of
leave Zadhi alone; they have attempted to eat the
Ibnath and carried into the desert by a caravan-
druidess a few times, but have repeatedly suffered
master who did not realize its true nature, nor its
grievous wounds from her scimitar and now wisely
value. But the caravan was beset by monsters or
avoid her.
raiders (no one knows for sure), and the tablet
Wyverns (2): CR 6; AC 18, hp 59; see the MM
languished for centuries beneath the desert sands
for details.
until Zadhi found it. The druidess instictively
recognized its importance and great evil, so she
2. ANTHILL (EL 7)
hid the tablet in her cave and has guarded it since.
The Tablet of Unbinding is essential to several
At the base of the eastern side of the mesa is a
factions in this adventure. If it falls into the hands
giant anthill, almost 30 feet tall. This anthill
of Arukurshu, he can use it to undo the magic that
contains a giant ant queen, 30 giant ant soldiers,
exiles him from Ibnath, break the enchantment on
and 70 giant ant workers. Some of the soldier ants
his palace and restore his loyal servants, and fi-
always protect their queen (see Area 4), while 6
nally remove the seals of the great ziggurat and
giant ant soldiers guard the anthill from intruders.
destroy the sleeping Hierophants. In other hands
Giant Ant Soldiers (6): CR 2; AC 17, hp 11
(such as those of the PCs), it can be put to other
each; see the MM for details.
uses, such as awakening the Hierophants. And the
67
Gora McGahey (order #19251)



ANCIENT KINGDOMS: MESOPOTAMIA
3. ANTHILL TUNNELS
5. CONCEALED CAVE ENTRANCE
(EL VARIABLE)
At the base of the hill, near the anthill, is a very
well hidden tunnel entrance (Search DC 30) con-
The ground beneath the anthill is filled with
cealed behind several large rocks. The tunnel leads
tunnels dug out by the worker ants. There is a 50%
into a series of caverns, the home of the druidess
chance that each tunnel is filled with 1d100 giant
Zahdi. The floor of these tunnels and caverns are
ant eggs. In addition, 1d6+5 giant ant workers
covered with red desert sand.
along with 1d4+1 giant ant soldiers are encoun-
tered in each tunnel.
6. WATER-HOLE
Giant Ant Soldiers (1d4+1): CR 2; AC 17, hp
11 each; see the MM for details.
The floor of this cavern is moist. A natural
Giant Ant Workers (1d6+5): CR 1; AC 17, hp
wellspring fills a small pool in the middle of the
9 each; see the MM for details.
cave. The well can produce up to 30 gallons of
fresh water each day.
4. GIANT ANT QUEEN LAIR (EL 8)
7. “EMPTY” CAVE
This large cavern has been dug out by the giant
ant workers to serve as the lair of the giant ant
This natural cavern is unlit and appears empty.
queen. The queen is always protected by 8 giant
The cavern floor, 30 feet in diameter, is a pit filled
ant soldiers.
with sand. Buried 15 feet deep in the pit is a lead-
coated, fire-trapped small box (1d4+10 points of
Giant Ant Queen: CR 2; AC 17, hp 22; see the
damage). The box contains a stone tablet; this is
MM for details.
the twelfth tablet of the Book of Aeons, also known
Giant Ant Soldiers (8): CR 2; hp 11; see the
as the Tablet of Unbinding. See Chapter Two and
MM for details.
the description of the great ziggurat of Ibnath for
Treasure: Laying loose around the lair are 7 sp
more information regarding this item. The druidess
and 62 cp in assorted coins.
Zahdi (see Area 8) has hidden the tablet here.
68
Gora McGahey (order #19251)



CHAPTER SEVEN: DRAGON CLAW ROCK
Note that the box cannot be found with a Search
check unless a character knows that there is some-
thing to search for in the sand pit.
8. ZADHI’S CAVE (EL 10)
This is the lair of Zadhi, the barbaric druidess of the
Red Waste. The cavern is lit by small oil lamps placed
around the edges of the grotto. To the south is a ledge 20
feet above the cave floor, accessible by a narrow (5 feet
wide) stairway carved into the rock.
Zadhi has several befriended animal companions, 2
huge viper snakes and a desert hawk. The druidess
keeps her few personal belongings atop the ledge and
sleeps there, while her animal companions guard the
cavern below. On occasion, the druidess has stolen a few
eggs from the lair of the wyverns, and extracted wyvern
poison from the hatchlings before killing them. This is a
weaker form of poison than adult wyvern poison and
only causes 1d6 points of initial and secondary Con
damage.
Treasure: Among Zadhi’s personal items is a string
necklace of small pink pearls (worth 1,000 gp), three
doses of weak wyvern poison, a suit of wyvern-hide armor
(+3 bonus to AC) that she only wears if she expects
combat (or if barkskin is not among her memorized
spells), and a potion of detect thoughts.
Zadhi, female human Bbn5/
Drd5: CR 10; SZ M; HD
5d12+10 plus 5d8+10; hp
75; Init +7; Spd 40 ft; AC 14
(+1 small wooden shield, +3
Dex), touch 13, flat-footed
11; BAB/Grap +8/+11; Atk +13/+8
melee (1d6+4 plus poison, +1 scimitar, 15–20); SA rage
(2/day, duration 7 rounds), poison (weak wyvern poison,
Fort DC 17, damage 1d6 Con/1d6 Con), spells; SQ
animal companion, fast movement, nature sense, resist
nature’s lure, trackless step, trap sense (+1), improved
uncanny dodge, wild shape (1/day, animal only [Small or
Medium]), wild empathy, woodland stride; AL N; SV
Fort +10, Ref +7, Will +7; Str 16, Dex 16, Con 14, Int 14,
Wis 15, Cha 11.
Skills: Climb +16, Concentration +15, Heal +15,
Jump +16, Knowledge (nature) +15, Survival +15,
Swim +16. Feats: Combat Reflexes, Improved Criti-
cal (scimitar), Improved Initiative, Lightning
Reflexes, Weapon Focus (scimitar).
Druid Spells Prepared (5/4/3/1; base DC 12 + spell
level): 0–create water, guidance, know direction, light,
resistance
; 1st–cure light wounds, endure elements, magic
fang, obscuring mist
; 2nd–barkskin, heat metal, summon
swarm;
3rd–poison.
Possessions: +1 scimitar, small wooden shield,
gold jewelery (70 gp total), holy symbol (a
lizard-skin filled with water during a full
moon), light clothing, bone dagger.
69
Gora McGahey (order #19251)


ANCIENT KINGDOMS: MESOPOTAMIA
Personality/Description: Zadhi is a tan, long-
casts obscuring mist in an attempt to escape. Should
h a i r e d , b u t g a u n t a n d s k i n n y w o m a n o f
that fail, she wild shapes into a small bird and tries
indeterminate age. She dresses lightly, in scanty
to fly to safety, using the secret escape tunnel
earth-colored garments. Her face is painted with
(Area 9).
mystic tattoos, and she is adorned with carved
Development: Zadhi is suspicious of all strang-
armbands and anklets of beaten gold. Finger- and
ers until they have proven their good intentions
toenails are unkempt and look like claws. As a
(and she might use her potion of detect thoughts in
child, Zadhi was outcast from her tribe and left in
any case, just to be sure). She feels that the strange
the desert to die, but she survived and learned the
tablet she has found (see Area 7) is an item better
ways of nature. The druidess sometimes helps those
left hidden from the world of men, and she is loath
who are alone and near death in the depths of the
to surrender it to anyone. However, she does not
Red Waste.
risk her life defending it, and in a near-death
Notes: Since Zadhi is a desert druid, at 2nd
scenario she might use the tablet to bargain for her
level, instead of Woodland Stride she gains the
life.
ability to survive for 1 day/druid level longer than
Huge Viper Snakes (2): CR 3; AC 15, hp 33
normal before thirst affects her. At 4th level, a +4
each; see the MM for details.
bonus to Will saves against mirages and illusions
Desert Hawk: CR 1/3; AC 17, hp 4; see the MM
replaces Resist Nature’s Lure.
for details on the hawk.
Tactics: Zadhi can be assumed to always have
endure elements (fire) cast upon herself. If she has
9. SECRET TUNNEL
time to prepare before combat, she casts barkskin
A steep, cramped tunnel leads from the ledge in
on herself, increasing her AC to 17, and then
Zadhi’s cave, through the rock, and ends in a
magic fang on one of her animal companions. In
small, well-concealed (Search DC 30) hole 70 feet
combat, she attempts to use summon swarm (against
above the ground on the southern side of the mesa.
spellcasters) or heat metal (against fighter-types)
from afar while she is protected by her animal
The tunnel is navigable only for creatures of
companions. Then, she rages and enters melee
Small or lesser size. Zadhi sometimes uses this
with her scimitar, reserving her poison spell for
tunnel to enter and exit her cave, using her wild
tough opponents. If her life is threatened, she
shape ability to take the form of a small bird when
doing so.
70
Gora McGahey (order #19251)



MYTHIC MESOPOTAMIA
INTRODUCTION
The cacti are vampire cacti, a deep desert plant
that drains the liquids of living animals. These
At the apex of Ibnath’s greatness, this now-
cacti have 12 fleshy, needle-tipped leaves of a
s i n i s t e r o a s i s w a s a n i m p o r t a n t w a y p o i n t
dusty green color with narrow yellow bands at the
frequented by the caravans that brought precious
edge. The plant is immobile like most cacti, but
metals from the mines beneath the Horns of
its leaves are capable of rapid movement. A suc-
Sinmesh to the gem-cutters and artificers of the
cessful DC 15 Spot check allows a creature to
city.
detect the sun-bleached bones of desert-dwelling
The camel-road between the city and the moun-
creatures that surround the plants, and possibly
tains was known as the Glittering Road, for it
be alerted to its dangerous nature.
seemed that there was no end to the amount of
Vampire Cactus (1d3): CR 3; SZ M Plant; HD
precious gems and metals held in the depths of
3d8+6; hp 19; Init +3; Spd 0 ft. (immobile); AC
the mountains, and as the caravans plied the
17 (+3 Dex, +4 natural), touch 13, flat-footed 14;
road, the saddlebags and crates spilled some of
BAB/Grap +2/+3; Atk +4 ranged (1d2+1 plus
their contents on the ground until the very road
blood drain, needle); Full Atk +4 ranged (1d2+1
itself sparkled with the fire of tiny gems and gold-
plus blood drain [x12], needles); SA blood drain
dust.
(1 Con damage per needle); SQ plant, immunity
Formerly referred to simply as the Northern
to electricity, fire vulnerability (+50% damage
Oasis, the oasis fell into disuse when it seemed
from fire); AL N; SV Fort +5, Ref +4, Will +1; Str
that the mines were finally exhausted. The no-
12, Dex 16, Con 14, Int —, Wis 11, Cha 9.
mads who drifted into the area many years later
Skills: Hide +11. *Vampire cacti have a +8
quickly learned to avoid it, for they found the
racial bonus on Hide checks in their natural
waters of the lake to produce disturbing dreams
environment.
and evil visions when men and animals drank of
Tactics: The vampire cactus attacks all warm-
it. Hence they named it the Oasis of Purple
blooded creatures that approach within 5 feet. It
Dreams.
attacks by firing its needles, which attach the
plant to the victim via the thick thread that
LAKE (EL 3+)
unreels itself from within the leaf. This thread
The oasis is dominated by a great lake of bluish-
allows the cactus to drain the blood and bodily
purple water whose surface is strangely calm. The
fluids of living creatures.
lake is ringed by stunted and twisted cacti. The
The plant can fire all 12 of its needles in one
very air seems to hang heavy with an unreal
round, but no more than 4 at a single target.
atmosphere, and the absence of natural animals is
Needles that miss, any pulled out of a victim, or
disturbing.
any needles in a dead victim are reeled in and can
71
Gora McGahey (order #19251)



ANCIENT KINGDOMS: MESOPOTAMIA
be fired again the next round. These threads
have 4 hit points, leaves have 8 hit points, and
both can be severed with slashing weapons,
though they regrow again in a few days if the
main plant is not destroyed. Attacking the
threads or leaves does not harm the plant itself
(i.e., damage dealt to either is not subtract
from the vampire cactus’s hit point total).
PURPLE DREAMS
The player characters might need to rest,
drink and fill their water-skins at the oasis.
But as the desert nomads know all too well,
drinking the lake water can have unguessed
effects upon the mind of the drinker.
Drinking the lake water: Drinking the wa-
ter requires a DC 18 Fortitude save (the DM is
at liberty to apply a situational modifier to the
DC of +1 to +5 depending on the amount of
water a character drinks). Make this saving
throw in secret for the player. If the saving
throw is failed, the character experiences a
strange dream, nightmare or vision the next
time he falls asleep, determined randomly on
the table below.
Dream-combat: If the table indicates a
dream-encounter with a creature that is
likely to attack the player character (or
if the character attacks the creature in
the dream), run the combat as if the
player character has not yet gained
the effects of resting (ie., hit points,
spells memorized, etc. are as they
were before the character went to
sleep). The character is always
alone and without his compan-
ions in his dreams. The dream
ends immediately if break enchant-
ment
(treat effect as cast by an
18th-level caster) or dispel evil is
cast upon the dreamer. Other spells
cast by those outside the dream,
including healing spells, have no
effect upon the dreamer.
If the player character is re-
duced to –10 hit points during
dream-combat, the dream ends
and the character awakens suf-
fering 1d3 points of permanent
Wisdom drain.
If the player character wins
the dream-combat, there is a
50% chance that he awakens
“knowing” a random piece of in-
formation gained from the dream
( r o l l r a n d o m l y o n t h e R u m o r
Table).
72
Gora McGahey (order #19251)




CHAPTER EIGHT: THE OASIS OF PURPLE DREAMS
DREAM TABLE
Roll 1d20 on the following table to determine the nature of the dream. The DM is at liberty
to invent similar dream-encounters, or adjust the descriptions below.
1.
The character is traveling through desert dunes when he is surrounded by an icy mist that
rises from the ground. An ethereal marauder lurks in the mist.
2.
The character drifts endlessly in the black gulfs of space. The following days, the character
will always be freezing, even under the rays of the desert sun. Treat the character as
permanently fatigued for 3d6 days.
3.
The character encounters a black woman of sinister beauty who attempts to rape the
character. Treat the black woman as a night hag.
4.
The character falls into a watery abyss and drifts near a black portal. The character finds
himself able to breathe in water. A set of immense tentacles extend from within the black
portal. The tentacles belong to a kraken.
5.
A blue sla’ad
blue
rests on a throne of black basalt. It wants to know the character’s truename, or
else it attacks.
6.
The character is captured by a race of lizard-men and carried in heavy chains to an
underground lake. Here, they attempt to sacrifice the character to an aboleth which dwells
in the lake.
7.
The character walks through an endless maze whose white walls are carved with black images
of toads. A hezrou demon appears behind the character and chases him to a circular room
with a bottomless pit. The dream ends if the character jumps into the pit.
8.
A chaos beast appears out of a thick purple mist.
9.
The character descends a crumbled stair which has 101 steps. At the bottom of the stairs is
a large cavern with seven pillars of gold. An elder xorn bursts from the cavern floor if any
of the pillars are touched.
10.
A winged goddess appears and grants the character the gift of flight in return for the
sacrifice of a point of Constitution (both the ability to fly and the ability drain last for the
duration of the dream only). If the character agrees, he sprouts wings and soars among the
clouds. Describe one location on the campaign map which was previously unknown to the
player character.
11.
The character is a bystander during a ceremony in which a procession of white-robed priests
ascend the steps of a great ziggurat. The priests escort a black-haired woman, who is naked
except for the rich golden jewelry she wears. When the priests reappear from the temple
shrine atop the ziggurat, the woman is no longer with them, and small crimson stains can be
spotted on the priests’ robes.
12.
The character is present at the ceremony where a handsome, bearded young man is crowned
the kingpriest of a great city-state. Black eunuchs with scarlet loincloths and gold-hilted
falchions flank the throne of the kingpriest.
13.
The character is part of a caravan of refugees coming out of the west. The caravan stops by
a river, and woolen-robed priests sacrifice a white bull to read its entrails. The priests are
horrified when they discover that the bull’s heart has turned to stone.
14.
The character is a priest taking part in a ritual to a tentacled abomination in an underground
temple. The attendant priests all wear silken yellow robes and veils.
15.
The character faces twelve black archways. Regardless of which archway the character
passes through, he appears in a court which is empty except for a purple throne. Coiled
around the purple throne is a spirit naga.
16.
The character faces an adult black dragon. A bronze +3 greatsword appears in the hands of
the character. The sword renders the character immune to the dragon’s breath weapon.
17.
The character is alone in the desert, at the foot of a great mountain, when a winged demon
(a vrock) appears and attacks.
18.
The character is a foot soldier in a great battle, facing a charge of enemy chariots.
19.
The character enters a temple where the priests chant to drive away demons during an
eclipse.
20.
The character approaches an oasis and encounters a group of silver-veiled men. The veiled
ones do not speak, but draw curved daggers and attack the character. If the character tears
away the veil of one of the assailants (with a successful grapple check), he sees the face of
one of his trusted companions, then awakens.
73
Gora McGahey (order #19251)



ANCIENT KINGDOMS: MESOPOTAMIA
INTRODUCTION
men uncovered a strange purple egg of unnatural
size. The madman promptly sacrificed one of his less
Twenty centuries ago, a burning stone fell from the
sane underlings on the spot and was astounded to see
sky to the earth. The stone crashed into the ground,
the egg, stained by the sacrifical blood, begin to
creating a huge crater in the inhospitable desert
hatch. Inside the egg was a tiny purple worm that, fed
lands many days north of Eridu. The blue-bearded
by the sacrifice, quickly began to grow and increase
stargazers of that city observed the path of the fiery
in size.
meteorite and chronicled its passing upon the cunei-
The worm swiftly devoured all of Nim-Artatu's
form tablets known as the Book of the Star-Seed. The
followers, but for some unknown reason, the sorcerer's
woolen-robed astrologers sent several caravans into
life was spared. Nim-Artatu interpreted this as an
the desert to locate the fallen star-stone, but never
omen, and from that day regarded the giant purple
were any of those expeditions heard from again.
worm as a deity and himself as its high priest. Over
The Book of the Star-Seed was forgotten until a
the following years, he attracted a new following of
lowly student of the arcane, Nim-Urtatu, came from
other madmen, criminals and escaped slaves. This
Kish seeking hidden secrets. He discovered the book
wicked cult now scours the desert lands, taking pris-
in one of the libraries of Eridu, but was denied its
oners that are thrown into the worm-god's pit.
study by the grey-robed custodians of that library.
Discontented, Nim-Urtatu attempted to steal the
ADVENTURE HO OKS
clay tablets, but was caught and cast into the dismal
Below are possible ways to use this chapter in a
dungeons beneath the red towers of Eridu. In those
campaign setting. Note that some suggestions can be
dim vaults he was tortured until he lost his sanity, for
combined to create more complex and/or interwo-
such was the punishment for those who sought to
ven situations.
steal wisdom from the stargazers. Reduced to a rant-
• The Cult of the Pit-Worm captures one or more
ing madman, Nim-Artatu was then banished from
of the player characters, attempting to throw
the city and forced to endure the hardships of the
them into the Pit of Yhath.
wilderness.
• The cult has captured an important member of
In his madness, Nim-Artatu was now driven by a
the Saramite nomad clan and intends to sacri-
single thought: To locate the fallen star-stone, whose
fice him or her. The player characters are hired
description he had glimpsed on the forbidden clay
or coerced to save the prisoner by Yahdu-Lim,
tablets. After years of searching in the harsh desert
the chieftain of the Saramites.
lands, during which he became the leader of a small

group of outcasts and criminals, he finally found the
The Brotherhood of Kalab has captured an im-
site of the meteorite’s impact. Clearing away the
portant member of their rivals, the Saramites,
sand in the center of the crater, Nim-Artatu and his
and left evidence that seems to suggest that the
Cult of the Pit-Worm is behind the kidnapping.
74
Gora McGahey (order #19251)




CHAPTER NINE: THE PIT OF YHATH
• The player characters learn that the
Pit-Worm threatens to destroy the oasis
of Ussar. They learn of the cult that
controls the worm and set out to destroy
it, only to discover that the Pit-Worm
can only be stopped by proper sacrifice.
Will the player characters allow inno-
cents to be sacrificed to save the oasis?
THE PIT OF YHATH
The massive crater that was created when
a meteorite struck the desert is called the Pit
of Yhath. The crater is located in a remote
part of the Red Waste, a stony desert area
dominated by flat featureless wastes, stony
flatlands and rock outcrops. Approximately
2800 feet (1 km) across, the floor of the
crater is about 300 feet below the level of the
surrounding desert.
Its steep sides are filled with sharp rocks,
gravel and loose sand. Climbing down into
the crater requires several Climb checks (DC
15) failure results in 2d4 damage for each 5
points by which the save is missed. On the
northeastern side of the crater is a secret,
narrow path employed by the cultists; the
player characters might stumble onto
this path if they search the area (search
DC 20).
The rocky ground beneath the
sacrificial pit in the center of
the crater is honeycombed with
tunnels excavated by the bur-
rowing pit-worm. The cult
members are mostly nomadic
(wisely preferring to stay away
from the worm), but their self-
proclaimed high priest
Nim-Artatu lairs in the deep re-
cesses of this tunnel complex.
1. CRATER FLOOR
The floor of the crater is fairly even
but is filled with red sand, small rocks
and debris blown in from the sur-
rounding desert. Tiny insects and
lizards scurry about on the ground.
Any character spending more
than a few minutes in the crater
can make a Listen check (DC
18) to detect an occasional faint
trembling beneath the sand. The
vibrations are caused by the worm
moving about in its lair many hun-
dred feet below.
75
Gora McGahey (order #19251)



ANCIENT KINGDOMS: MESOPOTAMIA
2. PIT ENTRANCE (EL 5)
Possessions: Potion of cure light wounds, dagger,
masterwork greatsword, studded leather armor, 70
The pit in the center of the crater is quite easy to spot
gp, 30 sp.
(Spot DC 5, –1 penalty per 10 feet of distance). A shaft
Rogue-Cultist of the Pit-Worm, Male and Fe-
30 feet in diameter descends about 60 feet down into the
male Human Rog2 (3): CR 2; SZ M; HD 2d6+5; hp
rocky ground. The cultists make use of this entrance
13; Init +6; Spd 30 ft.; AC 16 (+2 Dex, +3 studded
when they enter and exit the tunnels, looking for food,
leather, +1 shield), touch 12, flat-footed 14; BAB/
water and victims to capture. Wooden pegs have been
Grap +1/+1; Atk +1 melee (1d6, scimitar, 18-20/
driven into the wall of the shaft, forming a crude ladder
x2); SA sneak attack (+1d6); SQ evasion; AL NE;
into the pit.
SV Fort +1, Ref +5, Will +0; Str 11, Dex 14, Con 13,
A number of cultists occupy this chamber. They are of
Int 10, Wis 10, Cha 8.
mixed gender, although predominantly male, and their
Skills: Bluff +4, Hide +7, Listen +5, Move Silently
classes are likewise mixed; some are barbarians while
+7, Spot +5, Sense Motive +5, Tumble +7. Feats:
other are rogues. The cultists are tan and lean from years
Improved Initiative, Toughness.
in the desert sun and dress in simple, earth-colored robes.
Each cultist has a tattoo in the shape of a coiled serpent
Possessions: Potion of hiding, studded leather armor,
on his or her chest.
buckler, scimitar, shortbow (20 arrows), tanglefoot
bag, 90 sp.
Warrior-Cultist of the Pit-Worm, Male and Female
Human Bbn1 (2): CR 1; SZ M; HD 1d12+1; hp 13; Init
Tactics: The cultists employ simple tactics. The
+1; Spd 40 ft.; AC 14 (+1 Dex, +3 studded leather),
barbarians enter a rage and charge, while the rogues
touch 11, flat-footed 13; BAB/Grap +1/+3; Atk +5
attempt to flank and sneak attack opponents.
melee (2d6+3, masterwork greatsword, 19-20/x2); SA
Treasure: These cultists have no treasure except
rage (1/day, 6 rounds); SQ fast movement, illiteracy; AL
for their worn and carried equipment.
NE; SV Fort +3, Ref +1, Will +2; Str 14, Dex 12, Con 13,
Int 9, Wis 11, Cha 8.
3. ALTAR TO THE WORM-GOD
Skills: Climb +6, Listen +4, Survival +4. Feats: Iron
This cavern is dimly illuminated by sunlight that
Will, Weapon Focus (greatsword).
filters in from the shaft described in Area 2. A crude
stone altar stands on the edge of a wide, downward-
76
Gora McGahey (order #19251)




CHAPTER NINE: THE PIT OF YHATH
THE PIT OF YHATH
Difficulty Level: 5 for most of the level, 8 in Nim-Artatu’s lair, and 14 in the worm’s pit.
Entrances: Through the open shaft in the center of the crater.
Exits: N/A.
Wandering Monsters: Use the desert random encounter tables for the surrounding
desert. For crater floor and twisting tunnels, roll a wandering monster check on 1d20 once
per hour:
1–2.
1d4+1 Giant Fire Beetles
3–4.
2d6 Dire Bats (night only)
5.
1 Ankheg
6–9.
1d3+1 Cultists of the Worm, with 50%
chance being led by Sidmu (see Area 6).
10-20.
No encounter
Detections: Strong evil and magic of an unidentifiable sort emanates from the
Purple Egg (see Area 8).
Continuous Effects: None.
Standard Features: The twisting tunnels and pits in this area are the results of the
worm’s burrowings. As such, they are unworked and rough. Remember that moving
across uneven surfaces requires Balance checks (DC 10; DC 15 in sloping tunnels).
Note that this does not apply to the worm, since it slithers across the ground. The
caverns and tunnels are unlit except where noted.
sloping tunnel. The altar-stone is covered with crude
The sorcerer has placed Numdiat, a half-wild tribes-
patterns and figures carved in bas-relief. A set of
man of the Zagros mountains, in charge of guarding
manacles is fastened to the massive stone, on the side
the prisoners. He is assisted by 2 rogue-cultists and
facing the sloping tunnel. The floor around the altar
2 warrior-cultists (see Area 2 for statistics).
is strewn with cracked bones. A few bloodstains here
Numdiat has unkempt brown hair and a short
and there are also visible.
beard. He wears leather armor and sandals.
Victims who are to be sacrificed to the Worm-God
Numdiat, Male Human Bbn6: CR 6; SZ M; HD
are chained to the altar using the manacles. Curiously,
6d12+18; hp 61; Init +1; Spd 40 ft.; AC 15 (+1 Dex,
the littered bones are predominantly hand- and arm-
+4 +1 studded leather), touch 11, flat-footed 14; BAB/
bones (this is due to the fact that the worm usually
Grap +6/+10; Atk +12 melee (1d12+7, +1 greataxe,
snatches a chained victim and swallows it whole, leav-
crit x3); Full Atk +12/+7 melee (1d12+7, +1 greataxe,
ing only hands and lower arms chained to the manacles).
crit x3); SA rage (2/day, 8 rounds); SQ fast move-
Characters who examine the altar-stone get many im-
ment, illiteracy, trap sense (+2), improved uncanny
portant clues; the carved figures depict Nim-Artatu’s story
dodge; AL CN; SV Fort +11, Ref +4, Will +6; Str 18,
(see introduction to this chapter). Among the scenes
Dex 13, Con 16, Int 11, Wis 12, Cha 9.
detailed are a comet or meteorite falling to the earth; a
Skills: Jump +13, Listen +10. Feats: Blind-Fight,
robed man excavating an egg-formed object; and chained
Great Fortitude, Iron Will, Weapon Focus (greataxe).
humans and animals being eaten by a snake-like creature.
Possessions: +1 cloak of resistance, +1 studded leather,
+1 greataxe, potion of blur, potion of cure moderate
4. PRISON PIT (EL 6)
wounds, potion of invisibility, potion of shield, longbow
This natural cave is lit by oil lamps placed around
(20 arrows), short sword, 65 gp, 40 sp.
the central feature of the room; a heavy wooden grate
Tactics: If he has time, Numdiat drinks his potion
placed over a hole in the floor. It is obvious that the
of blur before entering combat. He enjoys bull rushes
hole is some kind of cell or slave pen.
and attacks savagely with his greataxe, entering a
The cell is indeed where victims captured by the
rage. Faced by a serious threat, he attempts to alert
cult are held before Nim-Artatu brings them to the
Nim-Artatu and the other cult members, using his
altar (Area 3) and calls up his foul god to enjoy a new
potion of invisibility to escape a tight spot.
meal.
77
Gora McGahey (order #19251)




ANCIENT KINGDOMS: MESOPOTAMIA
Treasure: Hidden under the reed mats covering
dark blue robe, tattered from years of harsh desert living,
the cavern floor (Search DC 20), Numdiat has hid-
emblazoned with arcane symbols.
den a small box containing a black pearl (worth 200
The sorcerer believes that the worm must be appeased
gp).
by human sacrifice, and therefore scours the desert lands
In the prison pit are several captives; choose or roll
taking prisoners that are thrown into the pit of Yhath.
on the table below to determine what NPCs are
Nim-Artatu actually believes that in so doing, he is doing
present.
everyone a favor. Better that a few pitiful prisoners die a
sacrificial death, than to have the pit-worm rise up and
devour all inhabitants of the desert. Perhaps he is right.
1. Pilgrim (Com1):
A traveler on a religious pil-
Nim-Artatu, Male Human Sor8: CR 8; SZ M; HD
grimage to a great temple or
8d4+24; hp 46; Init +6; Spd 30 ft.; AC 12 (+2 Dex),
ziggurat. Roll 1d6: Nippur (1–
touch 12, flat-footed 10; BAB +4/+4; Atk +4 melee
2), Ur (3–4) or Babylon (5–6).
(1d6, quarterstaff); SA spells; AL CN; SV Fort +7, Ref
2. Merchant (Com2):
Roll 1d6: A camel-driver (1–
+4, Will +6; Str 11, Dex 14, Con 16, Int 11, Wis 6, Cha
2 ) ,
s l a v e r
( 3 – 4 )
o r
20 (base 18, +2 cloak of charisma).
caravan-master (5–6).
3. Nomad (War4):
A member one of the desert
Skills: Concentration +14, Spellcraft +11. Feats: Brew
tribes. Roll 1d6 to determine
Potion, Great Fortitude, Improved Initiative, Iron Will.
clan: Saramite (1–3), Kalabite
Arcane Spells Known (Cast per Day: 6/8/7/6/4; base DC
(4–5) or outcast (6).
15 + spell level): 0—dancing lights, detect magic, detect
4. Soldier (Ftr2):
Roll 1d6: A deserter from the
poison, flare, light, mage hand, prestidigitation, read magic;
army of a city-state (1–2), an
archer (3–4), a charioteer (5)
1st—alarm, expeditious retreat, mage armor, magic missile,
or an officer (6).
shield; 2nd—invisibility, mirror image, see invisibility; 3rd—
5. Priest (Clr3):
A male or female cleric. Roll
summon monster III, hold person; 4th—stoneskin.
1 d 6 t o d e t e r m i n e d e i t y :
Possessions: Scroll of 1 arcane spell (slow, caster level
Tammuz (1–2), Ishtar (3–4) or
5th), staff of swarming insects (23 charges), +2 cloak of
Marduk (5–6).
6. Traveller (Com1): A peasant or city-dweller on a
charisma, potion of cure serious wounds, dagger, spell
journey to another city-state.
component pouch, star ruby (1,000 gp), deep blue spinel
(500 gp), 268 gp.
Tactics: The sorcerer can be assumed to always have
mage armor precast (which gives him AC 18), with
This is a good opportunity to introduce new NPCs
stoneskin being used in an emergency. He attempts to
or even new player characters.
summon creatures to fight for him while he follows up
with spells and uses his enchanted staff to good effect
5. TWISTING TUNNELS
against opponents. Nim-Artatu has cheated death many
times, and attempts to retreat to fight another day if he
These unlit tunnels twist and turn as they descend
realizes that a battle goes the wrong way.
deep into the earth. Make a roll on the Wandering
Treasure: This madman does not care much for ma-
Monsters table when the player characters descend these
terial wealth, but he has managed to collect a few magical
tunnels.
items from the cult’s captives. Two small, locked wooden
chests are fire trapped (1d4+8 points of damage). The first
6. NIM-ARTATU’S LAIR (EL 8)
chest contains a string necklace of small golden pearls
This large natural chamber is lit by two large braziers
and a violet garnet pendant (worth 3,000 gp), and a gold
placed to each side of the room. The walls are hung with
cloak pin (worth 400 gp); the other chest contains a
the skins of various desert animals. Along the far wall are
potion of endurance, a potion of levitate, and an arcane
a number of wooden chests. The spartan furnishings
scroll of hypnotic pattern (caster level 3).
include a low table, a wooden bed, and a high backed
Locked Wooden Chest (small): 1 in. thick; Hardness
chair shaped in imitation of a royal throne.
5; hp 1; Break DC 17; Open Lock DC 20.
This is the personal chamber of Nim-Artatu, self-
Sidmu is Nim-Artatu’s female apprentice and occa-
proclaimed high priest of the pit-worm of Yhath. He is
sional lover, attracted by his apparent power over the
quite insane, but has so far been successful in feeding the
great pit-worm. She is swarthy, dark-haired and wears a
worm with random human sacrifice captured in the
simple sand-colored shawl over her tunic.
desert.
Sidmu, Female Human Sor4: CR 4; SZ M; HD
Nim-Artatu is heavily built, with a shaven pate and
4d4+8; hp 19; Init +5; Spd 30 ft.; AC 11 (+1 Dex), touch
heavy, bushy eyebrows. His long black beard is braided in
11, flat-footed 10; BAB +2/+2; Atk +2 melee (1d8,
the fashion of Mesopotamian priest-kings. He wears a
shortspear); SA spells; AL NE; SV Fort +4, Ref +5, Will
+5; Str 10, Dex 13, Con 14, Int 11, Wis 11, Cha 16.
78
Gora McGahey (order #19251)


CHAPTER NINE: THE PIT OF YHATH
Skills: Concentration +9, Spellcraft +7. Feats: Im-
darkvision (60 ft.), immunity to poison, resistances
proved Initiative, Lightning Reflexes, Spell Focus
(acid, cold, fire, electricity 20), damage reduction
(Conjuration).
(5/magic and good), SR 26; AL NE; SV Fort +18, Ref
Arcane Spells Known (Cast per Day: 6/7/4; base DC 13
+10, Will +4; Str 39, Dex 10, Con 27, Int 5, Wis 8,
+ spell level): 0—dancing lights, detect magic, ghost sound,
Cha 10.
prestidigitation, read magic, resistance; 1st—endure ele-
Skills: Hide +7, Listen +18, Search +16, Swim
ments, magic missile, shield; 2nd—glitterdust.
+41, Survival +18. Feats: Awesome Blow, Cleave,
Possessions: +1 cloak of resistance, arcane scroll of mirror
Improved Bull Rush, Power Attack, Weapon Focus
image (caster level 3), bead of force, potion of cure light
(bite), Weapon Focus (sting).
wounds, shortspear, spell component pouch, 90 gp, 30 sp.
*Unlike most half-fiends, the pit-worm does not
Tactics: Sidmu assists Nim-Artatu during a fight,
have wings.
although her loyalty only goes so far. She might betray or
Tactics: The pit-worm simply attacks the nearest
abandon him if she thinks she might profit from it. She
opponent and attempts to swallow him. The worm
is less interested in serving the worm-“god” than acquir-
uses its burrowing ability to follow fleeing opponents
ing personal power through arcane magic. She enters
or to escape (if it loses more than half of its hit points,
battle protected by shield, saving her bead of force for
the worm burrows down into the ground, using its
emergencies.
tail stinger to ward off opponents).
Treasure: If the pit-worm is somehow defeated,
7. THE WORM-GOD’S LAIR
treasure can be found inside its stomach. This trea-
(EL 15)
sure consists of precious stones originally carried by
victims swallowed whole; other items have been
This large cavern is unlit. Read the following only if
destroyed by digestive acids. The gems include a
the characters have some kind of illumination or ability
violet garnet (worth 800 gp), a fire opal (worth 600
to see in the dark.
gp), and an alexandrite (worth 500 gp).
The tunnel opens up into a huge cavern. The rough
and uneven stone floor is strewn with rocks and debris,
8. THE PURPLE EGG
mixed in places with cracked bones and skulls. An
unwholesome stench of death and decay fills the room.
(EL VARIABLE)
This is without doubt the very lair of the foul worm-being
A weird purple glow illuminates this natural cavern.
that is worshipped as a god by insane cultists here.
The illumination seems to emanate from a small oval
If the worm is present and detects intruders:
object, egg-like in shape, which rests on the ground in
the far corner of the chamber. A strange, alien odor
The earth shakes and bits of stone fall from the cavern
hangs heavily in the air.
ceiling as the immense, glistening worm roars and reveals
Unknown to Nim-Artatu and his cult, the pit-worm is
a terrible maw filled with row upon row of sword-sized
hermaphroditic and has actually produced offspring in
teeth. The sound of its roaring and thrashing is deafening.
the form of a small purple egg, placed here in the deepest
The massive creature has slimy, dark purple scales and a
caverns. The purple egg is 1 foot in diameter and very
wicked black stinger; no earthly worm was ever this
heavy (hardness 10, 60 hp).
hideous to behold.
Hatching the egg: If the egg is showered with fresh
The Pit-Worm of Yhath, Half-Fiend Purple
blood, it hatches and a Small half-fiend purple worm
Worm: CR 15; SZ G Outsider [Native]; HD
appears, growing to normal (Gargantuan) size in 10
16d10+128; hp 216; Init -2; Spd 20 ft., burrow 20 ft.,
rounds, gaining 50 hp each 3 rounds after the second
swim 10 ft.; AC 22 (-4 size, +16 natural), touch 6,
until a total of 216 hp is reached. It then devours
flat-footed 22; BAB/Grap +16/+42; Atk +27 melee
everything in its path, except the creature that initiated
(3d6+14, bite); Full Atk +27 melee (3d6+14, bite)
the hatching process (but note that this creature does not
and +22 melee (2d6+7 plus poison, sting); SA im-
have any form of control over the newly hatched worm).
proved grab, swallow whole, poison (Fort DC 26,
Small half-fiend purple worm: For the purposes of
1d6/2d6 Str), smite good (1/day, +16 damage), spell-
this encounter, the growing worm has AC 14, hp 66, DR
like abilities (3/day darkness, poison, unholy aura, 1/
5/magic and good and immunities as per its parent. It is
day desecrate, unholy blight, contagion, blasphemy,
wracked by growing pains and cannot attack until it
unhallow, horrid wilting); SQ tremorsense (60 ft.),
reaches full (Gargantuan) size.
79
Gora McGahey (order #19251)



ANCIENT KINGDOMS: MESOPOTAMIA
INTRODUCTION
ADVENTURE HOOKS
Below are possible ways to use this chapter in a
Nikhartha was once a priestess of Ishtar in the city of
campaign setting.
Ibnath. One fateful year, as part of the annual New Year’s

celebration, this beautiful young woman was selected
The player characters discover the ziggurat during
from among the priestesses to be ritually married to
exploration of the desert. As they draw near it, they
Arukurshu, who was at the time Grand Hierophant and
are attacked by the harpies who lair atop the temple.
King-Priest of the city-state.
• The player characters are attacked by desert ghouls.
During this religious feast Nikhartha, as an earthly
If the ghouls are defeated, survivors flee into the
representation of the love goddess Ishtar, was to sleep
subterranean tunnels near the Ghoul Queen’s
with the king in the temple atop the city’s ziggurat. The
ziggurat.
king was seen as the mortal incarnation of the resur-
• From the nomads of the Red Waste, the player
rected fertility god Tammuz, and the earthly union of the
characters learn that a powerful magical item,
god and the goddess was to ensure the continued prosper-
the Eye of Ishtar, rests in the onyx ziggurat of
ity of the city and the people of Ibnath.
Nikhartha. The player characters might be
Unknown to all, the kingpriest Arukurshu was in
tempted to seek out and retrieve this amulet.
reality a vampire, who desired the flesh and blood of the
However, the Eye is a focus for the wards that
voluptuous priestess. That night in the ziggurat, he
imprison the Ghoul Queen; removing the
mated with Nikhartha, then turned her into an undead
amulet breaks the wards and frees the vam-
creature craving for blood. But the priests of the city
pire.
discovered them, and in the ensuing confrontation,
• The ancient vampire Arukurshu desires to
Arukurshu was forced to flee. The priests soon discov-
free his former mate and servant Nikhartha,
ered that Nikhartha had been turned into an undead,
and then recapture the throne of Ibnath. To
and decided to entomb her in a crypt beneath a lesser
accomplish this, he might spread rumors about
ziggurat devoted to Marduk and Anu, sealing her forever
the Eye of Ishtar, luring adventurers to the
in her tomb using a sacred relic known as the Eye of Ishtar.
ziggurat.
Thus the unliving priestess was denied death, yet
powerful magical wards held her forever imprisoned in
THE ZIGGURAT
her crypt. Ravenous for the taste of blood, she called out
The onyx ziggurat of Nikhartha is located north-
across the desert lands, and the ghouls of the land came
west of the ruins of Ibnath. It is an old structure,
creeping through dark and secret underground tunnels
built by worshippers of Anu and Marduk in the
to serve her. They hunt the desert for living beings to
years before the Temple of a Thousand Gods was
take back to their Queen, who craves fresh human blood
raised in Ibnath. The desert nomads fear and avoid
most of all. Nikhartha now feasts on the flesh of unfor-
it.
tunate souls in her nighted vaults beneath the ziggurat.
80
Gora McGahey (order #19251)




CHAPTER TEN: THE ZIGGURAT OF THE GHOUL-QUEEN
81
Gora McGahey (order #19251)




ANCIENT KINGDOMS: MESOPOTAMIA
where even the base of the stepped ziggurat is now
half-concealed by sand.
Treasure: By carefully searching the courtyard
THE EYE OF ISHTAR
and succeeding at a Search check (DC 18), a
This green emerald amulet, hung in silver
character can find a brass earring, set with an onyx
chains, is a potent charm against undead. It
(worth 300 gp).
radiates strong necromantic magic. The Eye
of Ishtar
is chaotic and bestows one negative
3. MUD-BRICK HOUSES
level on any lawful creature attempting to
Along the western wall of the great stepped
wear it. The negative level remains as long
ziggurat are four small, single-room mud-brick
as the amulet is worn and disappears when
houses. These were the dwelling-houses of the
the amulet is no longer worn. This negative
lesser priests of Anu and Marduk, but have long
level never results in actual level loss, but it
since been abandoned. Some of the priests fell
cannot be overcome in any way (including
prey to ghouls; inside each of these houses are 1d3
restoration spells) while the amulet is worn.
human skeletons clad in the tattered remains of
The wearer of the Eye of Ishtar can acti-
woolen robes. Yellowed bones are strewn about; a
vate the following spell-like abilities:
closer examination (Spot DC 13) reveals that the
Detect undead (at will)
marrow has been sucked out of these bones.
Invisibility to undead (3/day)
Treasure: A thorough search (Search DC 20)
Negative energy protection (3/day)
through the third house uncovers a clay tablet
Death ward (1/day)
inscribed with cuneiform letters. It is a divine
Greater restoration (1/week)
scroll containing the spells speak with animals,
All abilities function at the 12th level of
dispel magic and neutralize poison (caster level 7).
ability. The Eye of Ishtar is a unique item and
Among the debris on the floor of the fourth
cannot be manufactured.
house are the shattered remains of another clay
tablet (Search DC 20). If the player characters
assemble the broken pieces, they are able to read
(Decipher Script DC 20) an account of Arukurshu
OUTER AREAS
and Nikhartha written by a long-dead priest; it is
the tale of how the kingpriest was discovered to be
The ziggurat rises out of the red sand dunes, its
a vampire and how he turned a beautiful priestess
black cyclopean stones forming a stepped pyramid
into an undead, who was then imprisoned within
almost 150 feet tall. It is surrounded by an outer
the black ziggurat. The DM should extrapolate
brick wall which is eroded and broken in several
this written account from the background history
places.
as he sees fit.
1. OUTER WALL (EL 2)
4. HIDDEN GHOUL TUNNELS
The stepped ziggurat of Nikhartha is enclosed
(EL VARIABLE)
by a red brick wall, 20 feet tall and 3 feet thick. It
has eroded to such an extent that it is quite easy to
Several hidden tunnels (Search DC 30) lead
climb; PCs are required to make a Climb skill
from the desert surrounding the ziggurat into the
check (DC 15) to get over it.
depths of the earth. These tunnels are employed
The main entrance to the courtyard in the outer
by packs of ghouls who make their way into and
wall is located due east. A large monstrous scor-
out of the nighted vaults beneath the ziggurat.
pion lurks near the entrance; it attempts to attack
Every 10 minutes, make a wandering monster check
with surprise and sting a victim, and then flee and
on 1d20. On a roll of 1-10, a pack of 1d6+6 ghouls
wait until its poison takes effect.
appears. They are delighted to find living crea-
Large Monstrous Scorpion: CR 3; AC 16, hp
tures to bring back to their Queen.
32; see the MM for details.
Combat in the tunnels: These tunnels are nar-
row and only Medium-sized and smaller creatures
2. COURTYARD
may move through them. Characters wielding small
weapons or piercing medium-sized weapons attack
Once, this courtyard was a place of beauty, filled
at no penalty, while those who wield large weap-
with rows of date-palm trees and small ponds of
ons, or slashing or bludgeoning medium weapons,
water. Over the ages, sand, rocks and debris from
suffer a -4 penalty to their attack rolls.
the desert has filled the courtyard, to a point
82
Gora McGahey (order #19251)




CHAPTER TEN: THE ZIGGURAT OF THE GHOUL-QUEEN
THE ZIGGURAT OF THE GHOUL-QUEEN
Difficulty Level: 5–7.
Entrances: The ziggurat can be entered through the main entrance and stairway (Area 5)
and through the hidden tunnels (Area 4 and Area 14) used by the ghoul-servants of
Nikhartha.
Exits: N/A.
Wandering Monsters: Once inside the ziggurat, roll a wandering monster check on 1d20
once per 30 minutes or after the party makes any significant noise.
1–5.
3d4 Dire Rats
6–7.
1d3 Ghouls
8–9.
10d6 Normal Bats
10.
Gust of Wind: Torches go out 50% of the
time, lanterns 20% of the time. Papers are
disrupted, communication is difficult and
spell casting requires a Concentration
check (DC 12). The wind lasts 1d4 rounds.
11.
1 Vampire Spawn
12–20:
No encounter
Standard Features: The interior corridor walls of the ziggurat are carved with bas-
reliefs of people and animals. Doors are of bronze (2 in. thick; Hardness 10; hp 60; Break
(DC 28); Open Lock (DC 20)).
Light: Unless otherwise noted, the chambers and corridors of the ziggurat are unlit.
Ghouls (1d6+6): CR 1; AC 14, hp 13; see the MM
Locked Bronze Doors: 2 in. thick; Hardness 10; hp 60;
for details.
Break (DC 28); Open Lock (DC 25).
Tactics: These ghouls attempt to use their paralysis to
Inside the shrine is a chamber guarded by a half-
disable enemies. Victims who are thus paralyzed are
celestial minotaur which is summoned to the chamber in
dragged through the tunnels and into the ziggurat.
a puff of smoke when the doors are breached. The eagle-
winged guardian wields a mighty bronze greatsword and
5. STAIRWAY AND HARPY
wears a magical black crown (see below). Invoking the
names of Marduk, Ishtar and Anu, the minotaur warns
LAIR (EL 8)
intruders not to proceed, unless they wish to unleash a
A broad stairway leads up to the shrine atop the
great evil. The guardian was bound to guard the ziggurat
ziggurat, 150 feet above ground level. A flock of 4
by the Hierophants of Ibnath and cannot leave its cham-
harpies lairs atop the ziggurat, feeding on carrion left by
ber.
the ghouls as well as the occasional unfortunate trav-
Winged Guardian of the Shrine, Half-Celestial
eler.
Minotaur: CR 6; SZ L Monstrous Humanoid; HD 6d8+24;
Harpies (4): CR 4; AC 13, hp 31; see the MM for
hp 51; Init +1; Spd 30 ft., fly 60 ft. (good); AC 16 (-1 size,
details.
+1 Dex, +6 natural), touch 9, flat-footed —; BAB/Grap
Tactics: The harpies use their captivating song abil-
+6/+16; Atk +11 melee (3d6+9, greataxe, crit x3) or +11
ity to lure victims atop the ziggurat, where they gang up
melee (1d8+4, gore); Full Atk +11/+6 melee (3d6+9,
on the unfortunate victim and attack with bone clubs or
greataxe, crit x3) and gore +4 melee (1d8+3); SA power-
claws.
ful charge (4d6+9), smite evil (+6 damage), spell-like
Treasure: One of the harpies carries an amethyst (90
abilities (3/day—protection from evil, 1/day—bless, aid,
gp); another keeps a potion of darkvision in her filthy nest
detect evil, cure serious wounds, neutralize poison); SQ
(Search DC 15).
darkvision (60 ft.), daylight (at will), immunity to disease,
resistances (acid, cold, electricity 10), damage reduction
6. TEMPLE SHRINE (EL 6)
(5/magic), SR 16, natural cunning, scent; AL CG; SV
Fort +8 (+12 against poison), Ref +6, Will +7; Str 23, Dex
The windowless temple shrine atop the ziggurat is 20
12, Con 19, Int 9, Wis 14, Cha 12.
by 20 feet. On the eastern wall of the shrine are two
heavy bronze doors carved with grinning bull heads.
83
Gora McGahey (order #19251)



ANCIENT KINGDOMS: MESOPOTAMIA
Skills: Concentration +13, Intimidate +10, Knowl-
8. TRAPPED CORRIDOR (EL 10)
edge (any one) +8, Listen +15, Search +12, Sense
The white plaster walls of this narrow, 5 feet wide
Motive +11, Spot +15. Feats: Great Fortitude, Power
corridor are crudely painted with scenes of male servants
Attack, Track.
kneeling before an enthroned woman of great beauty. A
Possessions: Bronze greataxe, celestial crown of haste
closer inspection (Spot DC 15) reveals that there are
(allows celestials and half-celestials to use haste 1/day
other, older motifs on the walls behind these paintings
[caster level 8th]).
(the most recent artwork was actually placed there by
Tactics: This guardian does not negotiate or commu-
ghouls serving Nikhartha). A Knowledge (Religion)
nicate except for its initial demand, but attacks anyone
check (DC 12) allows a character to recognize the sacred
who does not comply with its commands. The fact that
symbols of Anu and Marduk among these older motifs.
this guardian creature is good-aligned might cause a
A wicked, concealed pit trap has been placed in the
dilemma for the player characters. The PCs have prob-
corridor, activating if more than 50 pounds of weight
ably been drawn to the ziggurat looking for great treasure
is placed upon the floor. A creature falling into the pit
or powerful magical items (such as the Eye of Ishtar); do
suffers falling damage; furthermore, when the trap is
they back down because they are asked to by a servant of
triggered, a trapdoor in the roof above the pit opens
good?
and drops a solid block of stone down into the pit. This
happens 1d3 rounds after the trap has been activated;
7. ANTECHAMBER
a low, rumbling noise can possibly alert the player
The walls of this circular chamber are carved with
characters to this danger if they make successful Lis-
images of gods; male and female beings dressed in splen-
ten checks (DC 15). A creature within the pit when
did robes and jewelry. Some wield swords and spears
the stone falls must make a DC 30 Fortitude save or
while others grasp silver-tipped
take 20d6 points of damage (half damage if saving
rods. The room smells of exotic
throw is successful).
drugs and incense. The room is
otherwise empty.
84
Gora McGahey (order #19251)


CHAPTER TEN: THE ZIGGURAT OF THE GHOUL-QUEEN
A character within the pit can possibly be alerted
10A. GHOUL LAIR (EL 5)
to this second part of the trap and climb (or
This chamber stinks of carrion and death. It is
otherwise get out of the pit) before it is too late; as
the abode of a pack of ghasts and ghouls. They
noted in the skill description, successful Climb
quickly swarm upon any intruders. Human and
skill checks (DC 20) allows a character to climb at
animal skulls and cracked bones are strewn about
one-half the character’s speed using a full-round
the room.
action. If someone can help with a rope the task of
climbing becomes considerably easier (DC 5).
Ghasts (2): CR 3; AC 17, hp 29 each; see the
MM for details.
Trapdoor Pit (40 ft. deep): CR 10; no attack
roll necessary (4d6 points of damage followed by
Ghouls (1d6+6): CR 1; hp 13; see Area 4.
20d6 damage); Reflex save (DC 20) avoids; Search
Treasure: On the wall hangs a large well-done
(DC 21); Disable Device (DC 20); see additional
wool tapestry depicting a fertile river valley (worth
notes above.
200 gp).
Worse yet, the fallen stone block is tall enough
(a total height of over 70 feet) to seal the corridor,
10B. DEEPER GHOUL TUNNELS
possibly splitting up the party, or sealing them
(EL VARIABLE)
within the ziggurat (other exits can be found by
exploring the ghoul tunnels in Areas 4 and 14).
These tunnels slope downwards into the earth,
The stone block is so massive as to be practically
into ghoul warrens filled with packs of ghouls and
unbreakable (Hardness 8, hp 1,500, Break DC 90).
ghasts and worse. These deep caverns are not
The trap can be reset (lifting the stone block to its
described here, but could be detailed if the DM
initial position) using a lever in Area 12.
wishes to expand this module with additional en-
counters, or to connect the ziggurat with other
9. THE SKULL OF DARKNESS (EL 5)
dungeon complexes.
On the other hand, if the DM wants to discour-
An ivory pedestal stands in the center of this
a g e f u r t h e r e x p l o r a t i o n , h e s h o u l d t h r o w
square chamber. Atop the pedestal rests a human
appropriately-sized packs of ghouls against the
skull set with glittering blue gems in its eyesockets.
PCs. If the player characters delve deeper despite
There is an archway in both the eastern and the
the everpresent ghouls, they encounter one or
western wall, with stairs leading down to the east
more gargantuan pale worms (use purple worm
and stairs going up to the west.
statistics from the MM). Optionally, the tunnels
Treasure: The gems in the skull are deep blue
could simply terminate in dead ends or a bottom-
spinels (worth 700 gp each).
less chasm.
Trap: Touching or disturbing the skull in any
way triggers a number of effects. First, it sets off a
11. GRAND HALL (EL 8)
glyph of warding.
This is a a great marble-columned hall, lit by
Glyph of warding trap: CR 4; electricity blast in
three great golden braziers. The lapis-lazuli floor is
5 ft. radius (5d8); Reflex save (DC 15) for half
inscribed with weird and strange magical sigils.
damage; Search (DC 28); Disable Device (DC 28).
Near the east wall, atop a raised dais 4 feet high,
Secondly, a black cloud (an area of deeper dark-
stands a great bronze idol of a god with a horned
ness) billows out and radiates from the pedestal in
helmet and a longsword in each hand.
a 60 foot radius (caster level 10), covering the
A DC 13 Knowledge (religion) check reveals
entire room. This effect lasts for 10 minutes.
the idol to be an image of Marduk. The statue
Third, a wraith with true seeing appears through
conceals a secret entrance (DC 20 Search) to the
the floor. Under cover of darkness, it begins to
Ghoul-Queen’s prison below; a trapdoor in the
drain its victims of Constitution (note that the
floor opens when the left-hand sword of the statue
true seeing allows the wraith to see through the
is removed. The trapdoor stays open for 3 rounds
magical darkness, but normal darkvision does not).
before it slowly slides back into place, or closes
Wraith: CR 5; AC 15, hp 32; see the MM for
instantly if the sword is placed back into the hand
details.
of the statue. The swords are ancient masterwork
Tactics: The wraith always attempts to target
longswords, quite usable in combat.
the creature that touched or disturbed the skull
While formerly a shrine dedicated to Marduk, the hall
(directly or indirectly). It stays within the magical
is now used as the feasthall of a group of vampire spawn
darkness for as long as possible, gaining additional
sired by Nikhartha. These are comely females dressed in
advantages from total concealment; if its target
simple robes and sandals.
moves out of the chamber, the wraith follows,
moving through walls and floors.
85
Gora McGahey (order #19251)


ANCIENT KINGDOMS: MESOPOTAMIA
Vampire Spawn (4): CR 4; AC 15, hp 29 each;
Con drain), children of the night, create spawn;
see the MM for details.
SQ undead, fast healing (5), damage reduction
Tactics: When encountered, these vampire
(10/silver and magic), turn resistance (+4), resis-
spawn have assumed gaseous form and lurk in the
tances (cold, electricity 10), alternate form,
shadows in the corners of the chamber. They ma-
gaseous form, spider climb, vampire weaknesses;
terialize in front of the entrance and attempt close
AL CE; SV Fort +8, Ref +8, Will +11; Str 20, Dex
the doors, trapping the player characters within.
16, Con —, Int 15, Wis 20, Cha 21.
Then the vampire spawn attempt to charm and
Skills: Hide +11, Listen +13, Move Silently +11,
blood drain their victims. They use their spider
Spot +13. Feats: Alertness, Combat Reflexes,
climb ability to climb on the walls and ceiling to
Dodge, Great Fortitude, Improved Initiative, Light-
gain tactical advantages.
n i n g R e f l e x e s , S c r i b e S c r o l l , S p e l l F o c u s
Treasure: One of the vampire spawn wears a
(Necromancy), Spell Penetration.
silver circlet set with several alexandrites (worth
Divine spells prepared: None (see note below).
500 gp). The golden braziers in the room are worth
Possessions: +1 belt of resistance, potion of mirror
250 gp each.
image, potion of shield, +1 ring of protection, three
doses of dust of illusion, masterwork dagger, Eye of
12. GHOUL-QUEEN’S PRISON (EL 9)
Ishtar, emerald (1,000 gp), pouch containing 404
This rectangular chamber is accessed through
gp.
the secret entrance in Area 11. Upon its marble
Special Notes: Since she turned to evil, Ishtar does
floor stands a black throne, upon which sits the
not grant spells or other cleric class abilities to Nikhartha.
self-proclaimed Ghoul-Queen Nikhartha. Reclin-
Instead of wolves, the Ghoul-Queen can summon jack-
ing in alcoves in the chamber’s walls are several
als using her Children of the Night ability. As a spawn of
clay coffins where her vampire spawn sleep their
the ancient vampire Arukurshu, Nikharta is not bound
unholy sleep. The southern wall of the room is
to a specific coffin. If reduced to 0 hit points or lower,
covered by what must have been a very large
Nikharta assumes gaseous form, but can rest in any coffin
mirror, which is now shattered into a thousand
to regain lost hit points.
pieces.
Development: Although she savors the chance to
The entire area is affected by an unhallow effect
drink human blood, Nikhartha does not attack unless
with an associated invisibility purge spell.
provoked. Her first priority is to gain freedom and return
Nikhartha is held imprisoned in this room by a
to her sire and master Arukurshu. She attempts to fool
binding spell (hedged prison variant) cast by the
the player characters into freeing her by claiming that
Hierophants of Ibnath. They placed the Eye of
she would be cured of her “curse of vampirism” if only the
Ishtar around her neck as a focus for the spell; if the
emerald talisman around her neck is removed. If the PCs
Eye is removed from the vampire’s neck by a good-
actually believe her and remove the necklace, she does
or neutral-aligned creature, the spell is broken.
not attack but looks for the first opportunity to flee from
The creature must remove the amulet of its own
the ziggurat and find Arukurshu (remember that she can
volition, so Nikhartha cannot force a charmed
only travel during the night, because sunlight destroys
mortal to break the spell.
her). Once free, she does not care for the Eye of Ishtar
itself.
The Ghoul-Queen is still as beautiful as the day
she was turned into an undead by Arukurshu; but
Should the party see through her lies, Nikhartha offers
being a vampire she can no longer admire her own
any potential allies “the gift of eternal life”, that is, to
reflection. In a fit of rage, she shattered the large
turn them into vampires (neglecting to mention that
mirror behind her throne many decades ago.
this would make those newly-created vampires her eter-
nal slaves, of course). If lies and trickery fail, she attempts
The vampire’s supple skin is pale, her elongated
to use her charm gaze and blood drain abilities, while any
fingernails are lacquered, her long hair is midnight
ghouls and vampire spawn present guard the exits.
black, and her only garment is a loincloth of filmy
red silk held around her waist by a golden belt. An
A small group of ghouls serve their Queen here;
emerald amulet (the Eye of Ishtar) hangs in silver
they are dressed in black, hooded robes that con-
chains between her breasts.
ceal their faces and cloaks the abhorrent carrion
stench. A flock of stirges cling to the ceiling in
Nikhartha, Female Human Vampire Clr7 of
the darkness overhead, swooping down to attack
Ishtar: CR 9; SZ M Undead; HD 7d12; hp 48; Init
in the event of a battle.
+7; Spd 30 ft.; AC 20 (+3 Dex, +6 natural, +1 ring
of protection
), touch 14, flat-footed 17; BAB +5/
Ghouls (3): CR 1; hp 13; see Area 4.
+10; Atk +10 melee (1d6+7 plus energy drain,
Stirges (8): CR 1/2; AC 16, hp 5; see the MM for
slam); SA domination (Will DC 18), energy drain
details.
(2 negative levels, Fort DC 18), blood drain (1d4
86
Gora McGahey (order #19251)


CHAPTER TEN: THE ZIGGURAT OF THE GHOUL-QUEEN
Treasure: The following items can be found in
the statue, reading divininations in the entrails.
plain sight within this room: A finely wrought
The skulls and bones of several bulls are scattered
silver chain (worth 70 gp), an aquamarine (worth
on the floor around the golden statue.
500 gp), a large well-done wool tapestry depicting
Treasure: The golden bull statue is easily worth
a city dominated by a great ziggurat (worth 300
in excess of 100,000 gp, but transporting it through
gp), an embroidered silk and velvet mantle (worth
the desert would be an adventure in itself. Also,
200 gp), a carved bone statuette of a lion (worth
those who attempt to destroy or remove it are
70 gp), a black pearl (worth 600 gp) and a gem
cursed by Anu (treat as a permanent bestow curse
which appears to be a white pearl (worth 80 gp)
spell that must be removed by miracle or wish or the
but which is actually a periapt of foul rotting.
direct intervention of another god).
13. CHAMBER OF THE
14. GHOUL LAIR (EL 8)
GOLDEN BULL
This filthy lair is occupied by a throng of blood-
The major feature of this room is a huge, golden
drinking and carrion-eating undead. Narrow
statue of a winged bull with a crowned and bearded
tunnels lead from this chamber and into the desert
human head. It was consulted as an oracle by the
above.
priests of Anu in ancient times, when the priests
Vampire Spawn (4): CR 4; hp 26; see Area 11.
offered up sacrifices of rare white bulls in front of
Ghouls (1d6+6): CR 1; hp 13; see Area 4.
87
Gora McGahey (order #19251)



ANCIENT KINGDOMS: MESOPOTAMIA
INTRODUCTION
THE PLAGUE OF SINMESH
The disease which affected the slaves working in the
The city of Ibnath was founded upon the discovery of
deepest pits of the mines was appropriately named the
gold and precious stones beneath the hills of the south-
Plague of Sinmesh. While its ultimate source is un-
western edge of the mighty Zagros mountains. A mine
known, it is not unlikely that the toad-god Tsathogga
was established near a pair of tall mountain peaks called
spread the disease with the intent to claim the gem-rich
the Horns of Sinmesh. Here, thousands of slaves toiled
mines as his own. The effect of the disease is to slowly
and died in the narrow, sulphur-stinking tunnels and
waste the infected creature to a dried-out husk. As the
smoky shafts deep in the sunless halls beneath the Horns,
disease progresses, black and green slime continuously
while camel trains brought gold and gems along the
drips and oozes out of the victim’s orifices.
Glittering Road to Ibnath’s markets and bazaars.
Plague of Sinmesh: Inhaled (DC 18) and contact
Then, after centuries of mining, the rich ores were
(DC 20), incubation 1d6 days, damage 1d3 Con. When
supposedly exhausted, or so the merchants and goldsmiths
damaged, the victim must succeed at another saving
of Ibnath were led to believe. In fact, a strange wasting
throw or 1 point of temporary damage is permanent drain
disease of unknown origin began to affect the slaves.
instead.
Fearing the spread of this disease, against which spells and
prayers proved useless, the Hierophants of Ibnath reluc-
The disease has SR 25 against cure disease, heal spells
tantly ordered their overseers to seal the diseased slaves
and similar magic. The only known antidote is to eat the
within the mine’s shafts and abandon the mines.
powdered green fungi of Nhakh, which blooms in cav-
erns sacred to the toad-god Tsathogga.
Most of the slaves died from the disease, but a small
clan resisted the plague; however, they were hope-
ADVENTURE HOOKS
lessly imprisoned deep in the bowels of the earth. Over
the years, these survivors adapted to the gloomy envi-
The following adventure hooks can be employed by
ronment, subsisting on underground fungi and insects,
the DM when the player characters adventure beneath
but became degenerate, stunted creatures fearful of
the Horns of Sinmesh.
bright light.
• The degenerates of Sinmesh are caught in a power
When the vampire-kingpriest Arukurshu was ban-
struggle between the priests of the toad-god
ished from Ibnath, he retreated to the mines beneath
Tsathogga and the ancient vampire Arukurshu.
the Horns of Sinmesh. He discovered the degenerate
Most of the former slaves have turned to the worship
slaves and thought to enslave them to his own pur-
of Tsathogga under the leadership of Namra-Sagu.
poses. But Arukurshu’s plans were foiled when he
However, there are those who are more or less sane
realized that the degenerates had begun to worship a
and wish to escape to the surface, and these might
loathsome toad-being whose slimy idol they had un-
appeal to the player characters for rescue. However,
earthed in the lightless caverns deep beneath the
how long can they survive under the burning desert
mines.
sun? There is also the risk that these escapees are
88
Gora McGahey (order #19251)





CHAPTER ELEVEN: THE HORNS OF SINMESH
THE MINES OF SINMESH
Difficulty Level: 12.
Entrances: Mine’s main entrance (Area 2).
Exits: Secret exit tunnel in Area 19; lightless tunnels lead into the depths of the earth near the Toad-
God’s lair (Area 17).
Wandering Monsters: Once past the sealed doors at Area 2, roll a wandering monster check
on 1d20 once per 10 minutes.
1.
2d10 Degenerates of
Degenerates
Sinmesh
of
(Bbn2), com-
manded by a 3rd-level cleric of Tsathogga
(see Area 15 for statistics).
2.
2d4+1 Darkmantles.
3.
1d6 Stirges.
4.
1d4+6 Twilight Mushrooms (see the Tome
of Horrors by Necromancer Games).
5.
1 Stegocentipede (see the Tome of
Tome
Horrors
of
by Necromancer Games).
6.
1d2 Wights.
7.
1 Average Xorn.
8.
1 Roper.
9.
A patch of Green Slime
Green
drops from the cave
ceiling.
10.
A patch of Yellow Mold bursts forth with a
cloud of poisonous spores.
11–20:
No encounter.
Standard Features: Most of the mines consist of narrow tunnels with rough walls.
Faint patches of glittering ore veins can be seen in some walls. Along the tunnel floors
are crude wooden cart tracks used to transport metals and precious stones. Scattered
here and there are worn-out wicker baskets and mining tools such as picks, hammers
and chisels.
infected with the Plague of Sinmesh and could bring
1. MUD-BRICK BUILDINGS
the disease with them out of the mines and into the
(EL 2)
desert.
• Arukurshu’s soul object is hidden somewhere within
A mix of large and small mud-brick buildings stand
the mines. His enemies, including the Hierophants
near the mine’s entrance. The largest building is a
and Namra-Sagu, would like to see it destroyed.
caravanserai, where mules and camels were loaded with
• The mine’s inhabitants know of a sealed vault (see gold bars and uncut gems bound for Ibnath along the
Area 20) which contains gold and gems left by the
Glittering Road. A heavy stench of animal sweat and
mine’s overseers. It is trapped with powerful spells,
dung still hangs in the air here, while the skulls and bones
preventing them from relocating the treasure to the
of pack animals litter the hard-trodden ground.
toad-god’s cavern.
South of the caravanserai are the offices of the
• The survivors in the mines are hiding from Inamuat, mine’s overseers and wardens. A successful Search
the ghost of an overseer who was killed during a
check (DC 12) allows a character to find ancient
slave revolt (see Area 5). They are grateful towards
clay tablets featuring inventories of slaves and sup-
anyone who permanently banishes the ghost (per-
plies bound for the mines. If another Search check
haps even revealing the location of the treasure
(DC 15) is successful, the character finds several
vault mentioned above).
clay tablets describing a disease which has begun to
• A band of nomads entered the mine and became affect the slaves working in the deepest shafts of the
infected with the Plague of Sinmesh, and unwittingly
mines, as well as the orders from the Hierophants of
brought the disease out into the desert. The nomads
Ibnath to seal and abandon the mines.
might hire or force the player characters to find a cure
Nearest the mine’s entrance are the barracks used
(see the “Plague of Sinmesh” section above).
to house the soldiers posted to defend the mines
against hostile armies and raiders. The rooms and
89
Gora McGahey (order #19251)



ANCIENT KINGDOMS: MESOPOTAMIA
90
Gora McGahey (order #19251)



THE HORNS OF SINMESH
halls of the barracks include an armory, where
a selection of ancient weapons and armor can
be found. Most are broken or decayed, but a +2
keen battleaxe
can be found among the rubble
(Search DC 20). A large monstrous scorpion
hides near the weapon; it is startled and at-
tempts to sting the nearest opponent.
Large Monstrous Scorpion: CR 2; AC 16,
hp 32; see the MM for details.
2. MINE ENTRANCE
The mine entrance is located directly be-
neath the two mountain peaks known as the
Horns of Sinmesh. A set of colossal brass doors,
each 30 feet tall and 20 feet wide, are set into
the hillside.
Massive Brass Doors: 6 in. thick; Hardness
10; hp 180; Break (DC 30); Open Lock (DC
35).
The doors are carved with images of winged,
bearded, human-headed bulls, as well as three
robed humanoids who wear conical crowns
and carry lightning-tipped rods, against a
background of stars, moons, and planets. A
Knowledge (religion) check (DC 12) is
required to recognize the figures as
mythological images of the gods Anu,
Sin and Marduk. Across the doors,
from right to left, is row upon row of
archaic cuneiform script. A success-
ful Decipher Script check (DC 25)
allows a character to read the text,
which appears to be an invocation
to the moon-god Sin:
“Monthly, without cease, form designs
with a crown.
At the month's very start, rising over
the land,
You shall have luminous horns to
signify six days,
On the seventh day reaching a half-
crown.
At full moon stand in opposition in
mid-month.
When the sun overtakes you at the
base of heaven,
Diminish your crown and retrogress in
light.
At the time of disappearance approach
the course of the sun,
And on the thirtieth you shall again
stand in opposition to the sun.
I have appointed a mark, follow the
path of justice,
. . . approach and give judgement.”
91
Gora McGahey (order #19251)


ANCIENT KINGDOMS: MESOPOTAMIA
The last sentence is a clue regarding the opening
5. SITE OF FAILED REBELLION
of the great brass doors. The carving of the middle
(EL 10)
figure (Sin) points his lightning-tipped rod to-
wards a particular image of a full moon. In lieu of
Over the centuries, several attempts at slave
keys or violent force, a mark of justice spell can be
rebellions were put down by the overseers and
cast upon this area of the door. This causes the
soldiers stationed in the mines. During one par-
doors to swing open and remain open for 1 hour or
ticular rebellion, though it was brutally put down
until closed. Note that the doors must be opened
by swords and spells in the end, the slaves were
using the same procedure from the inside. The
successful in killing a hated overseer named
backsides of the doors are similarly decorated with
Inamuat and several of his lieutenants. The horde
images of gods, stars and moons.
of blood-mad slaves, bent on freedom, hacked the
corpses of Inamuat and his lieutenants to pieces
3. ENTRANCE TUNNEL (EL 12)
with hammers, picks and captured weapons. This
prevented the lesser Hierophants from using raise
Beyond the great brass doors, a wide tunnel
dead spells to revive the bodies, and Inamuat was
winds its way into the mines. Not willing to trust
not deemed important enough to bother the high-
the defense of the mines entirely to their human
est-ranking priests of Ibnath with his resurrection.
servants, the Hierophants created a pair of clay
Thus spurned by his masters, Inamuat’s restless
golems to guard the mines. Certain magical cunei-
soul rose as an undead, seeking revenge on both
form seals were inscribed into the bodies of these
the slaves who had killed him as well as his former
golems as part of their creation. These seals grant
masters.
the golems spell-like abilities which can each be
Inamuat appears as a spectral image of his former
activated once per day as a standard action by
self; a powerful, heavily muscled human male with
touching the appropriate seal. While the golems
black, short-cropped beard and his hair in a single
lack the intelligence to make strategic use of these
black braid running down his neck. He wears (spec-
abilities, they rely on programming to use the
tral) jewelry and a silver-embroidered blue kilt,
abilities under the right circumstances.
indicating his position and status as an overseer.
The first golem has the following spell-like abili-
Inamuat, male human ghost Ftr8: CR 10; SZ M
ties: invisibility purge, harm, flame strike. The second
Undead; HD 8d12+3; hp 52; Init +7; Spd Fly 30 ft.
golem has the following spell-like abilities: holy
(perfect); AC 17 (+3 Dex, +4 deflection), touch
word, insect plague, silence. These abilities are as
17, flat-footed 14; BAB +8/—; Atk +13 melee
the spells cast by an 11th-level cleric (save DC 13
(1d8+6, light flail) (against ethereal opponents
+ spell level).
only); Full Atk +13/+8 melee (1d8+6, light flail)
Clay Golems (2): CR 10; AC 22, hp 60 each; see
(against ethereal opponents only); SA manifesta-
the MM for details.
tion, corrupting gaze (30 ft., Fort DC 18, 2d10
Tactics: The golems attack anyone not speaking the
points of damage and 1d4 points of Cha drain),
pass phrase “zi dingir kia kanpa!” (literally, “spirit god of
malevolence (Will DC 19); SQ undead traits,
the earth, remember!”). This phrase was known to the
incorporeal, turn resistance (+4), rejuvenation;
overseers of the mine as well as the Hierophants. The
AL LE; SV Fort +6, Ref +7, Will +4; Str 19, Dex
ghost of Inamuat (see Area 5) knows the pass phrase and
16, Con —, Int 13, Wis 14, Cha 18.
might use it to bargain with the player characters, assum-
Skills: Climb +15, Handle Animal +15, Jump
ing the party didn’t destroy the golems on their way into
+15, Ride +14. Feats: Blind-Fight, Dodge, Im-
the mines.
proved Critical (light flail), Improved Initiative,
Lightning Reflexes, Quick Draw, Toughness,
4. SLAVE PENS
Weapon Focus (light flail), Weapon Specializa-
Hundreds of small cells honeycomb this area of the
tion (light flail).
mines, where the slaves and laborers were kept between
Possessions: Ethereal light flail.
their gruelling work shifts in the mine’s tunnels. Most of
Tactics: Inamuat seeks to revenge himself upon the
the cells are now empty, the remainder filled with a
slaves (the original rebels are long since dead, of course,
scattering of bones, skulls and bloodstains among bits of
but he is quite happy to slay their descendants) as well as
rusted chains and rotted ropes.
the Hierophants. He might negotiate with the player
Contagious Area: The entire slave pen area is
characters if he thinks they can help him achieve either
contagious; refer to the “Plague of Sinmesh” sec-
of his goals. He cannot be laid to rest permanently (see
tion above for details. All creatures who venture
the description of the ghost’s rejuvenation ability) until
into this area risk infection; worse, all saving
the former slaves are all dead, or he has been resurrected.
throws against the disease are at an additional 2
penalty here.
92
Gora McGahey (order #19251)




THE HORNS OF SINMESH
Treasure: The spartan furnishings of Inamuat’s
8. GREAT FURNACE (EL 11+)
chambers were wrecked during the rebellion, yet
While gems and precious stones extracted from
the player characters can find a blue quartz shaped
the mines were usually taken to Ibnath for cutting,
like a four-pointed star beneath the rubble (Search
raw ore from gold and other metals were smelted
DC 20). The gem is actually a key that allows entry
into bars using this great furnace. The chamber is
to the Great Furnace (see Area 8).
protected by great brass doors, carved with designs
6. PIERCER TUNNELS (EL 1+)
of four-pointed stars. They can be opened by press-
ing the gem-key found in Area 5 into the central
These tunnels are dotted with abandoned wicker
four-pointed star.
baskets used by the slaves to carry ore, as well as
Great Brass Doors: 2 in. thick; Hardness 10; hp
various tools and mining equipment. For each
60; Break (DC 28); Open Lock (DC 30).
tunnel the player characters pass through, there is
The room is hexagonal, dominated by a large
a 50% chance that a small cluster of 1d4+6 piercers
circular pit 30 feet deep. In the center of the pit
(see the Tome of Horrors from Necromancer
stands an archway whose apex is carved with a red
Games) is present in the tunnel ceiling, appearing
disc with a four-pointed star and rays. The arch-
as small stalactites. They attempt to drop down
way is a permanent gate to the elemental plane of
and impale unsuspecting victims.
fire, used to summon and enslave fire elementals
to fuel the forge.
7. STORAGE AREAS
A number of undying salamanders and other
These unlit chambers were once used as storage
fire-creatures were bound to this chamber by the
areas for equipment and foodstuffs. A successful
spells of the Hierophant Kalduk, high priest of
Search check (DC 12) allows a character to find
Utu, the god of sun and fire. The salamanders thus
clay tablets with cuneiform script that form inven-
enslaved were prized by the Hierophants for their
tories of the equipment once stored here.
ability to work metal in the furnace itself, but the
Player characters might use this area to resup-
creatures resent their age-long imprisonment. They
ply. There is a 50% chance that a character finds
are only too happy to vent their rage on intruders,
a minor piece of usable equipment by making a
although they do not attack anyone bearing the
Search check (DC 15, or DC 20 if looking for a
star-shaped blue quartz key from Area 5.
specific piece of equipment). Unless the player
Average Salamanders (6): CR 6; AC 18, hp 58;
character announces that he is looking for some-
see the MM for details.
thing specific, the equipment found should be
Tactics: The salamanders are bound to the pit
rolled randomly on the equipment table in the
and cannot leave the furnace chamber (not even
PHB. In any case, its value should not exceed 20
through the gate). If attacked, they use the arch-
gp.
way to summon several thoqquas from the
PIERCER (CR 1/4 HAZARD)
Piercers resemble 1foot long stalactites and are found underground in caves and caverns
hanging from the ceiling waiting for living creatures to pass underneath. Those viewing a piercer
must make a Spot check (DC 20) to discern its true nature; else it is overlooked and mistaken for
a normal stalactite. Piercers gather in clusters of up to 20 creatures.
When a living creature stands in a square directly below a piercer, it drops and attempts to impale
the unsuspecting foe. The creature can make a Reflex save (DC 15) to avoid the piercer’s attack.
If the save fails, the target sustains 1d6 points of piercing damage. If the save succeeds, the piercer
misses its target and may not attack again until it climbs back into position. (Piercers move 5 feet
per round). A piercer on the ground is easily dispatched, though touching or attacking it unarmed
or with natural weapons causes it to secrete an acid that deals 1d4 points of acid damage to the
opponent each time one of its attacks hits.
Piercers can grow to a length of 6 feet. Those of 2 to 4 feet in length are CR 1 and deal 2d6 points of damage
if they hit a foe. Their acid deals 1d6 points of acid damage. Those of 5 to 6 feet in length are CR 2 and deal
3d6 points of damage if they hit. Their acid deals 1d6 points of acid damage. The DC to avoid a piercer’s attack
is 15, regardless of its size.
93
Gora McGahey (order #19251)


ANCIENT KINGDOMS: MESOPOTAMIA
elemental plane of fire to assist them in melee (see
Giant Monstrous Frogs (5): CR 2; SZ M Ani-
below). If the opportunity presents itself, they
mal; HD 2d8+6; hp 15; Init +0; Spd 20 ft.; AC 13
attempt to charge, bull rush and hurl intruders
(+3 natural),, touch 10, flat-footed 13; BAB/Grap
through the gate.
+1/+4; Atk +1 ranged (grapple, tongue) or +4
Thoqquas (variable): CR 2; AC 18, hp 16 each;
melee (1d8+3, bite); Full Atk +1 ranged (grapple,
see the MM for details.
tongue) and bite –4 melee (1d8+3, bite); or +4
Tactics: The thoqquas use their burrowing abil-
melee (1d8+3, bite); SA improved grab, leap, rake
ity to appear behind and flank opponents.
1d6+1, swallow whole; SQ low-light vision, scent;
The gate: The archway in the center of the pit is a
AL N; SV Fort +6, Ref +3, Will 1; Str 16, Dex 11,
permanent gate to the elemental plane of fire. The gate
Con 16, Int 2, Wis 9, Cha 6.
can be used in several ways. First, by touching the gate
Skills: Hide +7, Jump +7, Spot +1. Feats: —.
and uttering the command phrase “namgizzia-utugizzia-
Contagious Area: This area is contagious and
iaatuurukurhum”, 2d4 thoqquas are summoned and serve
any character inhaling air in this cavern is at risk
the summoner for up to 18 rounds (a single creature can
of becoming infected with the Plague of Sinmesh.
employ the summoning up to three times per day). The
Any character bitten or struck by the frogs in the
salamanders know this command phrase and use it as
lake must make an additional save against the
described in their tactics, above. At the DM’s option,
plague.
other command phrases may exist to summon and/or
bargain with other fire creatures, as per the description of
11. CAVE-IN
the gate spell in the PHB. Secondly, the gate can act as
Several large boulders block this passage. There
a one-way transport to the elemental plane of fire.
is obviously something behind the cave-in, for
Anyone simply stepping through the archway is in-
half-rotten, blackened wooden beams can be seen
stantly transported to the plane of fire, appearing on a
protruding from the boulders, and shattered bones
fiery plain crawling with thoqquas.
of skeletons are strewn on the ground.
Treasure: Near the archway are piles of gold bars
There are 2d6 large boulders that each require a
stamped with the seals of Ibnath. This is a remnant of the
successful Strength check (DC 25) to remove. Up
treasure the Hierophants had to abandon when they
to three Medium-sized creatures can assist the
ordered the mines to be sealed due to the plague. The
character trying to lift the boulders; by making a
gold bars have a total value of 40,000 gp.
successful Strength check (DC 10, and not al-
lowed to take 10) they each add +2 to the main
9. CENTRAL MINE SHAFT
character’s check. The massive boulders can also
A great shaft descends into the depths of the
be broken to pieces (hardness 8; 540 hit points;
earth. Bolted into the cavern ceiling is a sturdy
Break DC 50) or disintegrated.
winch-and-pulley arrangement attached to two
Beyond the cave-in is a medium-sized cavern. It
heavy wooden platforms. These platforms func-
is filled with the skeletons of those unfortunate
tion as elevator-like mechanisms for descending
enough to have been trapped within the cavern.
into the mines’ various levels.
However, lethal microscopic fungi has been trapped
Up to twelve medium-sized creatures fit on a
within this pocket of air sealed off from the rest of
single platform. Those standing on the platform
the mines. Treat this as an inhaled poison. Char-
can use the attached ropes to lower or raise the
acters who have covered their mouths with a damp
platform. Operating the platform requires a suc-
cloth gain +4 to their saving throws.
cessful Strength check (DC 20), although several
Microscopic Fungi: Inhaled (DC 18), initial
creatures can assist the effort. The ropes can be
damage 1 permanent point of Con drain, second-
fastened to the platform to lock the platform’s
ary damage 3d6 Con.
position in the shaft.
Treasure: One of the skeletons inside the cavern
(Search DC 20) wears a silver ring of water walking. A
10. UNDERGROUND LAKE (EL 6)
bronze necklace in the shape of a manticore, set with a
A large underground lake fills this huge natural
black opal (worth 1,000 gp), dangles around the neck of
cavern. It once served as the main water source for
another skeleton (Search DC 15).
the mine’s workers, guards and overseers. How-
ever, since the mine was abandoned, it has become
12. CHASM AND ROPE BRIDGE
corrupted and several giant monstrous frogs (see
(EL 5)
the Tome of Horrors by Necromancer Games and
A decrepit-looking rope bridge spans a great
the Appendix of this book) now lurk in its murky
natural rift in the ground here. Characters who
depths. They leap out to attack anyone who at-
look down into the chasm see something that
tempt to circle the lake or drink from its waters.
94
Gora McGahey (order #19251)


THE HORNS OF SINMESH
glitters in the darkness deep down below (Spot DC
Violet fungi (1d4+2): CR 3; AC 13, hp 15 each; see
16). If a torch is flung down the chasm, or someone
the MM for details.
climbs down (Climb DC 25, or DC 5 using a rope),
Tactics: The shriekers and the violet fungi work
the rift is found to be approximately 90 feet deep.
together; the shriekers alert the violet fungi (and possi-
The cavern floor below is filled with shattered
bly the degenerates) of the party’s presence.
skeletons dripping with slime (it is this slime that
Contagious Area: This area is contagious and any
reflects light and glitters).
character inhaling air in these tunnels is at risk of
This chasm was once used to “deposit” dead
becoming infected with the Plague of Sinmesh.
slaves from the mines above. It is still used by the
descendants of the slaves who throw garbage and
15. CAVERN OF THE
offal into the pit below. A huge ankheg lurks here.
DEGENERATES
It feeds off carrion and has grown to immense size.
Huge Ankheg: CR 5; SZ H Magical Beast; HD
(EL VARIABLE)
9d10+45; hp 94; Init 1; Spd 30 ft., burrow 20 ft.; AC 19
Dimly illuminated by green glowing fungi, this
(2 size, 1 Dex, +12 natural), touch 7, flat-footed 19;
huge cavern is the home of the degenerate descen-
BAB/Grap +9/+26; Atk +16 melee (2d6+13 plus 1d4
dants of the ancient mine’s slave laborers. Their
acid, bite); SA improved grab, spit acid; SQ darkvision
current leader, Namra-Sagu, lairs in Area 16.
(60 ft.), low-light vision, tremorsense (60 ft.); AL N; SV
The degenerates of Sinmesh are ragged, stunted
Fort +11, Ref +5, Will +6; Str 29, Dex 8, Con 21, Int 1,
creatures that have adapted to the underground
Wis 13, Cha 6.
environment after centuries in unlit caverns. They
Skills: Climb +14, Listen +6, Spot +3. Feats:
skulk about in the mine’s abandoned tunnels, feed-
Alertness, Iron Will, Power Attack, Toughness.
ing upon fungi and insects, searching for sparkling
Ambush: If the degenerate mine dwellers (see Area
stones and metals to bring to the altar of their
15) know the PCs are within the mines, they attempt to
abominable toad-god.
stage an ambush here, attacking when most of the the
There are currently about 50 male warriors among
party is on the rope bridge. If they perceive the party to
the degenerates, who number about 200 total,
be very powerful, they cut the ropes so that anyone on the
including females, children, and the “old” (these
bridge plummets to the ground, suffering 9d6 points of
wretched cave-dwellers have alarmingly short life
damage (a successful Reflex save in this case means the
spans, seldom becoming much older than 30 years).
character has managed to hold onto the bridge, but
Namra-Sagu has initiated a handful of cronies into
crashes into the rift wall). See Area 15 for the warrior
the priesthood of Tsathogga; these act as his lieu-
statistics.
tenants and often lead parties of warriors on various
missions in the mine tunnels.
13. DEEP TUNNELS
Degenerates of Sinmesh, male human Bbn2
These dark, natural tunnels descend from the worked
(50): CR 2; SZ M; HD 2d12+9; hp 22; Init +1; Spd
mine tunnels. After several hundred feet of twisting and
30 ft; AC 14 (+3 hide, +1 Dex), touch 11, flat-
winding through the earth, they lead down to the fungi
footed 13; BAB +2/+4; Atk +4 melee (1d6+2,
garden (Area 14) and the caverns of the degenerates
heavy pick, crit x4) or +3 ranged (1d4+2, sling,
(Area 15).
range 50 ft.); SA rage (1/day, 8 rounds); SQ fast
About 140 feet down the western tunnel is a dead end
movement, illiteracy, uncanny dodge, light sensi-
with several large holes in the tunnel ceiling. This was
tivity (1 on attack rolls in bright sunlight or
the old haunt of the ankheg (see Area 12) before the
within a daylight spell), low-light vision, resis-
degenerates drove it away.
tance to disease (+4 to Fort saves against disease),
stonecunning (as dwarves); AL N; SV Fort +6
14. FUNGI GARDEN (EL 6+)
(+10 against disease), Ref +1, Will +0; Str 15, Dex
12, Con 16, Int 10, Wis 11, Cha 8.
This is a large natural cavern filled with all kinds of
Skills: Climb +7, Jump +7, Listen +5, Spot +2,
fungi cultivated by the degenerates, including shriekers,
Survival +5. Feats: Blind-Fight, Toughness.
violet fungi and the notorious green fungi of Nhakh.
There is a 50% chance that 3d6 degenerate warriors
Possessions: Heavy pick, sling, 20 sling bullets,
(see Area 15 for statistics) are here when the PCs enter.
hide armor, tattered clothes.
The inhabitants of the mines know how to avoid the
Degenerate priests of Sinmesh, Male Human
dangerous fungi here. The player characters must make
Clr3 of Tsathogga (4): CR 3; SZ M; HD 3d8+12;
a successful Survival check (DC 15) to detect and avoid
hp 25; Init +1; Spd 30 ft.; AC 11 (+1 Dex), touch
the dangerous fungi in this cavern.
11, flat-footed 10; BAB +2/+4; Atk +4 melee
Shriekers (1d6): CR 1; AC 8, hp 11 each; see the MM
(1d4+2, dagger, 1920/x2) or +4 melee (1d6+2,
for details.
club) or +3 ranged (1d4+2, dagger, 1920/x2, range
95
Gora McGahey (order #19251)


ANCIENT KINGDOMS: MESOPOTAMIA
10 ft.) or +3 ranged (1d6, club, range 10 ft.); SA
Namra-Sagu, Male Human Bbn3/Clr5 of
rebuke undead (3/day), spells; SQ light sensitivity
Tsathogga: CR 8; SZ M; HD 3d12+3 plus 5d8+5;
(1 on attack rolls in bright sunlight or within a
hp 50; Init +1; Spd 40 ft.; AC 17 (+2 chain shirt, +1
daylight spell), low-light vision, resistance to dis-
Dex), +11, flat-footed 16; BAB +8/+11; Atk +12
e a s e ( + 4 t o F o r t s a v e s a g a i n s t d i s e a s e ) ,
melee (1d6+4, +1 chaotic scimitar, 1820/x2); Full
stonecunning (as dwarves); AL CE; SV Fort +6,
Atk +12/+7 melee (1d6+4, +1 chaotic scimitar, 18
Ref +2, Will +7; Str 15, Dex 12, Con 16, Int 12,
20/x2); SA rage (1/day, 6 rounds), rebuke undead
Wis 14, Cha 10.
(6/day), spells; SQ fast movement, uncanny dodge,
Skills: Concentration +9, Heal +9, Knowledge
light sensitivity (1 on attack rolls in bright sun-
(religion) +7, Spellcraft +7. Feats: Extend Spell,
light or within a daylight spell), low-light vision,
Iron Will, Toughness.
resistance to disease (+4 to Fort saves against
Unholy Spells Prepared (4/3/2; base DC 12 + spell
disease), stonecunning (as dwarves); AL CE; SV
level): 0—cure minor wounds, detect magic, guid-
Fort +8, Ref +5, Will +7; Str 16, Dex 13, Con 12,
ance, resistance; 1st—cause fear, command, endure
Int 11, Wis 14, Cha 16.
elements; 2nd—darkness, hold person.
Skills: Climb +9, Concentration +9, Intimidate
Domain Spells (Destruction, Water): 1st—inflict
+9, Jump +9, Knowledge (any one) +6, Knowledge
light wounds; 2nd—fog cloud.
(religion) +4, Listen +8, Spellcraft +3. Feats:
Possessions: Dagger, club, tattered clothes, un-
Dodge, Combat Casting, Lightning Reflexes, Power
holy symbol of Tsathogga.
Attack.
Contagious Area: This area is contagious and
Unholy Spells Prepared (5/4/3/1; base DC 12 +
any character inhaling air in these tunnels is at
spell level): 0—cure minor wounds (x2), detect
risk of becoming infected with the Plague of
magic, guidance, resistance; 1st—cause fear, com-
Sinmesh.
mand, doom, sanctuary; 2nd—bull’s strength, hold
person
(x2); 3rd—protection from energy.
Development: There is a handful of people
among these degenerates that have resisted the
Domain Spells (Destruction, Evil): 1st—protec-
effects of inbreeding better than the others, and
tion from good; 2nd—desecrate; 3rd—contagion.
who still wish to escape to the surface world.
Possessions: +1 chaotic scimitar, +2 chain shirt,
Among them is a young woman named Nashantim
tattered clothes, unholy symbol of Tsathogga.
(human female Rog3, hp 18), who, if she has the
Tactics: Namra-Sagu casts bull’s strength and protec-
chance, begs the player characters to take her out
tion from elements (energy) before entering melee.
of the mines. Although she does not realize it
Treasure: A small, locked chest (hardness 5; 15 hp;
herself, she is infected with the Plague of Sinmesh
Break DC 23; Namra-Sagu carries the key) contains one
and must eat the powdered green fungi of Nhakh
pinch of dust of appearance, a wand of summon monster I
to survive.
with 24 charges remaining, a divine scroll of delay poison,
The other degenerates are subservient to Namra-
death knell and silence (caster level 5), a star rose quartz
Sagu, although they would become irresolute and
(worth 30 gp), a golden pearl (worth 90 gp), and 261 gp
might even abolish their worship of Tsathogga if
in various coins.
their leader was somehow slain or driven away.
17. CAVERN OF THE TOAD-GOD
16. NAMRA-SAGU’S CHAMBERS
(EL 7+)
(EL 8)
This large natural cavern, dimly lit in shades
These are the chambers of Namra-Sagu, the
of sickly green by phosphorescent fungi, is domi-
self-proclaimed leader and high priest of the clan
nated by an obscene statue of a squat, bloated
of degenerates. The toad-god he worships has
creature with lidless eyes, elongated limbs and
granted him an extended lifespan, for he has out-
the tip of an abhorrent, far-reaching tongue. A
lived his peers by several generations. He was
Knowledge (religion) check (DC 12) allows a
formerly a highwayman and murderer, caught by
character to recognize this as an image of the
the temple guards of Ibnath and sentenced to a
toad-god Tsathogga.
lifetime of gruelling work in the mines.
The imprisoned slaves came upon this unholy
Namra-Sagu is a large and rather obese man,
idol as they attempted to dig their way to free-
easily dominating the smaller men of the clan. He
dom. All but decimated from the disease, they
has several scars across his face, arms, and chest;
were at first fearful of the toad-idol, but then
some are gained in battle, others caused by self-
their self-proclaimed leader Namra-Sagu stepped
mutilation.
forward and prostrated himself before the sinis-
ter, bloated statue. Namra-Sagu claimed to have
96
Gora McGahey (order #19251)


THE HORNS OF SINMESH
received a telepathic message from the entity,
Glyph of Warding: CR 3; no attack roll neces-
instructing the slaves to eat of the fungi in the
sary (3d8 points of acid damage); Reflex save
cavern. Following this advice, the slaves were
(DC 15) for half damage; Search (DC 28); Dis-
astounded to discover that this diet indeed pro-
able Device (DC 28).
vided an antidote to the wasting disease.
Unfortunately for the player characters, the
Henceforth, the former slaves of the mines
toad-god is not wont to give up its treasure to
worshipped the toad-god. Under the command
strangers. 1d100 hours after the gems leave this
of Namra-Sagu, they collected the gold and gems
cavern, each stolen gem suddenly turns into a
of the mines and hid it in the statue-cavern,
monstrous frog, with size and type dependent
taking in return some of the green and violet
on the gem’s value: either a poisonous frog (up
fungi from the cavern and began to cultivate it
to 10 gp), a killer frog (11–50 gp), a giant frog
in their own fungi-gardens (see Area 14).
(51100 gp), a giant dire frog (101500 gp), or
A veritable garden of green and violet fungi
an abyssal dire frog (501+ gp). This could be-
grows all over the cavern and around the vile
come rather messy (not to mention quite lethal)
statue, except directly in front of it, where stands
for greedy characters. See the Tome of Horrors
a great bronze bowl, several feet in diameter, on
by Necromancer Games for all monstrous frog
a three-legged pedestal whose legs end in what
statistics. If a frog is slain, it dissolves into a
appears to be amphibious, webbed feet. The bowl
patch of festering purple slime and the gem that
appears to be filled with a black, inky liquid.
spawned it is lost. The gems do not radiate
The bowl (and the statue) radiates overwhelm-
magic, but a remove curse cast upon a gem by a
i n g ( d e i t y - l e v e l ) e v i l a n d m a g i c o f a n
caster of at least 12th level prevents it from
indeterminate type. If the statue of Tsathogga,
turning into a monstrous frog.
the toad-god’s treasure (see below) or the bowl
Giant Monstrous Frogs (5): CR 2; SZ M
itself is disturbed or defiled in any way, the inky
Animal; HD 2d8+6; hp 15; Init +0; Spd 20 ft.;
liquid, which is actually a black pudding, seeps
AC 13 (+3 natural),, touch 10, flat-footed 13;
out of the bowl and attacks. Note that the bowl
BAB/Grap +1/+4; Atk +1 ranged (grapple,
is immune to the pudding’s acid, and quite resis-
tongue) or +4 melee (1d8+3, bite); Full Atk +1
tant to other attacks (hardness 10, hp 90, Break
ranged (grapple, tongue) and bite 4 melee
DC 30, DR 20/magic and good, SR 25). The bowl
(1d8+3, bite); or +4 melee (1d8+3, bite); SA
spawns two new puddings within 1d4 rounds for
improved grab, leap, rake 1d6+1, swallow whole;
each pudding that is killed, which could turn
SQ low-light vision, scent; AL N; SV Fort +6,
this into a nasty encounter unless the bowl itself
Ref +3, Will 1; Str 16, Dex 11, Con 16, Int 2,
is destroyed. The latter of course angers the
Wis 9, Cha 6.
toad-god, making it 50% likely that a future
Skills: Hide +7, Jump +7, Spot +1. Feats: —.
random encounter is with a gray sla’ad (see the
MM) instead.
18. ARUKURSHU’S LAIR (EL 17+)
Black Pudding: CR 7; AC 3, hp 115; see the
A ravenous horde of female vampire spawn
MM for details.
guards the entry to this chamber. They attack
Tactics: Black puddings spawned from the
anyone they do not recognize on sight.
bowl attempt to engulf (that is, grab and con-
Vampire Spawn (6): CR 4; AC 15, hp 26
strict) and kill any defilers of Tsathogga’s shrine.
each; see the MM for details.
They even follow opponents out of this cavern.
This cave, accessible only through secret tun-
Treasure: The former slaves have deposited a
nels, has been Arukurshu’s lair for some time. In
fantastic amount of treasure here, hidden in a
the battle that ensued after the Hierophants
concealed pit (Search DC 30) between the front
discovered that he was a vampire, Arukurshu
legs of the toad-god’s statue. This hidden cache
suffered grievous wounds and was forced to flee.
is protected by a glyph of warding spell cast by
He drifted across the desert at night, seeking
Namra-Sagu (see below), and contains hundreds
refuge from the deadly rays of the sun under the
if not thousands of gems; almost every gem-type
red sand dunes by day. He became almost an
imaginable is represented among the sparkling
animal, but managed to fight off his primal
and glittering stones. If a player character wishes
bloodlust. Then he located these caverns near
to loot the treasure (and who wouldn’t?), the
the Horns of Sinmesh and begun to plot revenge
DM should roll randomly on the Gems table in
against the Hierophants.
the DMG, constructing a suitable treasure
Meanwhile, however, the archpriests of Ibnath
mound.
caused their own downfall by the use of the
ancient tablets of Yhakkoth in an attempt to
97
Gora McGahey (order #19251)


ANCIENT KINGDOMS: MESOPOTAMIA
destroy Arukurshu (see the chapter detailing
(23), turning immunity, resistances (cold, electricity,
the Great Ziggurat of Ibnath for more informa-
fire 10), demateralization (gains incorporeal subtype,
t i o n ) . Y e t , t h e y h a d m a n a g e d t o p l a c e
indefinitely, has fly speed of 20 ft [perfect]), alternate
Arukurshu’s loyal servants into enchanted slum-
form (bat, dire bat, spider, wolf, or dire wolf), regenera-
ber, and his former subjects had fled into the
tion (10 hit points per round, fire and acid deal normal
desert. A mark of exile spell (see Chapter Two)
damage), unnatural aura (frightens animals within 30
placed on Arukurshu by the Hierophants pre-
feet); AL CE; SV Fort +12, Ref +10, Will +13; Str 24,
v e n t e d t h e v a m p i r e f r o m r e t u r n i n g t o t h e
Dex 19, Con —, Int 20, Wis 22, Cha 25.
abandoned city.
Skills: Climb +16, Concentration +10, Craft
With the patience of an immortal undead,
(weaponsmithing) +15, Diplomacy +16, Handle Ani-
Arukurshu has waited and planned for the day
mal +16, Jump +16, Knowledge (religion) +15, Listen
when he shall return to Ibnath and reclaim the
+11, Ride +13, Spellcraft +15, Swim +16. Feats: Alert-
kingpriest’s ivory throne. To this end, Arukurshu
ness, Cleave, Combat Casting, Combat Reflexes, Dodge,
seeks the clay tablets of the Book of Aeons that
Great Cleave, Great Fortitude, Heighten Spell, Im-
will enable him to reverse the ritual that binds
proved Bull Rush, Improved Critical (light mace),
his servants, and to enslave the desert nomads
Improved Initiative, Lightning Reflexes, Power Attack,
whose ancestors were once his subjects.
Weapon Focus (light mace), Weapon Specialization
The cave contains Arukurshu’s personal items
(light mace).
as well as his soul object. The latter, a tiny
Cleric Spells Prepared (6/6/5/3/2; base DC 16 + spell level):
yellow gem in the shape of a fanged woman’s
0—detect magic (x3), light, read magic, resistance; 1st—
h e a d ( a c t u a l l y a n i m a g e o f t h e p r i e s t e s s
command, comprehend languages, divine favor, doom,
Nikhartha, which a character might recognize
obscuring mist, sanctuary; 2nd—aid, bull’s strength, darkness,
with a successful Intelligence check [DC 12] if
hold person, silence; 3rd—dispel magic, meld into stone, protec-
he has seen her before), is buried six feet be-
tion from energy; 4th—inflict critical wounds, poison.
neath the ground, in a box which is trapped by a
Domain Spells (Earth, Plant): 1st—entangle; 2nd—soften
greater glyph of warding. Only by destroying his
earth and stone; 3rd—stone shape; 4th—control plants.
soul object can Arukurshu be permanently de-
Possessions: +2 light mace, lion’s shield, rod of rulership,
stroyed.
amulet of proof against detection and location, divine
Greater Glyph of Warding Trap: CR 5; triggers poison
scroll of freedom of movement, spell immunity and pro-
spell (Fortitude DC 20 to negate); Search (DC 31);
tection from energy (caster level 7th), divine scroll of
Disable Device (DC 31); Dispel (DC 18).
dispel magic, giant vermin and lesser planar ally (caster
Arukurshu is an ancient vampire (see Necropolis by
level 7), potion of haste, potion of heroism.
Necromancer Games). Arukurshu’s appearance is that
Special Notes: Even though Arukurshu’s alignment is
of a powerfully muscled man in the prime of his years. He
now Chaotic Evil, the god Tammuz still grants spells and
sports a thick, braided beard and wears the conical black
other cleric class abilities to the former kingpriest. In-
crown of the kingpriest. Arukurshu is usually calculating
stead of wolves, Arukurshu can summon jackals using his
and callous, but when angered, his eyes gleam with both
Children of the Night ability. As an ancient vampire,
madness and bloodlust and when in this state, he some-
Arukurshu is not bound to a specific coffin. If reduced to
times acts without concern for the consequences. He is
0 hit points or lower, he assumes gaseous form, but can
the scion of an ancient royal line whose male members
rest in any coffin to regain lost hit points.
have been cursed since prehistoric times with vampir-
ism, and his haughty nature despises his current fall from
19. SECRET ESCAPE TUNNEL
power. He desires nothing more and nothing less than to
This narrow shaft twists and winds its way upwards for
reclaim the throne of Ibnath.
several hundred feet, ultimately leading to the surface
Arukurshu, Male Human Ancient Vampire Ftr6/
somewhere high atop the Zagros mountains. Arukurshu
Clr7: CR 17; SZ M Undead; HD 13d12; hp 117; Init +8;
assumes bat-form to enter and exit the mines using this
Spd 50 ft.; AC 28 (+4 Dex, +10 natural, +4 from lion’s
tunnel, as it is too cramped for anything larger than Tiny
shield [+2 large steel shield]); BAB +11/+18; Atk +21
creatures.
(1d6+11, +2 light mace, 1920/x2); Full Atk +21/+16/
+11 melee (1d6+11, +2 light mace, 1920/x2) or +18/
20. SEALED TREASURE VAULT
+13/+8 melee (1d6+7 plus energy drain, slam); SA
rebuke undead (10/day), spells, command obedience,
(EL 14)
paralyzing gaze (60 ft., Will DC 23, paralysis 3d4 rounds),
Behind a secret door (Search DC 30) in the mine
energy drain (3 negative levels), blood drain (1d4 Con
tunnel is a hidden chamber. The Hierophants ordered
drain), children of the night (10d10 bats or spiders, 4d8
this vault to be built to serve as a repository for certain
dire rats, 3d6 wolves), create spawn; SQ undead traits,
valuable items in their possession. After the construc-
damage reduction (15/silver and magic), spell resistance
98
Gora McGahey (order #19251)


THE HORNS OF SINMESH
tion of the vault was finished, the workers were sacrificed
keep out trespassers, and the nalfeshnee relishes the
in order to summon a powerful guardian demon.
opportunity to actually fight any intruders. While still
The former slaves under the leadership of Namra-Sagu
bound to defend the vault for the agreed upon period,
have discovered the location of the vault, but have been
once released Natumkiumma tries to wreak as much
unable to breach the glyphs that guard it. This has so far
havoc as possible in the mines, as long as the contents of
saved them from unleashing doom upon themselves.
the vault is safe.
Arukurshu, on the other hand, does not know that this
Natumkiumma, nalfeshnee: CR 14; AC 27, hp 175;
vault exists. If he were to learn of its existence and
see the MM for details.
location, he would likely attempt to force some third
Treasure: Within the vault are the following items: A
party to breach the seals to discover what’s inside.
heavy treasure chest (Hardness 5; hp 15; Break DC 23;
Secret Iron Door: 2 in. thick; Hardness 10; hp 60;
Open Lock DC 30) containing 10,000 gp in gold coins
Break DC 28; DR 20/magic; SR 30.
bearing the seal of Ibnath; another similar chest contain-
The demon guardian of the vault is a nalfeshnee
ing various jewelry including a bronze medallion in the
demon named Natumkiumma. In return for the eternal
shape of a cheetah (worth 450 gp), an ivory comb in the
souls of the workers who carved the vault, it agreed to
shape of a dragon (worth 680 gp), a lapis lazuli necklace
guard the chamber for thirteen centuries. Although this
adorned with the likeness of a preying mantis (worth 460
is a brief timespan for an immortal demon, the task has
gp), and an ivory belt carved with an image of a hydra
been immensely boring due to the powerful spells that
(worth 230 gp). A third chest of the same type contains
an orb of storms.
99
Gora McGahey (order #19251)



ANCIENT KINGDOMS: MESOPOTAMIA
INTRODUCTION
fore running the encounters. The following list
provides an overview of the locations within the
This major part of the module details the ruins of the
city. Once you are familiar with the entire place,
city of Ibnath. Refer to the introductory chapter for the
make the whole your own by adding whatever
background history of the city.
touches that create more challenge for your play-
Players’ Map: A players’ map of the city has been provided
ers and bring the module to life as an epic swords
as a free download, but this should not be presented to the
and sorcery adventure.
players before they have explored the city by walking around
Area and Room Numbering: Each area has been
its various districts and discovering its major features such as
assigned a letter prefix, and each location or dun-
the great ziggurat, the royal palace and the great temple. The
geon room within the area is numbered.
players should also be granted use of the map if they survey the
Encounter Levels (ELs): Average Encounter
city from the air (but note that flying creatures attract
Levels (ELs) are listed to allow you to gauge diffi-
attention from the monsters in Area C).
culty at a glance.
• The Great Ziggurat (Area G, EL 10+) domi-
FIRST APPROACH
n a t e s t h e c i t y . I t w a s t h e s e a t o f t h e
Hierophants, the circle of archpriests who
Like a mirage rising from the blazing sand dunes, the
ruled the city before its fall. Potent sorcery
massive walls of a sprawling, ruined city slowly take shape on
and spellbound sentinels still guard the shrines
the horizon. Rust-red sand coils about the massive battle-
and chambers within, where the Hierophants
ments and broken columns, slowly moving like great serpents
lie in their stasis tombs, awaiting their day of
in the howling desert wind. Great, carved brass gates are
awakening.
flanked by colossal statues of dragons and shedu, the holy
• North of the ziggurat is the Palace of the
winged bulls of mythology. A majestic stepped ziggurat looms
Kingpriest (Area F, EL 8). For centuries, the
above the city walls; it seems it would take a thousand years
secular ruler of Ibnath was the vampire-priest
or more for this temple to fall to the ravages of wind, sand and
Arukurshu. When the Hierophants banished
time. Packs of jackals or desert wolves can be spotted scaveng-
Arukurshu from the city, they sealed his ser-
ing in the lesser ruins and among broken marble columns.
vants, guards and courtiers inside the palace
Except for the howling wind, a brooding silence hangs over
and cast a powerful spell of stasis upon the
the ruined city.
building, causing all within to fall into en-
chanted slumber. Near the palace are the Lion
CITY FEATURES
Guard Barracks (Area F-9, EL Variable) that
Since the player characters are free to wander
belonged to the royal guard and the temple
around the city, you should familiarize yourself
guardians; these buildings are now deserted.
thoroughly with all locations within the city be-
100
Gora McGahey (order #19251)




CHAPTER TWELVE: THE RUINS OF IBNATH
• South of the ziggurat, an Avenue of Broken • The Priests’ District lies due south of the
Columns (Area H, EL 7) leads to a walled
temple gardens. Legions of skeletal priests
district containing the Tombs of the Sacred
(huecuva) dressed in tattered clerical robes
Wives (Area I, EL 8). Gargantuan sand spi-
roam the halls and courts of this district, en-
ders lurk near the crumbled pillars, while the
acting a mockery of their former sacred duties.
tombs themselves are haunted by the shades of
• Other sections of the city, such as the Artisans’
the temple virgins who were sacrificed to the
District and the Foreign District lack the monu-
kingpriest in ages past.
mental architecture found elsewhere in the city,
• In the northwestern quadrant of the city stands
being characterized by two- or three-story, flat-
the Temple of a Thousand Gods (Area E, EL
roofed buildings. Predators and carrion eaters
7-12), where a multitude of strange and ab-
sometimes scavenge in these areas.
horrent gods was once worshipped, such as
• South of the city walls are the remains of a great
bestial Baal-Zag, the vulture-god Yaazotsh,
Caravanserai (Area A, EL 4). It is now the haunt of
and Kthan the Faceless God. Near the temple
lizards and jackals, including a large pack of
is a Sacred Lake (Area D, EL 10) whose murky
jackalweres who serve the god Baal-Zag.
waters surround a central island-shrine de-
• Outside the city’s eastern gate are the Slum
voted to the primordial slime-god Ub-Xathla.
Areas (Area B, EL 5). Desert ghouls lair in
The temple and the lake are ringed by the
this sprawling maze of mud-brick ruins during
Temple Gardens (Area D, EL 6), once well-
the day, seeking refuge from the sweltering
tended by priests but now a chaotic tangle of
sun.
dangerous and corrupted plants and fungi.
• Some distance to the northwest stands an
• East of the ziggurat is the Great Bazaar, a
ancient Altar of the Vulture-God (Area C,
spacious square once frequented by the mer-
EL 13), now the lair of a vrock demon who
chants and traders of Ibnath. Three massive,
pretends to be an avatar of the charnel god
ominous obelisks stand in the center of the
Yaazotsh.
marketplace. These are the Purple Obelisks
of Yhakkoth
(Area J, EL variable).
101
Gora McGahey (order #19251)




ANCIENT KINGDOMS: MESOPOTAMIA
Zag. They are under the leadership of the jackalwere
cleric Ninziduk. See Chapter Two for more information
about the god Baal-Zag.
WANDERING
Jackalweres are therianthropes, that is, animals who
MONSTERS
can transform themselves into humans or hybrid mon-
sters. They are akin to lycanthropes in that they are
Roll on the following table to determine
shapechangers, but therianthropes do not carry or in-
the nature of wandering monsters. Check
duce lycanthropy.
once each day and each night. An encounter
Ninziduk has grey, mottled fur and yellow, feral eyes.
occurs on a roll of 1-3 on 1d20. Roll 1d20 to
He and his kin hail from the black marshes of Nammat
find the type of encounter.
to the far south, where clans of jackalweres live in crude,
skull-adorned huts and dark caves, among lizards and
1–2.
3d6 normal rats
l a r g e m o n s t r o u s s p i d e r
giant insects. Ninziduk and his small band of followers
34.
1 l a r g e m o n s t r o u s s p i d e r
(day) or 3d10 bats (night)
were banished and driven into the scorching desert after
56.
1d4+1 ghasts
a power struggle with the warrior-chieftains of the marsh
78.
1d6 ghouls and 25% chance
tribes.
of 11 gholle (see Area B for
The band of jackalweres discovered the ruins of Ibnath
statistics)
and the shrine to Baal-Zag (see Area E1-13 of the
910.
1
1 large monstrous scorpion
Temple). Ninziduk is full of ambition and plans to use
1112.
1
1 giant lizard
the relics known as the Teeth of Baal-Zag to first claim
1314.
1
1 desert cobra (use large vi-
per
per stats)
leadership of the jackalwere clans of the south, and then
1516.
1d6+1 ghoul-stirges (see Area
march against the human cities on the fertile plains to
C for statistics) and 50%
the west. But Ninziduk has not yet dared to defile the idol
chance of 1d3 harpies
of his own god, and has commanded his cronies to search
1718.
1d3+1 jackalwere rogues
jackalwere
(see
the city ruins for the rumored tenth gem-tooth (see
Area A for statistics)
Chapter Two), so far in vain.
19.
A sandstorm (day) or 1 spec-
Meanwhile, Ninziduk has hatched a plan to kidnap
tre
tre (night)
human women from caravans passing through the desert,
20.
1 K a l a b i t e w i z a r d ( l e v e l
1d4+4) with 2 d 6 Yhakkor
and mate with them to produce more monstrous off-
(see the monster appendix for
spring. In fact, the jackalweres have already captured a
statistics)
handful of young women from the nomad clan of Saram.
Sandstorm: See the Desert Survival chap-
These are kept in a sand-filled pit below the caravanserai
ter for details regarding the effects of a
ruins.
sandstorm.
Ninziduk, male jackalwere Bbn2/Clr4 (hybrid form):
Adjust the encounter table as appropriate.
CR 8; SZ M Magical Beast [Shapechanger]; HD 3d8+6
For example, if the party has defeated the
plus 2d12+6 plus 4d8+12; hp 68; Init +6; Spd 50 ft.; AC
Children of Baal-Zag in Area A, another
20 (+3 studded leather, +2 ring of protection, +2 Dex, +3
appropriate encounter should be substituted
natural), touch 12, flat-footed 18; BAB/Grap +7/+9;
for the jackalweres.
Atk +10 melee (1d6+3 plus 1d6 fire, +1 flaming scimitar,
18-20/x2) or +11 melee (1d6+2, bite); Full Atk +10/+5
melee (1d6+3 plus 1d6 fire, +1 flaming scimitar, 18-20/
x2) and +5 melee (1d6+1, bite); SA rage (1/day, dura-
tion 8 rounds), rebuke undead (5/day), spells, sleep gaze
A. CARAVANSERAI
(range 30 ft., sleep for 9 minutes, caster level 6th); SQ
fast movement, uncanny dodge, scent, damage reduc-
RUINS (EL 9)
tion (5/magic), darkvision (60 ft.), change shape (jackal,
From their size and shape, these buildings obvi-
humanoid, or hybrid); AL CE; SV Fort +10, Ref +5, Will
ously once served as a great caravanserai. The
+7; Str 15, Dex 14, Con 16, Int 14, Wis 17, Cha 14.
dome of the large central building is cracked, and
Skills: Climb +7, Concentration +10, Intimidate +7,
the camel-stables have crumbled into a maze of
Jump +7, Knowledge (religion) +3, Listen +8, Spellcraft
pits; some with roofs, and some without. Red desert
+9, Survival +8. Feats: Blind-Fight, Expertise, Extend
sand has blown into every crack and crevasse,
Spell, Improved Initiative, Lightning Reflexes, Power
half-concealing many of the former entrances.
Attack, Weapon Focus (bite).
The ruins of the caravanserai outside the city gates are
Cleric Spells Prepared (5/4/3; base DC 13 + spell level):
currently occupied by a pack of jackalweres (see the
0—create water (x2), detect magic, guidance, resistance;
Tome of Horrors by Necromancer Games and the
Appendix of this book), known as the Children of Baal-
102
Gora McGahey (order #19251)



CHAPTER TWELVE: THE RUINS OF IBNATH
1st—bane, cause fear, endure elements, magic weapon;
Male Jackalwere Rog2 (12) CR 4; SZ S/M; HD 4d8+8
2nd—aid, death knell, hold person.
plus 2d6+4; hp 42 each; Init +3; Spd 40 ft. as jackal; 30 ft. as
Domain Spells (Animal, Destruction): 1st—inflict light
humanoid or hybrid; AC 17 (as jackal), touch 14, flat-footed
wounds; 2nd—hold animal.
14; 16 (as hybrid), touch 13, flat-footed 13; 15 (as humanoid),
Possessions: +1 flaming scimitar, +2 ring of protection,
touch 13, flat-footed 12; BAB/Grapple +4/+1 (jackal), or +5/
minor cloak of displacement, studded leather armor, divine
+6 (humanoid); Atk +1 melee (1d4+1, bite) as jackal; Atk
scroll of invisibility purge, prayer and dispel magic (caster
+6 melee (1d6+1, scimitar, crit 18-20) as humanoid or
level 5th), small golden bell (worth 50 gp), malachite
hybrid; Full Atk +1 melee (1d4+1, bite) as jackal; Atk +6
scepter (worth 600 gp).
melee (1d6+1, scimitar, crit 18-20) as humanoid; Atk +6
The Children of Baal-Zag, male jackalwere Rog3
melee (1d6+1, scimitar, crit 18-20) or +6 melee (1d4+1, bite)
(10) (hybrid form): CR 5; SZ M Magical Beast
as hybrid; SA sleep gaze, sneak attack; SQ alternate form,
[Shapechanger]; HD 3d8+6 plus 3d6+6; hp 33; Init +2;
darkvision 60 ft., DR 15/magic, low-light vision, trapfinding,
Spd 40 ft.; AC 18 (+2 Dex, +3 natural, +3 studded
evasion; AL CE; SV Fort +6, Ref +10, Will +3; Str 13, Dex
leather armor), touch 12, flat-footed 16; BAB/Grap +4/
16, Con 15, Int 11, Wis 12, Cha 14.
+5; Atk +6 melee (1d6+1, bite) or +5 melee (1d8+1,
Skills: (28) Bluff+6, Disguise +7, Listen +8 , Sense
longsword) or +6 ranged (1d6, shortbow, crit x3, range
Motive +6, Spot +8. Feats: Alertness, Dodge, Mobility.
60 ft.); SA sneak attack (+2d6), sleep gaze (range 30 feet,
Possessions: loincloth, scimitar, 1d6 gp each.
6 minutes, caster level 6th); SQ trap sense (+1),
Development: From their hidden lairs in the caravan-
trapfinding, evasion, scent, damage reduction (5/magic),
serai, it is likely that the jackalweres spot the player
darkvision (60 ft.), change shape (jackal, humanoid, or
characters as they enter the gates of Ibnath. The Chil-
hybrid); AL CE; SV Fort +6, Ref +8, Will +6; Str 13, Dex
dren of Baal-Zag follow the PCs around the city, using
15, Con 15, Int 12, Wis 14, Cha 14.
their Hide and Move Silently skills to remain unseen.
Skills: Balance +8, Disguise +8, Climb +7, Escape
They report back to their leader Ninziduk, who orders an
Artist +8, Hide +6, Jump +4, Listen +14, Move Silently
attack upon the party when the PCs seem suitably
+6, Search +14, Spot +14,Tumble +8. Feats: Combat
weakened, such as right before or during resting.
Reflexes, Blind-Fight, Power Attack, Point Blank Shot,
If the jackalweres are in danger of being spotted by the
Weapon Focus (bite).
PCs (or if they are about to suffer defeat in combat),
Possessions: Studded leather armor, longsword, short
they assume jackal form and flee into the desert,
bow, 30 arrows, potion of blur, 30 gp.
attempting to blend in with packs of ordinary jackals.
103
Gora McGahey (order #19251)




ANCIENT KINGDOMS: MESOPOTAMIA
C. THE ALTAR OF THE
THE DIVINE
VULTURE-GOD (EL 13+)
TABLET OF NINKI
A timeworn path leads from the eastern city gate of
Ibnath and into the desert. Located half a mile from the
The divine tablet of Ninki radiates moderate
city walls is a huge winged stone idol from elder times,
conjuration magic and is covered with cunei-
half-buried by russet sand. This was once a place used by
form writing; a successful Decipher Script check
the priests of Yaazotsh, the Vulture-God. Mute, feather-
(DC 20) reveals its mode of operation. It is a
cloaked, vulture-masked priests roamed the city, claiming
one-shot item that functions akin to a scroll
the corpses of those who were too poor to pay for a tomb
and is usable by any spellcaster. The magic is
funeral.
released when the clay tablet is broken; this
summons a lammasu (see the MM) that is
On the carrion altars of Yaazotsh, the dead were
bound to perform any one task for good- or
consumed by black clouds of vultures. Despite these
neutrally-aligned creatures. It does not toler-
sinister rites, the vulture-masked priests were seen as
ate evil creatures and attacks them on sight.
beneficient, for the complete consumption of the bodies
prevented their rise as undead (or so it was claimed).
When the city of Ibnath was abandoned by its inhab-
itants, the priests of Yaazotsh disappeared as well, though
B. SLUM AREAS (EL10)
primitive placation of the vulture-god exists to this day
among the Sons of Saram.
A sprawling cluster of decrepit mud-brick build-
Decades passed, and the huge winged idol was buried
ings is located just southeast of the city’s outer
in sand, until the desert ghouls came, attracted by the
walls. It appears deserted during the day, but at
ancient stench of carrion, and unearthed the grisly altars
night packs of ghouls and gholles (see Necropolis
beneath the idol. In their zealous search for buried flesh,
by Necromancer Games and the Appendix of this
the ghouls activated certain symbols on the altars and
book) crawl forth from their hiding-places in the
unwittingly summoned a vrock demon. The ghouls
maze-like slums. A gholle is a large, lumbering
mistakenly believed the vrock to be an avatar of Yaazotsh
species of ghoul, more akin to a gorilla than a man,
itself, and the demon enjoys this ruse. The vrock’s true
with hyena-like jaws and glaring bestial eyes.
name is Yaanash, and it has attracted several vile aerial
Treasure: Before the fall of Ibnath, a petty thief from
creatures to its service and “worship”, including a flock
the slums managed to steal a sacred clay tablet, the divine
of ghoul-stirges (see the Tome of Horrors by Necroman-
tablet of Ninki, from the subterranean vaults of the great
cer Games and the Appendix of this book) and harpies.
temple. The thief was later slain by simple thugs who
Treasure: Buried under heaps of bones, sand and dirt
didn’t realize the tablet’s true worth, so it ended up
near the altar-stone (Search DC 30, and make a separate
among the rubble of the slums. It is currently located in
check for each item) is a large silver serving tray (worth
a dark cellar inhabited by a pack of 13 ghouls com-
80 gp), a gold lion comb with a jade eye (worth 300 gp),
manded by 2 gholles.
and a gnarled rod of withering tipped with a carved
Gholles (2): CR 8; SZ L Undead; HD 10d12; hp 65;
vulture’s head. Note that the buried rod cannot be found
Init +2; Spd 30 ft.; AC 19 (-1 size, +2 Dex, +8 natural),
using detect magic, since that spell is blocked by 3 or more
touch 11, flat-footed 17; BAB/Grap +5/+10; Atk +11
feet of dirt.
melee (1d6+5, claw); Full Atk +11 melee (1d6+5 [x2],
Yaanash, Male Vrock Demon: CR 9; AC 22, hp 115;
claws) and +9 melee (1d8+2, bite); SA create spawn
see the MM for details.
(1d4 days, rises as free-willed gholle), improved grab,
Ghoul-Stirges (1d4+4): CR 3; SZ M Undead; HD
paralyzing gaze (30-ft., Will DC 18, 1d6 minutes), rake
4d12; hp 26; Init +3; Spd 20 ft., fly 50 ft. (average); AC
(1d6+2), stench (10-ft., Fort DC 18, sickened for 1d6+7
15 (+3 Dex, +2 natural), touch 13, flat-footed 12; BAB/
minutes); SQ damage reduction (10/cold iron), darkvision
Grap +2/+2; Atk +5 melee (1d6 plus paralysis, bite); SA
(60 ft.), regeneration (5), SR 16, +4 turn resistance,
blood drain (1d4 Con damage), paralysis (1d6+2 min-
undead traits; AL CE; SV Fort +3, Ref +5, Will +9; Str
utes, Fort DC 13); SQ undead traits; AL CE; SV Fort +1,
21, Dex 15, Con —, Int 13, Wis 15, Cha 17.
Ref +4, Will +6; Str 10, Dex 17, Con —, Int 6, Wis 14,
Skills: Climb +13, Escape Artist +10, Hide +12, Jump
Cha 12.
+13, Listen +10, Move Silently +9, Search +9, Spot +10.
Skills: Hide +7, Listen +9, Spot +9. Feats: Alertness,
Feats: Cleave, Multiattack, Power Attack, Weapon Fo-
Weapon Finesse.
cus (claw).
Harpies (1d6+6): CR 4; AC 13, hp 31 each; see the
Ghouls (13): CR 1; AC 14, hp 13 each; see the MM
MM for details.
for details.
104
Gora McGahey (order #19251)




CHAPTER TWELVE: THE RUINS OF IBNATH
Development: These creatures are a menace to all
who dwell in and around the city. Under the leadership
of the vrock Yaanash, the ghoul-stirges and the harpies
TEMPLE GARDENS
take advantage of their flight ability to attack victims
RANDOM ENCOUNTERS
anywhere by swooping down on them, or take to the skies
and flee if necessary. If facing defeat near the Altar of the
Roll 1d20 to determine the nature of ran-
Vulture-God, these aerial creatures seek refuge in the
dom encounters.
Zagros mountains to the northeast.
13.
1d3+1 Assassin Vines
46.
1 Tendriculos
D. THE TEMPLE
710.
1 Shambling Mound
1113.
1d6+5 Tri-Flower Fronds
Tri-Flower
(see the
GARDENS AND
Tome of Horrors by Necroman-
cer Games)
THE SACRED LAKE
1415.
1 Scythe Tree (see the Tome of
Horrors by Necromancer Games
Necromancer
)
1620.
No Encounter
THE TEMPLE GARDENS (EL 6)
The gardens surrounding the Temple of a Thousand
Gods used to be well-tended by the priests of Ibnath, but
attempts to catch prey that moves upon the lake waters
since the fall of the city it has grown into a veritable
or near the weed-choked shore.
jungle of twisted carnivorous plants. The overgrown
Froghemoth: CR 13; SZ H Aberration; HD 16d8+83;
temple garden is a maze of tangled brush where move-
hp 155; Init +1; Spd 20 ft., swim 30 ft.; AC 16 (-2 size, +1
ment is reduced to half (this penalty does not apply to the
Dex, +7 natural), touch 9, flat-footed 15; BAB/Grap
garden’s plant inhabitants).
+12/+24; Atk +14 melee (1d6+4, tentacle); Full Atk
Roll on the random encounter table below whenever
tentacles +14 melee (1d6+4 [x4], tentacles) and +12
the player characters venture through the temple gar-
melee (1d6+2, tongue) and +12 melee (4d6+2, bite);
dens (such as when they approach the Temple of a
Space/Reach 10 ft./10 ft.; SA improved grab, swallow
Thousand Gods). The player characters might be tempted
whole; SQ darkvision (60 ft.), electricity vulnerability,
to set the entire garden on fire; if this happens, all
resistance to fire 10; AL N; SV Fort +10, Ref +6, Will
creatures within the garden with non-zero Speed scores
+11; Str 19, Dex 13, Con 20, Int 2, Wis 12, Cha 11.
(primarily shambling mounds) emerge to attack en masse.
Skills: Hide +2*, Listen +9, Spot +9, Swim +17. Feats:
They offer no mercy.
Alertness, Cleave, Multiattack, Power Attack, Skill
Focus (Hide), Toughness.
THE SACRED LAKE (EL 13)
What appears to have been an artificial lake in ages
THE SHRINE OF UB-XATHLA
past, perhaps used in sacred rituals involving the worship
(EL VARIABLE)
of water-beings, is now nothing more than a fetid swamp,
A simple, square stone building that seems hewn from
its murky waters ringed by foul-smelling weed. Tiny
a single monolithic block of stone dominates the small
water lizards and toads can be seen near the bog’s slimy
island in the middle of the sacred lake. Its walls are
edges. In the middle of the swamp-lake is a small island,
unadorned, and a well-trodden path leads from the
upon which stands a simple stone building that appears
island-shore up to an open, arched doorway in the
to be some sort of shrine.
northern wall of the shrine. Inside the building is an unlit
This was indeed a sacred lake representing the prime-
square room, 30 feet by 30 feet, with large flagstones of
val waters from which, according to certain priests of
the same unadorned grey stone. The shrine is unhallowed,
Ibnath, all of creation originated. It was used by the
with a permanent associated bane spell.
temple priests to worship Tiamat and Dagon, as well as
A milky white crystal, egg-shaped, rests on a raised
other abominable divinities associated with water.
pedestal in the center of the chamber. The room is
A huge froghemoth (see the Tome of Horrors by
otherwise empty, except for a gray ooze that lurks near
Necromancer Games) currently dwells in the swamp-
the pedestal, using its camouflage ability to appear as
lake. Whether this aberration was worshipped as a god in
nothing more than a section of damp stone (Spot check
ancient Ibnath, or is simply a degenerate frog that has
DC 15 to detect). It attempts to strike and devour any
grown to immense size, remains a matter of scholarly
living creature.
speculation; the near-mindless creature attempts to eat
Gray Ooze: CR 4; AC 5; hp 31; see the MM for details.
anyone approaching the lake or the island-shrine. It
hides below the surface of the murky water (where it
The Crystal: The milky white gem on the pedestal
gains a +10 circumstance bonus to its Hide skill) and
radiates strong alteration magic. A creature that exam-
ines the crystal (Spot DC 13) notices that swirling shapes
105
Gora McGahey (order #19251)




ANCIENT KINGDOMS: MESOPOTAMIA
can be seen inside the gem. When the gem is taken
successful Will save (DC 10 + 1 for each round spent
outside the shrine chamber, it turns a dull grey and the
gazing into the gem), or become trapped in the past.
swirling shapes disappear. Its magic functions only inside
Note that this is not time-travel as such; the crystal-
a properly dedicated shrine.
viewer actually becomes a creature of the past, and has no
The gem is a device sacred to Ub-Xathla, a god of
recollection of his future life, skills or abilities. His
primeval slime, believed by some degenerate priests to be
present-day body disintegrates into a pool of putrid ooze,
the source of all creation (this claim is contested by the
forever lost.
clerics of Tiamat, and other deities, of course). The
Refer to the table below left to determine the scenes
crystal can be used to view the past. By making a
experienced by the crystal-gazer.
successful Concentration check (DC 12) and peering
into the crystal, the reality surrounding the viewer disap-
F. THE PALACE OF
pears in a swirl of colors, and the viewer appears to
become a creature of the past, re-living its experiences.
THE KINGPRIEST
A successful Spellcraft (DC 30) check allows a character
to understand the purpose of the gem and how to use it.
North of the Great Ziggurat stands the sprawling, many-
The crystal-gazer can actually be trapped in the past if
columned Palace of the Kingpriest. It was the seat of the
he gazes too far into bygone ages. Each round spent
wordly government of Ibnath, as opposed to the ecclesias-
gazing into the crystal takes the viewer one step further
tic rule of the Hierophants who held court in the ziggurat.
into the past (although the crystal-gazer appears to be in
The Kingpriest Arukurshu dwelled in the palace for
each epoch for several minutes). When the crystal-gazer
most of Ibnath’s history. His personal armed guards, the
wishes to stop peering into the gem, he must make a
Lion Guard, were quartered in the barracks behind the
palace. To ensure a loyal and powerful guard force, the
kingpriest secretly turned some of the Lion Guards into
GAZING INTO THE PAST
vampires and vampire spawn.
After Arukurshu fled from the city, the Hierophants
Each round spent gazing into the crystal takes the
sought to make sure that the servants and Lion Guard
viewer one step further into the past. The DM might
members loyal to Arukurshu were neutralized. The ser-
adjust the table to reflect the various prehistoric eras
vants and guards of the kingpriest were summoned to the
of his own campaign.
palace and sealed within. Then, using the Book of the
1.
At the dawn of the antediluvian age, the
Aeons, the Hierophants cast a powerful ritual of stasis
character is a king among the people founding
upon the entire palace, causing all within to fall into
the first human cities.
enchanted slumber.
2.
Before civilization, the character is a shaman
Development: The gates of the palace have remained
performing crude animal sacrifices in cave-
unbroken to this day, and the servants in stasis inside
temples.
have not grown a day older. However, if the palace gates
3.
The character is one of the cavemen fleeing
are broken and the palace is entered, the servants and
southwards from an approaching ice age, hunt-
guards awaken from the enchanted sleep. They have no
ing woolly mammoths and saber-toothed tigers.
knowledge of the passage of centuries of time, and act as
4.
As an ape-like beast without the knowledge of
if the city of Ibnath was still in its prime. Should any of
fire, the character roams primeval forests.
these targets of the Hierophants’ ritual exit the palace,
5.
The character is a small rodent running from
however, the effects of delayed aging are upon them and
larger, scaled predators.
they turn to withered mummies in seconds, then crumble
6.
As a winged lizard, the character soars above
to dust and blown into oblivion by the howling desert
endless jungles and steaming fens below.
wind (see Continous Effects, below). Note that this does
7.
The character is a great dinosaur, witnessing
not affect the creatures within the palace that are undead,
the flaming trail and impact of a meteorite, and
since undead are immune to aging. Treat this effect as a
the eternal dusk that follows it.
spell cast by a 20th-level caster.
8.
As a serpent-man with a serpentine body and
1. ENTRANCE
humanoid torso, the character bows before
great snake-idols in strange cities of black ba-
COLONNADE (EL 5)
salt.
Twenty colossal marble columns line the palace
9.
The character is a small eel-like creature crawl-
entrance. These pillars are carved with images of
ing through the mud.
mailed warriors wielding spears and swords and
10. The character is a blind and mindless amoeba
longbows. Behind the columns, to the east, is an
swimming in a sea of slime.
entrance that leads to the visitors’ suites and the
servants’ quarters. To the west, a similar entrance
106
Gora McGahey (order #19251)



CHAPTER TWELVE: THE RUINS OF IBNATH
leads to the outer court and the barracks of the
costumes, weapons and hairstyles. There are pic-
palace guards. These large outer doors are of stone
tures of black warriors wearing loincloths of
and measure 10 by 15 feet.
leopard-skin and wooden spears, turbaned el-
Stone Doors: 4 in. thick; Hardness 8; hp 60;
e p h a n t - r i d e r s w e a r i n g t i g e r - s k i n c l o a k s ,
Break (DC 28); Open Lock (DC 30).
hawk-faced priests with serpent-crowns and white
Upon each of the doors is an intricately carved
kilts, yellow-skinned, robed mystics with slanted
stone seal bearing archaic cuneiform writing. The
eyes, and so on.
seals radiate moderate abjuration magic. A suc-
At regular intervals, in between the tapestries,
cessful Decipher Script check (DC 25) allows a
are rows of stuffed heads and the grinning skulls of
character to interpret this as a message saying “The
beasts from far-away lands. These include yellow-
swords of vengeance and a thousand curses are upon
skinned tigers, tusked elephants, white-furred
he who passeth through the gates which are forbidden”.
bears, great black apes, hairy yaks, and so on.
The seals are special warding glyphs, placed by the
Hierophants, designed to keep trespassers from
2. SERVANTS’ QUARTERS
breaking the stasis spell affecting the entire pal-
The palace servants are crammed together in
ace. Each glyph resets itself after one day.
miserable, filthy rooms in the east wing of the
Greater Glyph of Warding Seals: CR 5; triggers
palace. There are two large halls here; one for men
a slay living spell (Fortitude DC 20 or die, 3d6+16
and the other for women. The servants dress in
points of damage on successful save); Search (DC
simple linen clothing, and sleep on braided reed
31); Disable Device (DC 31); Dispel (DC 27).
mattresses on the floor here when they are not
Special: If discharged, the glyph resets itself after
called to duty elsewhere in the palace. Many of
one day.
these servants are descendants of prisoners of war
The walls of the narrow corridors beyond the
from Yhakkoth, who despise their new masters. As
sealed doors are hung with rich silken tapestries
such, the servants may be willing to provide the
depicting men and women of different races, ap-
PCs with information on the layout and inhabit-
parent by the differences in skin color, cultural
ants of the palace if they are treated well.
107
Gora McGahey (order #19251)




ANCIENT KINGDOMS: MESOPOTAMIA
Skills: Craft (any one) +4, Handle Animal +5,
Listen +4, Profession (any one) +4. Feats: Endur-
ance, Run.
THE PALACE
Possessions: Simple clothes, sandals.
OF THE KINGPRIEST
RANDOM ENCOUNTERS
3. BARRACKS (EL VARIABLE)
Difficulty Level: 8+.
Each of these three large halls and their adjoin-
ing side chambers are occupied by the palace guards.
Entrances: Through the palace gates at Area 1.
The halls are furnished in simple fashion, but are
Exits: None.
clean and well kept. The palace guards wear pol-
Wandering Monsters: Check once every 10
ished silver helmets and white and green kilts
minutes on 1d20:
beneath their leather armor.
15.
1d4+1 palace servants (see
At any one time, 3d6 palace guards are here, the
Area 2 for statistics)
610.
2d6 palace guards
palace
(see Area 3
rest being on guard duty elsewhere in the palace.
for statistics)
The guards are suspicious of anyone they do not
1112.
1d3 harem girls (Com1), with
recognize as authority figures. If in doubt, they
50% chance of 2 palace eu-
report to their commander, the vizier Yahar (see
n u c h s ( s e e A r e a 1 5 f o r
Area 11). If combat breaks out, they try to sound
statistics)
the alarm and summon one or more Lion Guards
1314.
1 Lion Guard (see Area 9 for
from Area 9.
statistics)
1520.
No encounter.
Palace Guards, Male Human War3 (3-18): CR
Shielding: No form of teleportation, astral or
2; SZ M; HD 3d8+3; hp 16; Init +1; Spd 30 ft; AC
ethereal travel is possible into or out of the palace.
15 (+3 studded leather, +1 small wooden shield,
+1 Dex), touch 11, flat-footed 14; BAB/Grap +3/
Detections: As long as the palace gates remain
+5; Atk +5 melee (1d8+2, longsword, 19-20/x2)
unbroken, the entire building radiates strong
or +6 melee (1d8+2, shortspear, crit x3) or +5
enchantment magic. This aura disappears as soon
ranged (1d8, shortspear, crit x3, range 20 ft.); AL
as the seals on the gates at Area 1 are broken.
N; SV Fort +4, Ref +4, Will +1; Str 14, Dex 12,
Continuous Effects: All within the palace are
Con 12, Int 10, Wis 11, Cha 10.
subject to a special stasis spell. If the main gates
Skills: Climb +8, Intimidate +6, Jump +8. Feats:
are broken, creatures within the palace awaken
Alertness, Lightning Reflexes, Weapon Focus
and act normally. As soon as such creatures exit
(shortspear).
the palace, they suffer centuries of rapid aging in
mere seconds. Note that this also applies to any
Possessions: Shortspear, longsword, studded
item or material brought out of the palace, which
leather armor, small wooden shield, polished sil-
is not resistant to the effects of aging (such as
ver helmet (worth 40 gp), white and green tunic,
cloth, tapestries, food, wood, and so on).
sandals.
Standard Features: The palace floors and walls
are of polished marble. Corridors are 10 feet wide
4. VISITORS’ SUITES
and tall unless indicated otherwise. Burning oil
(EL VARIABLE)
lamps of bronze line the walls at regular intervals.
These suites, reserved for visiting dignitaries
Standard doors are made of bronze-reinforced
and nobles, are furnished in relative luxury, with
wood (2 in. thick; Hardness 5; hp 20; Break DC
chairs whose backs are carved with lion motifs,
18), if described as locked, add Open Lock (DC
and tables of polished cedarwood set with dishes
25).
and bowls containing food and fruits, as well as
decanters of bronze filled with crimson wine.
Any of the non-player characters described be-
These servants never fight and PCs should be
low can either be encountered in the Inner Court
penalized for behaving offensively towards them.
(Area 12), or here in their personal chambers.
Palace Servants, Male and Female Human Com1
Refer to Area 12 for NPC statistics not listed here.
(50 total): CR 1/4; SZ M; HD 1d4+1; hp 3; Init
Area 4A is currently the abode of princess Anath
+1; Spd 30 ft; AC 11 (+1 Dex), touch 11, flat-
of Zhaol. In her lavish four-room suite are 10
footed 10; BAB/Grap +0/+1; Atk +1 melee (1d3+1,
slave-girls (Com1). Hidden in a secret compart-
unarmed strike); AL N; SV Fort +1, Ref +1, Will
ment in her bedchamber (Search DC 30) is a
+0; Str 13, Dex 12, Con 12, Int 10, Wis 11, Cha
divine scroll of lesser planar ally and sending (caster
13.
level 8), as well as a pouch of ten perfect white
108
Gora McGahey (order #19251)


CHAPTER TWELVE: THE RUINS OF IBNATH
pearls (worth 100 gp each) and a small clay image
Set, the serpent-god. In a locked (Open Lock DC 30)
of the fire-demon Moloch.
and fire-trapped (1d4+7 points of damage) drawer is an
Area 4B is the residence of the deposed barbarian-
ivory scrollcase that contains a fragile and ancient map
prince Yagrush of Hamgatana. It has simple furnishings
of a mountainous, jungle-covered area (this is actually a
compared to the other suites. Its main points of interest
rather unprecise map that hints at the existence of a lost
include its supply of twelve large amphorae of fine wine
city of Set in the uplands to the south of Khemit).
(worth 250 gp each), and a weapon rack that includes a
selection of exotic weaponry, such as a spiked chain, an
5. OUTER COURT (EL VARIABLE)
Assyrian double axe, a masterwork two-bladed sword,
This is a vast open courtyard, flanked on all four
and composite longbow (+4 Strength bonus).
sides by rows of green-blue lapis lazuli columns.
Area 4C serves as a luxurious prison for the
The walls behind the columns are carved and
necromancer Yam-Baal-Ah, a wizard captured
painted with hunting scenes of the king and his
during the defeat of Yhakkoth. Unfortunately, the
entourage in chariots; the king is shown killing
wizard is unable to enjoy his opulent surroundings,
lions with his bare hands. On some smaller carv-
for he has been subject to a binding spell (metamor-
ings the king can even be seen (Spot DC 15) to
phosis variant). His body is in gaseous form inside
drink the blood of slain lions from golden cups.
a glass jar, while the necromancer’s head and face
Presently in the courtyard is a crowd of courtiers,
is visible and capable of speech. The wizard’s true
servants and entertainers. The latter include ani-
form is that of a lean and gaunt old man. Should
mal-trainers with trained monkeys, dancing bears,
the PCs get past the guardians outside the doors
and exotic animals such as snow leopards in cages,
(see below), Yam-Baal-Ah attempts to negotiate
small monkeys and colorful peacocks; painted cour-
his release by offering information and assistance
tesans (both male and female); gaunt fakirs from the
to the PCs. The necromancer was present at the
land of Hind; a troupe of Asian-featured acrobats
battle of the Sea of Bones (although that name for
from some unknown sunrise land; robed astrologers
the place developed later) and was the one who
offering horoscopes and forecasts of things to come;
mummified the corpse of the archwizard Yaod
and naked dancers leaping and cavorting to the
after the battle. Yam-Baal-Ah has also come to
sound of musicians with cymbals, drums, lyres and
realize that the kingpriest Arukurshu is actually a
flutes.
vampire that conceals his desire for blood from the
Development: This motley crowd is a typical
city’s inhabitants through fertility rites performed
sampling of characters attracted to the court of the
in the name of Tammuz.
kingpriest, who in his long years of rule grew bored
Yam-Baal-Ah, Male Human Wiz12: CR 12; SZ
of such trite entertainment and sought to indulge
M; HD 12d4; hp 30; Init +2; Spd 30 ft; AC 12 (+2
in other, more demented pleasures. When the
Dex), touch 12, flat-footed 10; BAB +6/+5; Atk -
player characters enter the courtyard the people in
1 melee (1d3-1, unarmed strike); Full Atk -1/-6
the crowd assume them to be petitioners or merce-
melee (1d3-1, unarmed strike); SA spells; SQ sum-
naries seeking the attention of the kingpriest. Any
mon familiar; AL NE; SV Fort +4, Ref +6, Will
of the characters described below might approach
+13; Str 9, Dex 15, Con 11, Int 17, Wis 16, Cha 9.
the PCs and exchange gossip, barter items, or
Skills: Craft (alchemy) +20, Concentration +15,
inquire into their business with the kingpriest
Knowledge (arcana) +18, Knowledge (history) +18,
Arukurshu. The DM should roleplay these scenes,
Knowledge (undead) +18, Spellcraft +18. Feats: Craft
bearing in mind that these NPCs are wholly igno-
Wondrous Item, Empower Spell, Iron Will, Scribe Scroll,
rant of the centuries that have passed since the fall
Silent Spell, Skill Focus (Craft [alchemy]), Spell Pen-
of Ibnath.
etration, Spell Focus (necromancy), Still Spell.
Snow Leopard: CR 2; AC 15, hp 19; use the
Wizard Spells Prepared (4/5/5/5/3/3/2; base DC 13 +
leopard stats in the MM.
spell level): None. Yam-Baal-Ah must rest to regain
Personality/Description: This exotic beast could
spells after being released from the binding spell that
break out of its cage and cause havoc in the court-
holds him captured. The DM should decide what spells
yard. The PCs might rescue innocent bystanders
he has written in his spellbooks.
from being mauled, but if they slay the rare snow
Note: The entrance to Yam-Baal-Ah’s prison is guarded
leopard, they gain the enmity of its owner, the
by 2 Lion Guards (see Area 9 for statistics).
barbarian prince Yagrush (see Area 12).
Area 4D is occupied by Kothar-U-Khassis, a
Fakirs of Hind, Male Human Rog4 (3): CR4;
Khemitian wizard-priest. His chambers are decorated
SZ M; HD 4d6+4; hp 18; Init +3; Spd 30 ft.; AC 13
with painted tapestries depicting the beast-headed
(+3 Dex), touch 13, flat-footed 10; BAB +3/+4;
Khemitian gods. Spread out on a cedarwood desk are
Atk +6 melee (1d4+1, masterwork kukri, 18-20/
several papyrus scrolls containing dark litanies praising
x2); SA sneak attack (+2d6); SQ evasion, un-
109
Gora McGahey (order #19251)


ANCIENT KINGDOMS: MESOPOTAMIA
canny dodge, trapfinding, trap sense (+1); AL N;
planes) +10, Spellcraft +10. Feats: Dodge, Extend
SV Fort +4, Ref +7, Will +3; Str 12, Dex 17, Con
Spell, Lightning Reflexes, Run, Scribe Scroll.
13, Int 12, Wis 13, Cha 14.
Possessions: Quarterstaff, robes embroidered with
Skills: Climb +8, Disable Device +8, Escape Art-
star patterns, pointed hat, arcane scroll of tongues,
ist +10, Intimidate +9, Move Silently +10, Perform
locate object and nondetection (caster level 5), pouch
+9, Spot +8 , Swim +8, Use Magic Device +9, Use
of three gems (worth 50 gp each), wooden arm-
Rope +10. Feats: Exotic Weapon Proficiency
prosthesis.
(kukri), Great Fortitude, Weapon Finesse (kukri).
Personality/Description: Kalmari is an eccentric,
Possessions: Masterwork kukri, cotton loincloth,
middle-aged wizard who calls himself a court as-
green turban, torches, blunt swords, wooden
trologer and masquerades as such by wearing
beggar’s bowl.
star-embroidered robes and a pointy hat. He used
Personality/Description: These fakirs are gaunt
to make a living as a jester in the courts of Babylon,
and skinny, their flesh marked by purple scars of
but after an episode which he is loath to talk about
countless self-inflicted stabs. They wear simple
(said to involve several harem girls), he had his
green turbans and loincloths, and perform shows
left arm cut off and he was banished from that city.
with swords and torches in return for food or coins.
Kalmari turned to a life as a charlatan, casting
Eastern Acrobats, male and female human
horoscopes for rich individuals and nobles (using
Mnk3 (6): CR 3; SZ M; HD 3d8+9; hp 22; Init +4;
detect thoughts to divine what his patrons really
Spd 40 ft.; AC 16 (+2 Wis, +4 Dex), touch 16, flat-
want to hear).
footed 12; BAB/Grap +2/+4; Atk +4 melee (1d6+2,
Naked Dancers and Musicians, male and fe-
unarmed strike), or +2/+2 melee (1d6+2, flurry of
male human Exp1 (12): CR 1/2; SZ M; HD
blows); SA flurry of blows, unarmed strike; SQ
1d6+1; hp 4; Init +2; Spd 30 ft.; AC 12 (+2
evasion, fast movement, still mind; AL N; SV Fort
Dex), touch 12, flat-footed 10; BAB/Grap +0/
+6, Ref +7, Will +5; Str 14, Dex 18, Con 16, Int
+0; Atk +0 melee (1d3, unarmed strike); AL N;
10, Wis 14, Cha 11.
SV Fort +1, Ref +2, Will +2; Str 11, Dex 14, Con
Skills: Balance +10, Climb +8, Escape Artist
12, Int 12, Wis 11, Cha 15.
+10, Jump +8, Tumble +10. Feats: Combat Re-
Skills: Gather Information +6, Knowledge (lo-
flexes, Deflect Arrows (b), Dodge, Mobility,
cal) +5, Listen +4, Move Silently +6, Open
Stunning Fist (b).
L o c k + 6 , P e r f o r m + 6 ( d a n c e ) , P e r f o r m + 6
Possessions: Silken jacket and trousers, sandals,
(mime), Perform (lyre) +6, Perform (limerick)
various pieces of jade jewelry (worth 100 gp per
+6, Sleight of Hand +6, Spot +4. Feats: Endur-
acrobat).
ance, Run.
Personality/Description: This group of monk-ac-
Personality/Description: These artists are high
robats has travelled into the lands of the twin
in demand for their ability to entertain even the
rivers from a land far to the east. Honor is very
most jaded of nobles. The musicians play flutes,
important to them and they take deadly offense if
cymbals, drums and harps, while the naked danc-
they are somehow insulted (such as someone ques-
ers leap and move with seductive grace.
tioning their acrobatic and martial arts skills).
They are otherwise quite silent and respectful
6. ADMINISTRATIVE OFFICES
towards others.
These soberly-decorated rooms are used by pal-
Kalmari the Court Astrologer, male human
ace administrators and courtiers. The chambers
Wiz5: CR 5; SZ M; HD 5d4+5; hp 17; Init +1; Spd
contain hundreds of cuneiform tablets, as well as
30 ft.; AC 11 (+1 Dex), touch 11, flat-footed 10;
sets of weights, writing implements and simple
B A B + 2 / G r a p + 1 ; A t k + 1 m e l e e ( 1 d 6 1 ,
abacuses. Side chambers include workshops, stor-
quarterstaff); SA spells; SQ summon familiar; AL
age areas, and bathrooms.
N; SV Fort +2, Ref +4, Will +6; Str 8, Dex 13, Con
13, Int 15, Wis 14, Cha 15.
7. STORERO OMS
Wizard Spells Prepared (4/4/3/1; base DC 12 +
This large palace wing contains a number of
spell level): 0—arcane mark, dancing lights, presti-
chambers used to store various palace supplies
digitation, read magic; 1st—animate rope, comprehend
and equipment. The chambers are filled with
languages, grease, identify; 2nd—detect thoughts,
wooden boxes, chests, barrels and clay jars con-
extended mage armor, Tashaa’s hideous laughter;
taining everything from blankets and clothing,
3rd—clairaudience/clairvoyance.
candles, chalk, lamp oil, and lengths of rope, to
Skills: Concentration +9, Craft (alchemy) +10,
sacks of grain, torches and wine-skins. The north-
Knowledge (astrology) +10, Knowledge (the
ernmost rooms, closest to the palace kitchen
(Area 8) contain large quantities of grain, dried
110
Gora McGahey (order #19251)


CHAPTER TWELVE: THE RUINS OF IBNATH
meat and vegetable oil. Within reasonable lim-
leaders. It is also where secret debaucheries are
its (and subject to DM approval, of course),
held by the vampire-king at night, closely guarded
almost everything on the equipment table in the
by his vampiric Lion Guards.
PHB can be found here, but remember that most
The walls of the chamber, decorated with scenes
organic items crumble to dust when taken out-
of Arukurshu and his life, are inscribed with the
side the palace.
following verses of praise for the kingpriest:
8. PALACE KITCHEN
I, Arukurshu the Warlord, enslaved people
Banquets and great feasts are prepared in this
from many nations to build Ibnath, the city
large kitchen. It is filled with kitchen equipment,
beloved of the gods.
dishes and clay vessels, and bustles with 4d4 pal-
I, Arukurshu the Kingpriest, constructed a
ace servants (see Area 2 for statistics).
great palace of gold, silver, bronze, alabaster,
Treasure: On tables and shelves are amphorae
ivory, cedar and pine for my royal residence.
with wines from far-off lands (200 wine jars worth,
I, Arukurshu, Prince of all High Priests,
on average, 25 gp each), exotic fruits and berries
gathered all the gods into my city and offered
(worth 500 gp total, but subject to decay once
them sacrifices and gifts.
taken out of the palace), and meals cooked in
I, Arukurshu the Shepherd, took a new
exotic spices from Ubar (10 large bags of spices
Sacred Wife every thirteen moons, and the
worth 250 gp each). Hidden in a cupboard (Search
daughters of Ishtar wept for me as I died and
DC 20) are potions of bull’s strength, cure light
was born again.
wounds and endurance.
9. BANQUET HALL (EL 14)
The banquet hall is always guarded by 2 Lion
Guards, garbed in mailed armor and lion-hide
Outside the southern doors of this hall, facing
cloaks. They refuse to let anyone pass through to
the Inner Courtyard (Area 5), stand a pair of
the Inner Court (Area 12) and the areas beyond
massive winged bulls carved in stone. These are
unless they bear the seal of Arukurshu’s vizier,
shedu-golems (see the monster appendix), placed
Yahar (see Area 11). Note that these guards have
here to protect the palace from intruders of all
been turned into vampires by Arukurshu, and must
kinds. The command words to control these golems
therefore avoid the sunlight of the courtyard (if
are known to the Lion Guards (see below), vizier
necessary, they send the shedu-golems against in-
Yahar (see Area 11), as well as the kingpriest
truders in the courtyard during the day).
Arukurshu. The constructs are only employed in
Lion Guards, male human vampire Ftr5 (2):
combat when the palace guards are faced with
CR 7; SZ M Undead; HD 5d12; hp 32; Init +7; Spd
clearly superior foes.
30 ft.; AC 23 (+3 Dex, +6 natural, +4 masterwork
Shedu-Golems (2): CR 12; SZ H Construct; HD
chain shirt), touch 13, flat-footed 20; BAB +5/
16d10+40; hp 128; Init 1; Spd 30 ft./Fly 60 ft.;
+11; Atk +11 melee (1d6+6 plus energy drain,
AC 27 (2 size, 1 Dex, +20 natural), touch 7,
slam) or +13 melee (1d10+11, masterwork bastard
flat-footed 27; BAB/Grap +12/+29; Atk +19 me-
sword) or +9 ranged (1d6, masterwork shortbow,
lee (2d6+9, gore); Full Atk +19 melee (2d6+9,
crit x3, range 60 ft.); Full Atk +11 melee (1d6+6
gore), and +14 melee (2d6+4 [x2], hooves); Space/
plus energy drain, slam) or +13 melee (1d10+11,
Reach 15 ft./15 ft.; SA fear aura, holy smite, trample
masterwork bastard sword) or +9 ranged (1d6,
2d8+9; SQ construct traits, damage reduction (20/
masterwork shortbow, crit x3, range 60 ft.); SA
adamantine), immunity to magic, true seeing; AL
charm (Will DC 13 negates), energy drain (2
N; SV Fort +5, Ref +4, Will +5; Str 28, Dex 9, Con
levels, Fort DC 13), blood drain, children of the
—, Int —, Wis 11, Cha 1.
night, create spawn; SQ darkvision (60 ft.), dam-
All doors leading into and out of this large hall
age reduction (10/silver and magic), cold and
are massive black iron doors engraved with the
electricity resistance (10), gaseous form, spider
image of an armored, bearded man, wearing a tall,
climb, alternate form, fast healing (5), vampire
conical crown and wielding a sickle sword in each
weaknesses, undead traits; AL CE; SV Fort +5, Ref
hand.
+6, Will +4; Str 22, Dex 17, Con —, Int 12, Wis
Iron Door: 2 in. thick; Hardness 10; hp 60;
16, Cha 12.
Break DC 28; Open Lock DC 35.
Skills: Bluff +9, Climb +10, Hide +10, Listen +17,
The large chamber between the outer and inner
Move Silently +11, Ride +11, Search +9, Sense
courts is used for entertaining guests. Here, the
Motive +11, Spot +17. Feats: Alertness, Blind-Fight,
kingpriest holds banquets and hosts other large
Combat Reflexes, Dodge, Exotic Weapon Proficiency
gatherings for his courtiers and visiting foreign
(bastard sword), Improved Initiative, Lightning Re-
111
Gora McGahey (order #19251)


ANCIENT KINGDOMS: MESOPOTAMIA
flexes, Mobility, Weapon Focus (bastard sword),
11. VIZIER’S SUITE
Weapon Specialization (bastard sword).
This spacious chamber is the personal abode of
Possessions: Masterwork chain shirt, masterwork
the vizier Yahar (see Area 12 for statistics), the
bastard sword, masterwork shortbow, quiver with 30
kingpriest’s second-in-command and steward of
arrows, potion of haste.
the royal palace.
10. SHRINE TO TAMMUZ
The room is richly furnished with cedarwood
furniture, silken wall hangings and finely sculpted
AND ISHTAR (EL 9)
statues of warriors and animals. On a stand against
This large, many-columned sanctum is dimly illu-
the northern wall stands a display of an ancient
minated by a large bronze brazier. A heavy odor of
bronze breastplate, still in usable condition. On a
incense hangs in the air. Behind the brazier, to the
large table are several flagons filled with fine wine
right, stands a large black ebony statue of Tammuz, a
(11 flagons worth 100 gp each). Among the flasks
handsome man grasping a flail in one hand and a
on the table is a small bottle containing oil of
sickle in the other hand. The statue’s eyes are set with
timelessness. A small chest (Hardness 5; hp 1;
two large crimson red rubies (worth 5,000 gp each).
Break DC 17) hidden under a large bed (Search
To the left of Tammuz stands a white ivory statue of
DC 15) contains a golden anklet in the shape of a
the naked goddess Ishtar, her navel set with a fist-
satyr (worth 350 gp) and several half-rotted petals
sized brilliant green emerald (worth 5,000 gp). Both
from a lotus flower.
statues are 15 feet tall.
12. INNER COURT (EL VARIABLE)
If a character burns a small sacrifice (worth at least 10
gp) in the brazier and dedicates it to Tammuz, that
The flagstones of this large, rectangular hall are of
character always benefits maximally from healing spells;
well-worn black onyx. Four pillars of dark green mala-
that is, healing spells always cure the maximum number of
chite flank a great throne of polished ivory in the center
hit points possible. This effect lasts until the next sunrise.
of the room. This is the fabled Ivory Throne of the
If a similar sacrifice is made and dedicated to Ishtar,
Kingpriest of Ibnath. The plastered walls of the throne
the character’s melee weapons always cause maxi-
room are painted with grisly war scenes, showing what
mum damage on a successful hit (for example, a
must obviously be the king slaying enemies to his left and
longsword always causes 8 points of damage). This
right on the battlefield. Other motifs include the king
effect lasts until the next sunset.
receiving tribute and gifts from peoples of many foreign
However, if a character sacrifices to both deities,
lands, judging by their strange clothing and hairstyles.
both benefits are lost, and the character does not
This is where the kingpriest received important
benefit from any more sacrifices made until the next
guests and held his audiences. The throne room is
full moon.
presently filled with several emissaries who are
If anyone attempts to steal the gems set into the
awaiting the arrival of the kingpriest.
statues, a scorpion-demon (see the Tome of Horrors
Development: This is a great opportunity for
by Necromancer Games and the Monster Appendix
roleplaying. Like the crowd in the courtyard (Area
in this book) appears to punish the transgressor. It
5), these NPCs are ignorant of the fate of Arukurshu
targets the first creature to touch any of the gems, and
and indeed the fate of Ibnath itself, and they are
fights until slain.
doomed to perish if they exit the palace (although
Gharros Demon (Scorpion Demon): CR 9; SZ L
they do not know this, of course, and neither are
Outsider [Chaotic, Evil, Extraplanar]; HD 9d8+27;
the PCs likely to know it). The NPCs spend their
hp 67; Init +1; Spd 30 ft.; AC 27 (1 size, +1 Dex, +17
waiting time interrogating the newcomers. All
natural), touch 10, flat-footed 26; BAB/Grap +9/
seek to use the PCs to further their own purposes.
+17; Atk +12 melee (1d10+4, large battleaxe, crit
Use the description of each NPC (see below) to
x3); Full Atk +12 melee (1d10+4, large battleaxe,
determine their reaction if combat breaks out.
crit x3) and 2 tail stings +10 melee (1d6+2 plus
Yahar, male human Ftr10: CR 10; SZ M; HD
poison); SA spell-like abilities, poison, summon de-
10d10+20; hp 75; Init +2; Spd 30 ft.; AC 17 (+3
mons; SQ damage reduction (10/cold iron and good),
studded leather, +2 Dex, +2 cloak of the bat), touch
SR 22, demon traits, outsider traits, darkvision (60
12, flat-footed 15; BAB/Grap +10/+15; Atk +14
ft.); AL CE; SV Fort +9, Ref +7, Will +8; Str 19, Dex
melee (1d8+7, heavy mace, 1920/x2); Full Atk
12, Con 16, Int 12, Wis 14, Cha 14.
+14/+9 melee (1d8+7, heavy mace, 1920/x2) and
Skills: Climb +15, Concentration +12, Jump +15,
+13/+8 melee (1d6+5, short sword, 1920/x2); AL
Listen +21, Move Silently +10, Search +11, Sense
LN; SV Fort +9, Ref +5, Will +5; Str 20, Dex 15,
Motive +11, Spot +21. Feats: Cleave, Great Cleave,
Con 14, Int 13, Wis 14, Cha 14.
Multiattack, Power Attack.
Skills: Climb +18, Handle Animal +15, Jump
+18, Ride +15. Feats: Ambidexterity, Combat
112
Gora McGahey (order #19251)


CHAPTER TWELVE: THE RUINS OF IBNATH
Reflexes, Expertise, Improved Disarm, Improved
armor, magic missile; 2nd—flaming sphere, resist
Trip, Power Attack, Improved Critical (heavy
elements, summon swarm; 3rd—lightning bolt.
mace), Two-Weapon Fighting, Improved Two-
Possessions: Rod of the viper, sandals of speed,
Weapon Fighting, Weapon Focus (heavy mace),
divine scroll of invisibility purge and dispel magic
Weapon Specialization (heavy mace).
(caster level 6), arcane scroll of lightning bolt and
Possessions: Studded leather armor, iron-shod
summon monster III (caster level 5), golden ser-
rod of office with golden lion’s head (functions as
pent-crown (worth 400 gp), gold bracers (worth
a heavy mace, worth 500 gp), short sword, gold-
150 gp), pouch with two small rubies (worth 500
trimmed dark blue robes (a cloak of the bat), four
gp each), set of papyrus scrolls (spellbook), linen
golden signet rings set with black opals (worth 250
kilt with crocodile-skin belt (worth 50 gp).
gp each), gold amulet bearing the royal seal of
Personality/Description: Khothar-U-Khassis is a
Ibnath (worth 1,000 gp).
mage-priest of Set from the serpent-haunted lands
Personality/Description: Yahar is the kingpriest’s
of Khemit to the west. He is tan, hawk-faced, and
Vizier and lord high steward of the palace. He is
wears a golden serpent-crown. His clothing con-
utterly loyal to Arukurshu, though he has not yet
sists of a plain white kilt and a pair of golden
been turned into a vampire himself. He knows of
bracers. Khothar-U-Khassis has travelled to the
the kingpriest’s vampirism and often arranges the
kingpriest’s court to find sponsors for a slave-
practicalities around Arukurshu’s debaucheries.
trading expedition into Nubia (the real goal of the
The Vizier dresses in voluminous gold-trimmed
expedition is to find a jungle-lost city of Set).
robes (actually a cloak of the bat given to him by
The mage-priest has always precast mage armor.
Arukurshu), wears several golden rings and wields
If he expects combat, he casts magic vestment upon
an iron-shod staff of office topped with a golden
his clothes to gain a +2 enhancement bonus to
lion’s head. He is bald and sports a tiny goatee.
AC. In combat, he uses his sandals of speed, to gain
In combat, Yahar prefers a two-handed style with his
a +4 haste bonus to AC, and the Dodge feat to gain
rod of office and a short sword. If severely wounded, he
an additional+1 AC bonus against a selected op-
attempts to withdraw to a dimly illuminated chamber
ponent. He targets his most powerful wizard spells
where he can use his cloak to polymorph into a bat and
upon hostile spellcasters, and then wades into
fly off (he might also do this to frighten opponents into
melee with his serpent-rod.
thinking that he is a real vampire).
Yagrush, male human Bbn11: CR 11; SZ M;
Kothar-U-Khassis, male Khemitian Wiz5/Clr6
HD 11d12+44; hp 115; Init +3; Spd 30 ft.; AC 20
of Set: CR 11; SZ M; HD 6d8+12 plus 5d4+10; hp
(+2 breastplate, +3 Dex); BAB/Grap +11/+16; Atk
61; Init +2; Spd 30 ft.; AC 16 (+2 Dex, +4 mage
+18 melee (1d12+9, +2 greataxe, 1920/x3); Full
armor), touch 12, flat-footed 14; BAB/Grap +6/
Atk +18/+13/+8 melee (1d12+9, +2 greataxe, 19
+9; Atk +11 melee (1d8+4, rod of the viper [+1
20/x3) or +16/+11/+6 melee (2d4+5, falchion,
heavy mace]); Full Atk +11/+6 melee (1d8+4, rod
1820/x2); SA greater rage (4/day, duration 9
of the viper [+1 heavy mace]); SA rebuke undead (9/
rounds); SQ fast movement, illiteracy, improved
day), spells, smite (1/day, +4 to attack and +6 to
uncanny dodge, trap sense (+3), damage reduction
damage); SQ summon familiar; AL LE; SV Fort
(3/—); AL NE; SV Fort +11, Ref +6, Will +6; Str
+8, Ref +7, Will +12; Str 16, Dex 14, Con 15, Int
20, Dex 16, Con 18, Int 14, Wis 13, Cha 16.
14, Wis 17, Cha 15.
Skills: Climb +21, Handle Animal +17, Intimi-
Skills: Concentration +16, Craft (alchemy) +13,
date +17, Jump +19, Listen +15, Ride +17, Survival
Heal +6, Knowledge (arcana) +16, Knowledge
+15. Feats: Cleave, Combat Reflexes, Iron Will,
(religion) +16, Spellcraft +16. Feats: Dodge, Ex-
Improved Critical (greataxe), Power Attack.
tend Spell, Extra Turning, Lightning Reflexes,
Possessions: +2 greataxe, +2 breastplate, gem-studded
Mobility, Scribe Scroll, Weapon Focus (heavy
falchion (worth 600 gp), potion of haste, potion of aid, gold
mace).
signet ring bearing the royal seal of Hamgatana (worth
Cleric Spells Prepared (5/4/4/3; base DC 13 + spell
1,000 gp), golden circlet inset with several yellow to-
level): 0—create water, detect magic, detect poison, light,
pazes (worth 1,000 gp), fur-trimmed cloak embroidered
resistance; 1st—bane, cause fear, doom, sanctuary; 2nd—
with a crouching chimera (worth 250 gp).
bull’s strength, hold person (x2), silence; 3rd—bestow curse,
Personality/Description: Powerful and cruel, Yagrush
magic vestment, prayer.
was formerly a prince of the eastern city-state Hamgatana.
Domain Spells (Destruction, Knowledge): 1st—
He was deposed in a bloody revolt, and has travelled west
i n f l i c t l i g h t w o u n d s ; 2 n d — d e t e c t t h o u g h t s ;
seeking refuge in various city-states, seeking to gain
3rd—contagion.
support to reclaim his princedom. He claims to have the
Wizard Spells Prepared (4/4/3/1; base DC 12 +
secret allegiance of 1,000 charioteers back in his home-
spell level): 0—daze, disrupt undead, mage hand,
land, and promises great rewards to those who would
ray of frost; 1st—burning hands, charm person, mage
113
Gora McGahey (order #19251)


ANCIENT KINGDOMS: MESOPOTAMIA
help him back on the throne that is “rightfully his”. He
Anath is truly beautiful; her skin is whiter than milk and
might seek to hire the PCs as mercenaries if they seem
her hair is the color of living gold with the flame of the sun
suited to the job.
caught in it. Men whisper that the supple beauty of her
The barbarian prince is heavily muscled, with face and
body would shame the goddess Ishtar. Few know the
arms scarred from years of constant battle. His pate is
secrets of her black heart and the atrocities she has
clean-shaven, except for a long, black ponytail that
committed, such as sacrificing infants on the fiery altars of
hangs down his back. People that have gazed into
Moloch. She dresses in scanty clothes of silk and velvet.
Yagrush’s narrow, yellow eyes liken them to those of a
Quadish-Amrar, male human Ari4/Rog4: CR 7; SZ
panther. He wears a finely carved bronze breastplate,
M; HD 4d8+8 plus 4d6+8; hp 48; Init +3; Spd 30 ft.; AC
baggy silken trousers and warriors’ sandals.
13 (+3 Dex), touch 13, flat-footed 10; BAB/Grap +6/+6;
If combat breaks out in the courtroom, Yagrush sides
Atk +10 melee (1d4+1 plus poison, +1 dagger, 1920/x2)
with the palace guards in an attempt to impress and gain
or +6 melee (1d6, short sword, 1920/x2) or +10 ranged
the goodwill of the kingpriest of Ibnath. His tactics are
(1d4+1 plus poison, +1 dagger, 1920/x2) or +9 ranged
simple but effective; he enters a rage and goes after the
(1d2, whip); Full Atk +10/+5 melee (1d4+1 plus poison,
weakest-looking opponent, attempting to slay as many
+1 dagger, 1920/x2) or +6/+1 melee (1d6, short sword,
weak foes as possible, hopefully leaving an impressive
1920/x2) or +10/+5 ranged (1d4+1 plus poison, +1
body count behind.
dagger, 1920/x2, range 10 ft.) or +9/+4 ranged (1d2,
Anath, female human Ari2/Clr8 of Moloch: CR 9;
whip); SA sneak attack (+2d6), poisoned dagger (wyvern
SZ M; HD 10d8+20; hp 65; Init +8; Spd 30 ft.; AC 14 (+4
poison, Fort DC 17, 2d6/2d6 Con); SQ evasion, uncanny
Dex), touch 14, flat-footed 10; BAB/Grap +7/+8; Atk
dodge, trapfinding, trap sense (+1); AL N; SV Fort +6, Ref
+9 melee (1d4+1, masterwork dagger, 1920/x2); Full
+8, Will +8; Str 11, Dex 17, Con 14, Int 12, Wis 15, Cha
Atk +9/+4 melee (1d4+1, masterwork dagger, 1920/
9.
x2) or +12/+7 ranged (1d4+1, masterwork daggers, 19
Skills: Appraise +14, Bluff +6, Disguise +4, Escape
20/x2, range 10 ft.); SA rebuke undead or fire creatures
Artist +8, Forgery +7, Hide +14, Intimidate +10, Move
(7/day), spells; SQ cast evil spells at +1 caster level; AL
Silently +14, Sleight of Hand +5, Use Magic Device
NE; SV Fort +8, Ref +8, Will +13; Str 13, Dex 18, Con
+10. Feats: Great Fortitude, Skill Focus (Appraise), Skill
15, Int 17, Wis 19, Cha 18.
Focus (Bluff), Weapon Finesse.
Skills: Bluff +14, Concentration +15, Diplomacy +17,
Possessions: +1 dagger, wand of hold person (15 charges),
Forgery +13, Heal +13, Knowledge (history) +13, Knowl-
short sword, whip, various herbal drugs (worth 1,000 gp
edge (religion) +16, Sense Motive +14, Spellcraft +16.
total), a dose of black lotus extract, two doses of wyvern
Feats: Dodge, Improved Initiative, Lightning Reflexes,
poison, rich merchant’s clothes (worth 75 gp), silken
Still Spell, Spell Penetration.
pouch of assorted gems (worth 4,000 gp total), 200 gp.
Cleric Spells Prepared (6/5/4/4/3; base DC 14 + spell
Personality/Description: Quadish-Amrar is a merchant-
level): 0—create water, cure minor wounds (x3), guidance,
prince, caravan-master and slavelord of Kathpatuka. He
resistance; 1st—command (x2), divine favor, doom, sanctu-
is a man noted for his depraved and degenerate tastes,
ary; 2nd—death knell, hold person (x2), undetectable
particularly his abuse of his female slaves and his flagrant
alignment; 3rd—bestow curse, invisibility purge, magic vest-
use of dangerous drugs. He has brought one of his
ment, prayer; 4th—death ward, greater magic weapon, poison.
caravans to Ibnath, hoping to sell several girls procured
Domain Spells (Fire, Evil): 1st—burning hands; 2nd—
from the far-off slave markets of Tyre and Yauna for
desecrate; 3rd—magic circle against good.
inclusion in the kingpriest’s harem.
Possessions: Four masterwork daggers, one dose of dust
Quadish-Amrar has a long, drooping moustache and a
of disappearance, necklace of fireballs (type V), bracers of
curly beard. He is well-fed and rather obese, but surpris-
armor +3, divine scroll of dismissal and lesser planar ally
ingly agile for a man of his bulk. Many men have died by
(caster level 8), potion of love, pair of small electrum
underestimating the capabilities of this man who is as
earrings in the shape of a hawk (worth 100 gp each),
dangerous as a cobra when he is pressed into a corner.
white silk loincloth, sandals.
The slavelord would rather avoid combat and seeks to
Anath is a royal princess of the opulent realm Zhaol
flee at first opportunity. If flight is impossible, he may
who secretly worships the fire-god Moloch. Voluptuous
temporarily side with the PCs if they appear to be the
and vain, she uses her guile and charm to manipulate
strongest party. He offers much gold and wealth if the
men to do her bidding. She is presently in Ibnath as
PCs protect him and/or spare his life, as appropriate.
ransom for a peace treaty between Ibnath and Zhaol, but
plans to leave one of her servant girls in disguise in the
13. KING’S SUITE
city and flee back through the desert to Zhaol. If the PCs
Entry to this chamber is barred by a massive black iron
can be charmed or seduced into helping her escape, so
door (similar to the one at Area 9), engraved with images
much the better. She conceals her evil nature using
of a crowned and robed king who grasps a sickle sword in
undetectable alignment spells.
one hand and a lotus blossom in the other.
114
Gora McGahey (order #19251)


CHAPTER TWELVE: THE RUINS OF IBNATH
Iron Door: 2 in. thick; Hardness 10; hp 60; Break DC
worth of gold and bronze necklaces, bracelets and
28; Open Lock DC 30.
brooches. Two large yellow silk pouches are filled with
The personal chamber of the kingpriest is lavishly
pearl earrings, copper anklets and silver rings (each
furnished, with thick rugs and woven carpets, wall hang-
pouch contains 1,500 gp worth of such minor jewelry).
ings, and soft chairs, couches and cushions. Amphorae
On a granite dais near the western wall are the follow-
filled with wine and dishes of sweetmeats abound. Against
ing items: a golden sceptre topped with a lion’s head
one wall is a large bronze brazier that continually burns
(worth 1,500 gp), a black crown that grants a +4 en-
and gives off a fragrant, exotic scent into the air. Golden
hancement bonus to Strength when worn but compels
serving pieces and goblets carved with lion designs
the wearer to slay a sentient creature at least once per
(worth 4,000 gp total) and an alabaster box filled with
day, two gold signet rings bearing the royal seals of Ibnath
gems (20 red garnets worth 100 gp each) are in plain
(worth 2,000 gp each), and a rod of rulership that can only
sight.
be used by a character who is both Lawful Good and
In the center of the room stands a statue dressed with
exceptionally pure of heart (as determined by the DM).
a suit of armor engraved with Arukurshu’s lion insignia
(this is a breastplate of command). Three exquisite weap-
15. HAREM (EL 11)
ons hang on the eastern wall. These include a +1 unholy
The kingpriest enjoyed the company of his many
greataxe, a masterwork bastard sword, and a composite
concubines in this opulent chamber, whose furnish-
longbow (+4 Str bonus).
ings include silken couches and rich golden tapestries
Dressing Room: Used by the kingpriest and his court-
with erotic motifs. Circular ivory tables are set with
iers and servants in the preparation of great ceremonies,
vials and decanters filled with crimson liquids (a
this chamber between the throne room and the
sampling reveals some to be filled with wine, others
kingpriest’s private chambers contains wardrobes filled
with blood). Cupboards and cabinets along the walls
with several rich state costumes and uniforms, such as
are filled with luxurious garments, perfumes and
gold-lined white robes and purple cloaks (worth 1,000 gp
cosmetics. Thin wisps of smoke rise from small bronze
total).
braziers, and the air smells of sweet incense mingled
Bedchamber: The kingpriest’s sleeping chamber is
with lotus drugs and perfume.
separated from the main chamber to the east by thin veils
Presently in the harem is a group of 9 female
of purple silk. The room is dominated by a large, lavish
vampire spawn, who hide among and pose as several
bed, with carved gargoyle heads on all four posts and
charmed mortal women. The latter are mostly re-
piled with silvery furs (five winter wolf furs, worth 250 gp
cruited from the priesthoods of Ibnath.
each). In a wooden wardrobe are seven bejeweled silk
Arukurshu’s Concubines, Female Human Vam-
robes in different colors – black, brown, gray, green, red,
pire Spawn (9): CR 4; AC 15, hp 29 each; see the
yellow and white (worth 50 gp each).
MM for details.
Hiding behind the veils are 3 vampire spawn concu-
Charmed Priestess-Concubines, female human
bines of Arukurshu. These comely females are naked
Clr4 (4): CR 4; SZ M; HD 4d8+8; hp 26; Init +3; Spd
except for golden necklaces with pendants carved in the
30 ft.; AC 13 (+3 Dex), touch 13, flat-footed 10;
shape of sphinxes with eyes of amber (worth 200 gp
BAB/Grap +3/+4; Atk +6 melee (1d4+1, master-
each). They spy on the player characters through the
work dagger, 1920/x2) or +8 ranged (1d4,
curtain and attempt to attack with surprise.
masterwork dagger, 1920/x2. range 10 ft.); SA spells,
Arukurshu’s Concubines, female human Vampire
turn undead (6/day), smite (1/day, +4 to attack and
Spawn (3): CR 4; hp 26; see Area 15.
+4 to damage); SQ protective ward (1/day, grant +4
resistance bonus on target’s next saving throw, dura-
14. TREASURY (EL 5)
tion 1 hour or until used); AL N; SV Fort +6, Ref +4,
The door to this room is locked and trapped with a
Will +6; Str 13, Dex 16, Con 14, Int 12, Wis 15, Cha
greater glyph of warding.
16.
Iron Door: 2 in. thick; Hardness 10; hp 60; Break DC
Skills: Concentration +9, Heal +9, Knowledge +8
28; Open Lock DC 30.
(religion), Spellcraft +8. Feats: Dodge, Extend Spell,
Greater Glyph of Warding: CR 5; triggers a summon
Weapon Focus (dagger).
monster VI spell that summons a red sla’ad (see the MM);
Cleric Spells Prepared (5/4/3; base DC 13 + spell
Search (DC 31); Disable Device (DC 31); Dispel (DC 27).
level): 0—cure minor wounds (x2), detect poison,
This vault contains a small treasure trove, the personal
guidance, purify food and drink; 1st—bless, cause fear,
wealth of the kingpriest. In reality, the degenerate ex-
doom, endure elements; 2nd—cure moderate wounds,
cesses and debaucheries of Arukurshu’s rule have almost
hold person, silence.
ruined the kingpriest’s court. Still, there is treasure to be
Domain Spells (Destruction, Protection): 1st—sanc-
found here. Twelve treasure chests (Hardness 5; hp 15;
tuary; 2nd—shield other.
Break DC 23; Open Lock DC 30) each contain 1,000 gp
115
Gora McGahey (order #19251)


ANCIENT KINGDOMS: MESOPOTAMIA
Possessions: Masterwork dagger, white clerical
or toppled. All are half-buried by mounds of rust-red
robes, holy symbol of Ishtar.
sand.
The harem is guarded by ebony-skinned eunuchs
This area is now the haunt of a Gargantuan sand
from the far south, swathed in loincloths of scarlet
spider that hides beneath the sand and seizes unwary
silk, wielding great falchion swords. Due to their
trespassers. Sand spiders are hunters and cannot
training and indoctrination from an early age, they
produce webs.
are immune to mind-affecting effects. However, note
Sand Spider, Gargantuan: CR 8; AC 19, hp 104;
that as ex-barbarians they have turned Lawful and
see the MM for details on Gargantuan spiders.
lost their ability to rage.
Palace Eunuchs, male human Bbn1/Ftr4 (4): CR
I. TOMBS OF THE
5; SZ M; HD 1d12+2 plus 4d10+8; hp 38; Init +7;
Spd 40 ft.; AC 13 (+3 Dex), touch 13, flat-footed 10;
SACRED WIVES
BAB/Grap +5/+8; Atk +10 melee (2d4+5, master-
work falchion, 1820/x2) or +8 melee (1d4+3, dagger,
For centuries, each New Year was celebrated in
1920/x2) or +8 ranged (1d4, dagger, 1920/x2,
Ibnath with the akitu-festival. During this week-
range 10 ft.); SQ fast movement, immune to mind-
long ritual, statues of the gods were brought out
affecting effects; AL LE; SV Fort +8, Ref +6, Will +2;
from the temples and into the streets, and as the
Str 16, Dex 17, Con 14, Int 12, Wis 12, Cha 14.
priests walked in solemn processions, the common
Skills: Climb +7, Intimidate +6, Handle Animal
people enjoyed drunken revelry and orgiastic feasts
+4, Jump +10, Listen +5, Ride +11, Swim +7, Sur-
in honor of the gods. Each year, a virgin was se-
vival +5. Feats: Combat Reflexes, Improved Initiative,
lected from among the priestesses of Ishtar to sleep
Lightning Reflexes, Power Attack, Weapon Focus
with the kingpriest atop the Great Ziggurat, thus re-
(falchion), Weapon Specialization (falchion).
enacting on earth the Sacred Marriage between the
Possessions: Masterwork falchion, dagger, purple
goddess Ishtar and the fertility god Tammuz. After
loincloth, sandals.
this brief moment of glory, the priestess was ritually
sacrificed and entombed within the graveyard south
Development: When the player characters enter
of the ziggurat. This traumatic treatment has turned
the harem, the eunuch guards advance upon them,
many of these Sacred Wives into undead creatures.
but the concubines command the guards to stand
aside. As the females begin to interrogate the PCs,
The graveyard is surrounded by a mud-brick wall,
they attempt to use their charm abilities to neutralize
20 feet tall, carved and painted with garish scenes
and then energy drain their victims. If combat breaks
from the akitu-festival. A wide bronze gate appar-
out, the eunuch guards protect the concubines while
ently once stood to the north, but nothing remains
they retreat to heal using their fast healing. The
of it now. Statues in the shape of winged minotaurs
charmed priestesses use their cleric spells to protect
and grinning demons are placed along irregular
and heal the vampire spawn and the guards.
intervals atop the walls (these are actually guardian
gargoyles). Inside the walls are the ruins of many
Treasure: Among the treasure here are the various
square tombs. Six of these tombs are still standing.
items of clothing (worth 5,000 gp total), perfumes
and cosmetics (worth 2,000 gp total), and the golden
STANDARD TOMB FEATURES
tapestries (6 tapestries worth 500 gp each). Con-
cealed under a couch (Search DC 20) is a locked
The basic layout of the tombs are quite similar
chest (Hardness 5; hp 15; Break DC 23; Open Lock
(refer to the tomb map). The entrance to each tomb
DC 25) that contains a potion of cure serious wounds,
is guarded by 2 gargoyles. These guardians attack
a cloak of charisma (+4), two doses of black lotus
anyone who attempt to breach the tombs. If combat
extract (worth 2,500 gp each), and a small bag filled
ensues, the other gargoyles in the area arrive in
with 19 pink pearls (worth 100 gp each) as well as a
1d4+2 rounds.
pearl of the sirines.
Gargoyles (18 total): CR 4; AC 16, hp 37 each;
see the MM for details.
H. THE AVENUE OF
The doors to each tomb is of stone, carved with an
image of the goddess Ishtar, apparent to anyone with
BROKEN COLUMNS a successful Knowledge (religion) check (DC 12).
Stone Door: 4 in. thick; Hardness 8; hp 60; Break
(EL 7)
(DC 28).
A broad avenue runs south from the Great Ziggurat
The tombs are unlit. The interior walls of each tomb
to the northern gates of the Tombs of the Sacred
are inscribed with various religious texts relating to the
Wives. This ceremonial pathway was once lined by
Sacred Marriage. A successful Decipher Script (DC 20)
massive marble columns, all of which are now broken
116
Gora McGahey (order #19251)



CHAPTER TWELVE: THE RUINS OF IBNATH
For the king, for the lord,
empty except for much sand and dust. Its inte-
When I shall have washed myself,
rior walls feature religious texts and paintings
of pastoral scenes.
When I shall have washed myself for the
shepherd, Arukurshu,
2. TOMB OF ZAKITI (EL 7)
When I shall have adorned my body,
When I shall have put amber on my face,
This tomb contains a raised stone slab whereon
When I shall have put mascara on my eyes,
rest the remains of a female. The skeleton is dressed
with rich ornaments, including two finger-rings of
When the lord who sleeps with the pure Ishtar,
gold (worth 250 gp each), a waistband of gold
Shall have made love to me on the bed,
(worth 100 gp), six breast ornaments of ivory (worth
Then I in turn shall show my love for the lord;
50 gp each), three outer garments of linen (worth
I shall fix for him a good destiny,
35 gp each), a silver mother-figurine (worth 200
I shall fix for him as destiny
gp), and two loincloths (worth 25 gp each).
To be the shepherd of the land.
The spirit of the tomb’s inhabitant, a beautiful
priestess of Ishtar by the name of Zakiti, now a
check allows a character to recognize this verse repeated
groaning spirit (see the Tome of Horrors by Nec-
on the walls of all tombs:
romancer Games and the Appendix in this book),
lurks in the tomb’s antechamber. She is bound to
THE TOMBS
her tomb and is happy to take her revenge on
intruders. If the player characters are not immedi-
The contents of each of the six tombs that have
ately threatening and seek to parley with her, she
not yet crumbled are as follows.
might cease her attacks and reveal how she was
“married” to the kingpriest Arukurshu. She can
1. EMPTY TOMB
gain eternal rest only if Arukurshu is destroyed.
The door to this tomb is broken. The tomb
Zakiti, Groaning Spirit: CR 7; SZ M Undead
has been looted in ages past and is completely
[Incorporeal]; HD 7d12; hp 45; Init +7; Spd 30 ft.;
AC 17 (+3 Dex, +4 deflection), touch 17, flat-
117
Gora McGahey (order #19251)


ANCIENT KINGDOMS: MESOPOTAMIA
footed 14; BAB/Grap +3/—; Atk +6 melee (1d8
be a vampire and imprisoned within a lesser ziggurat
plus Str drain, incorporeal touch); SA chill touch
in the desert. Set into an alcove in the eastern wall
(Fort DC 17, 1 Str drain), fear aura (Will DC 17,
is a clay tablet with cuneiform writing describing
flee 1d6+4 rounds), keening (1/night, Will DC 19,
the background history of this empty tomb (Deci-
wail of the banshee, on successful save take 3d6+7
pher Script DC 20).
damage); SQ darkvision (60 ft.), immunity to cold,
A number of Nikharta’s servants suffered death
immunity to electricity, incorporeal traits, +4 turn
by poison here; the floor is littered with several
resistance, sense living, SR 20, undead traits, un-
normal skeletons as well as 9 male ghouls whose
natural aura, vulnerability (dispel evil deals 1d6 per
simple clothing is now rotted and disintegrated.
caster level, max 10d6); AL CE; SV Fort +2, Ref
1d4+1 rounds after the tomb is opened, the ghouls
+5, Will +8; Str , Dex 17, Con , Int 16, Wis
rise and attack. Their movement causes the now-
16, Cha 18.
poisonous tomb-dust to whirl up with effects similar
Skills: Bluff +14, Hide +13, Intimidate +14,
to a cloudkill spell affecting all air-breathing crea-
Listen +15, Search +13, Sense Motive +13, Spot
tures within the tomb.
+15. Feats: Ability Focus (keening), Alertness
Behind a secret door to the south (Search DC
(b), Blind-Fight, Improved Initiative.
30) is a small chamber intended for the coffin
itself. The room is completely empty except for a
3. ANKHEG LAIR (EL 5)
small golden signet ring (worth 300 gp) engraved
A huge ankheg has dug several tunnels in the
with the image of a stepped ziggurat and, on the
ground beneath this tomb. An entrance to one of
inside of the ring, the words “harsag zalazag”. This
these tunnels may be found with a successful Search
is the passphrase used to bypass the forbiddance
check (DC 20). The floor and stone slabs of the
spell warding the Hall of the Hierophants (see
tomb are covered with broken pottery and rubble,
Area G14).
as well as broken tomb furniture. There is nothing
Ghouls (9); CR 1; AC 14, hp 13 each; see the
of value here.
MM for details.
Huge Ankheg: CR 5; SZ H Magical Beast; HD
9d10+45; hp 94; Init 1; Spd 30 ft., burrow 20 ft.; AC 19
6. BULL-GUARDED TOMB
(2 size, 1 Dex, +12 natural), touch 7, flat-footed 19;
The sixth tomb has an antechamber dominated by a
BAB/Grap +9/+26; Atk +16 melee (2d6+13 plus 1d4
large statue of a bull. If the tomb door is breached, this
acid, bite); SA improved grab, spit acid; SQ darkvision
statue, actually a gorgon placed in suspended animation,
(60 ft.), low-light vision, tremorsense (60 ft.); AL N; SV
comes to life and attacks intruders, while the tomb’s
Fort +11, Ref +5, Will +6; Str 29, Dex 8, Con 21, Int 1,
inhabitant, the groaning spirit Kuraya, another sacri-
Wis 13, Cha 6.
ficed priestess of Ishtar, appears from behind to seal their
Skills: Climb +14, Listen +6, Spot +3. Feats:
doom. Note that the gorgon is not immune to the
Alertness, Iron Will, Power Attack, Toughness.
groaning spirit’s wail.
In the tomb itself is a raised slab with Kuraya’s skel-
4. TOMB WITH SECRET SHRINE
eton. It wears two silver rings (worth 75 gp each), two
This tomb contains a skeleton whose ornaments
breast ornaments of bronze (worth 100 gp each), a gem-
includes nineteen fruit-shaped beads of gold (worth 30
studded loincloth with a golden waistband (worth 500
gp each), two breast ornaments of gold (worth 75 gp
gp), an electrum tiara set with a black opal (worth 1,000
each), two ear-rings of silver (worth 40 gp each), six
gp), and a jeweled brooch which is actually a brooch of
cylinder seals (worth 25 gp each), two skirts (worth 15 gp
shielding with 45 charges left. The skeleton clutches an
each), and three outer garments of linen (worth 35 gp
ivory staff tipped with a silver disc (a wand of cure light
each).
wounds with 20 charges remaining).
The tomb has a secret, lower chamber accessible
Gorgon: CR 8; AC 20, hp 85; see the MM for details.
through a shaft concealed under a flagstone (Search DC
Kuraya, Groaning Spirit: CR 7; hp 45; see Area 2.
24). The shaft descends 20 feet before it ends in a square
chamber, 10 feet by 20 feet. In the southern end of this
J. THE PURPLE OBELISKS
chamber stands a small obsidian statue of Marduk. The
statue wears an elaborate golden headband (actually a
OF YHAKKOTH
major circlet of blasting).
Dominating the market square of the bazaar area in the
5. CORPSE-FILLED TOMB (EL 7)
eastern part of the city are three massive obelisks from the
city of Yhakkoth. Each obelisk is roughly 60 feet tall,
This elaborate tomb is empty. It was intended
seeming to pierce the azure skies above Ibnath. About 10
for the priestess Nikhartha, who was discovered to
feet by 10 feet at their base, the obelisks narrow slightly
118
Gora McGahey (order #19251)




CHAPTER TWELVE: THE RUINS OF IBNATH
along their length, becoming half the initial width and
Refer to the chapter describing the Brother-
breadth at the apex. Each is cut from a single piece of a
hood of Kalab for details on the background,
strange purple stone, and carved with arcane sigils, glyphs
personalities and goals of the Kalabite wizards.
and images along its entire length. The obelisks radiate
Since centuries have passed since Yaod’s death
strong conjuration, evocation and necromantic magic.
and mummification, even true resurrection spells are
The obelisks are trophies of war brought back to Ibnath
useless, but using the power of the obelisks, sum-
when the armies of that city went to holy war against
moned demons, and blood sacrifice at a time when
Yhakkoth, a city of sorcerers in the land of Elam to the east.
the stars in the night sky are aligned in favorable
Yhakkoth was razed to the ground and obliterated, except
positions, the wizards hope to be able to bring their
for these three obelisks that were hauled back to Ibnath.
mummified archwizard back to life. The chance of a
See the description of the Sea of Bones for more about the
successful ritual is determined by a roll of 1d20
background history of the obelisks.
against DC 28, modified by the following factors (see
table below).
THE KALABITE RITUAL
Naturally, the wizards of Kalab seek to have
OF RESURRECTION
as many as possible of these factors in place
before they attempt the ritual. They also bring
(SPECIAL EVENT)
as many of their servants (including animated
The veiled wizards of Kalab wander the Red Waste, while
skeletons, Yhakkor, and mercenaries) as pos-
the withered mummy of the arch-necromancer Yaod is
sible into the city to guard against those who
guarded in secret desert caverns. The wizards prepare to
would seek to interfere with the ritual (such as
resurrect the archwizard when the stars are right.
t h e P C s , A r u k u r s h u , a n d t h e a w a k e n e d
Hierophants). The ritual itself is an intricate
It is suggested that this event takes place late in the
affair taking a full week to prepare and a night
campaign, when the PCs have reached relatively high
and a day to perform. If the ritual fails, use the
levels. The Kalabites come to the ruins of Ibnath in force,
table on page 120 to determine the outcome.
bringing the mummy of Yaod with them. They set up
camp in the city near the obelisks, bringing silken tents
The statistics below are for a newly-resur-
and pavilions, and then prepare and perform the resur-
r e c t e d Y a o d ; h e l a c k s m o s t o f h i s f o r m e r
rection ritual.
equipment and must rest to memorize spells
The DM should adjust the number of opponents as
(using the spells inscribed on the Purple Obe-
appropriate, making sure that this is a real challenge for
lisks as his spellbook if no other spellbooks are
the PCs, but the following setup is a suggested guideline:
available). If Yaod is encountered before he has
The three wizards Khasim (with his owl familiar Kah-
a chance to regain spells, reduce his Challenge
Nu), Yarima the Red Witch, and Khoraj; 6 lesser
Rating by 10.
wizards of Kalab, 20 warrior-mercenaries, 20 skel-
Yaod, Male Human Wiz18: CR 18; SZ M;
etons, and 40 Yhakkor. The animated skeletons and
HD 18d4+36; hp 81; Init +0; Spd 30 ft; AC 10,
Yhakkor are deployed in a circular fashion along the
touch 10, flat-footed 10; BAB/Grap +9/+10;
edges of the bazaar, commanded by the lesser wizards,
Atk +10 melee (1d6+1, quarterstaff) or +10
while the mercenaries serve as bodyguards for the pow-
ranged (1d4+1, dagger, 1920/x2, range 10 ft.);
erful wizards performing the ritual itself. While the ritual
Full Atk +10/+5 melee (1d6+1, quarterstaff) or
is prepared (see below), the mummy of Yaod is kept
+10/+5 melee (1d4+1, dagger, 1920/x2) or
within a well-guarded silken tent, or in the basement of
+9/+4 ranged (1d4+1, dagger, 1920/x2, range
a nearby ruin, depending on the perceived danger in the
10 ft.); SA spells; SQ summon familiar; AL NE;
area. Kah-Nu the owl is frequently employed by Khasim
SV Fort +8, Ref +8, Will +14; Str 13, Dex 10,
to scout for enemies from the air.
Con 14, Int 20, Wis 16, Cha 16.
Description
Modifier
Ritual is performed in the vicinity of the Purple Obelisks of Yhakkoth
+8
Ritual performed during the longest night of the year
+1
The Sickle Sword of Naalfesh is used as a focus during the ritual
+4
The Book of Aeons is used during the ritual
+6
Blood sacrifice
+1 per sentient creature of
6HD or more (max +4)
Ritual is performed in the presence of summoned and bound evil outsider of at least 9HD
+2 (non-cumulative)
119
Gora McGahey (order #19251)




ANCIENT KINGDOMS: MESOPOTAMIA
Roll fails by
Result of failed ritual
13
Ritual can be re-attempted when the stars are re-aligned (2d20 months later)
46
The corpse is only partly resurrected and rises as a regular mummy (with no spellcasting ability)
7+
The corpse crumbles to dust and is forever lost
Skills : Concentration +23, Craft (alchemy)
P o s s e s s i o n s : D a g g e r , q u a r t e r s t a f f , t a t t e r e d
+26, Knowledge (arcana) +26, Knowledge (his-
white robes, ring of spell storing, greater, with
t o r y ) + 2 6 , K n o w l e d g e ( t h e p l a n e s ) + 2 6 ,
dimension door and circle of death currently stored
Knowledge (religion) +26, Knowledge (necro-
(caster level 18), ring of wizardry III.
mancy) +26, Spellcraft +26. Feats: Combat
P e r s o n a l i t y / D e s c r i p t i o n : A s t h e f o r m e r
Casting, Spell Penetration, Spell Focus (Nec-
archwizard of Yhakkoth, a city of necroman-
r o m a n c y ) , E x t e n d S p e l l , M a x i m i z e S p e l l ,
cers, Yaod is supremely arrogant and power-mad.
Quicken Spell, Craft Wondrous Item, Light-
If resurrected, he immediately begins to plot
ning Reflexes, Brew Potion, Craft Magic Arms
his re-ascension to power. To this end, he seeks
And Armor, Scribe Scroll, Leadership.
to restore his old lieutenant, the lord Naalfesh,
Wizard Spells Prepared (4/6/5/5/5/5/4/3/3/2;
whose soul is imprisoned within the enchanted
base DC 15 + spell level, base DC 16 + spell
sickle sword that bears his name. If Yaod comes
level for necromancy spells): None (after being
in the possession of the Book of Aeons, he might
resurrected – must rest to memorize spells).
even attempt to raise up the city of Yhakkoth
from oblivion.
120
Gora McGahey (order #19251)





MYTHIC MESOPOTAMIA
INTRODUCTION
Not only was the worship of foreign gods tolerated in
the city of Ibnath, but a grand temple was built there to
Difficulty Level: 7–10.
worship all known gods within its incense-shrouded
Entrances: The temple itself is aboveground. The
walls. Thus, the swollen brass idols of the great gods
entrance to the subterranean levels is through Area
Tiamat, Anu, Marduk and Ishtar were worshipped side
1–3.
by side with such weird and unfathomable deities as Ub-
Exits: N/A.
Xathla, Nhakhramat of the Emerald Flame, Yaazotsh the
Wandering Monsters: Check once every hour on
charnel god, the mother-goddess Shupnikkurat, and
1d20:
Kthan the Faceless God.
1–2.
1d4+1 ghasts
Temple servants and priests who were less than human
3–4.
1d6 ghouls and 25% chance of 1 gholle
served some of these strange and alien gods, and their
5.
3d6 normal rats
rites were sinister and abominable. Yet Ibnath was a city
6.
1 desert cobra
desert
ruled by priests, and the Hierophants turned a blind eye
7.
1d4+1 large monstrous scorpions
to such activities as long as they were confined to dark
8–20.
No encounter
and subterranean shrines, far from the eyes of the com-
Standard Features: Dungeon corridors are 5 feet
mon people.
wide and 10 feet tall unless indicated otherwise.
Empty bronze sconces line the walls at regular inter-
The city of Ibnath is not entirely deserted, for some of
vals. Standard doors are made of bronze
these shrines are still operated by inhuman servants and
-reinforced
wood (2 in. thick; Hardness 5; hp 20; Break DC 18),
deathless beings.
if described as locked, add Open Lock (DC 20).
GROUND LEVEL
The Temple is an immense, rectangular building of
cyclopean stonework, its outer areas near overgrown by
altar to the south, close to the arched passageway. Two
a tangled mass of plants and creeping vines (see the
rows of tall statues flank the walls to the east and west.
description of Area D, the Temple Gardens).
The altar: The great altar stands upon a dais of white
marble. The altar-stone itself is a massive block of dark
1. THE COURT OF THE HIGH GODS
green malachite, stained in places with many-hued spots
A broad stairway, 30 feet wide, is flanked by ominous
and blotches. It is covered with religious texts such as
marble statues of mythological beasts such as winged
prayers and hymns to the gods, inscribed using archaic
bulls, sphinxes, chimerae, and beast-headed giants. The
cuneiform writing. A successful Decipher Script (DC
stairway opens up upon a vast court dominated by a great
20) check allows a character to recognize prayers to the
gods Marduk, Anu, Ishtar and Tammuz, among others.
121
Gora McGahey (order #19251)



ANCIENT KINGDOMS: MESOPOTAMIA
The statues: Twenty-four statues flank the walls of
black talons and the head of a snarling beast, a
the court, twelve to each side. These are images of the
curious cross between a jackal and a wolf.
major divinities once worshipped in Ibnath. Not all are
6.
Lza-Phar the Blind One (DC 20). A god of the
entirely human. From north to south, east to west, the
monks of the far east.
statues are images of the following deities. The DC
7.
Ea, the God of Wisdom and Magic (DC 14). The
listed in parenthesis after each god’s name is the diffi-
statue of Ea holds strange instruments of primitive
culty of the Knowledge (religion) check required to
astrology in his hands.
recognize each of the statues.
8.
Nhakhramat of the Emerald Flame (DC 20). This
1.
Phanomog, Goddess of the Hidden Wisdom (DC
is an alabaster statue of a shapely, four-armed woman
18). A leering, three-eyed female figure grasps a set
surrounded by a carved halo of flames. She holds an
of clay tablets carved with arcane sigils.
ornate oil lamp in each of her hands.
2.
Othabbhon, the Guardian of the Gates (DC 18).
9.
Aklathu, the Misshapen (DC 14). This is a small
This statue of a robed, horse-headed humanoid
statue depicting a stunted, deformed dwarf with
clutches a golden rod in one hand, and a strange
slightly retarded facial features. Aklathu is known
bronze key in the other.
to crave offerings, or he brings ill fortune.
3.
Dagon, the God of the Deep (DC 12). Webbed
10. Shupnikkurat, the Mother of the Endless Spawn
hands and feet are apparent on this statue of a
(DC 16). This statue is simply a mass of eyes,
merman that wields a wicked-looking trident.
mouths and other orifices, carved from a smooth
4. Gathualu, the God of the Mountains (DC 16).
black stone. The statue appears to be covered with
Obviously portraying a giant, this large statue is
slime.
carved with unsmiling features. It is a god wor-
11. Anu, the Father and King of the Gods (DC 12). His
shipped among the wild tribesmen of the Zagros
statue is that of an old, bearded man, wearing loose
mountains.
fitting garments.
5.
Baal-Zag, the Howler in Darkness (DC 16). This
12. Marduk, the General of Law (DC 12). The image
monstrously carven image is hideous to behold,
of Marduk is in the fashion of a young man with a
depicting a heavily muscled humanoid with long
122
Gora McGahey (order #19251)


CHAPTER THIRTEEN: TEMPLE OF A THOUSAND GODS
beard, wearing a short kilt, and a horned helmet.
4. VESTRIES (EL VARIABLE)
He is armed with a dagger, bow and mace.
These small chambers served as vestries where the
13. Sstha, the Bone Serpent (DC 16). This statue is
priests prepared their ceremonies. All that is left in
carved from bone and appears as a skeletal naga
these rooms are tattered clerical vestments, crumbled
with a death’s head. Many sorcerers worship it.
blocks of incense, and small figurines of gods.
14. Kingu, the General of Chaos (DC 14). The statue
Treasure: A character that makes a successful Search
of Kingu is an image of a young, bearded man,
check (DC 20) finds a block of incense of obsession (50%)
armed with a bow and sword.
or a small figurine of a toad inset with tiny gem eyes
15. Yaazotsh, the Eater of the Dead (DC 18). A great
(50%, 100 gp value).
bronze sculpture of a vulture-headed humanoid
For each vestry, there is a 1 in 5 chance on 1d20 that
with massive outstretched wings.
1d4+1 ghasts are present. These former priests wear
16. Kthan, the Faceless God (DC 14). This statue
tattered robes and try to appear as humans of flesh and
depicts a humanoid shape whose facial features are
blood, thus attempting to avoid attack (and clerical
wholly obscured by its hooded robe. Its garments
turning attempts) as they approach their victims.
likewise mysteriously hide its hands and feet.
Ghasts (1d4+1): CR 3; AC 17, hp 29 each; see the
17. Urshothotha, the Great Lizard (DC 16). A great
MM for details.
effigy carved from a weird green stone, depicting a
great lizard with a gaping mouth.
DUNGEON LEVEL ONE
18. K’hutha, the Void Between the Stars (DC 20). A
god of astral and dream travel, K’hutha’s idol is that
of a great tentacled kraken.
1. HALL OF STRANGE DIVINITIES
19. Nergal, the God of Plague (DC 12). Nergal’s statue
The great stairs on the ground level lead down to this
is that of a mature man wearing a kilt, a helmet, and
large subterranean hall. Its plastered walls are carved
carrying two lion-headed staves.
and painted with images of every imaginable god and
20. Rligothas, the Consuming Swarm (DC 20). This
demon: Humanoid, bestial, amorphous, and formless
idol is a composite of carved worms, maggots,
bodies; winged, webbed, scaled and tentacled creatures;
beetles, locusts and other crawling insects.
wearing crowns and jewelry and armor and weapons of
21. Sin, the Moon (DC 12). This carved representa-
weird and foreign designs. The paintings also cover the
tion of Sin is in the shape of an old man with a long
floor and ceiling of the hall.
black beard, garbed in a robe decorated with moon
sigils.
2. SHRINE TO ANU (EL 9)
22. Pazuzu, the Lord of Evil Winds (DC 12). A winged
The grey walls of this rather large chamber are deco-
demon whose face is a mass of entrails; his attention
rated with the tattered remains of once-rich tapestries
is said to bring certain death.
depicting the sacrifice of sacred white bulls by red-robed
23. Ishtar, the Goddess of Love and War (DC 12). A
priests. A marble statue of a great bull stands to the east.
well-known fertility goddess with certain dark as-
It is flanked by two tall statues of bull-headed humans
pects, this statue of Ishtar features swollen breasts
that grasp greataxes decorated with gold and silver
and broad hips. It appears to have been adorned
filigree (worth 200 gp each).
with flowers in ages past.
One of these bull-headed statues is an obsidian
24. Tammuz, the God of Fertility and Rebirth (DC
minotaur (see the Tome of Horrors by Necromancer
12). The statue is of a handsome young man,
Games), a kind of golem created by the priests of Anu.
wearing a kilt.
The golem animates and attacks anyone that defiles this
shrine. It drops its axe as it attacks.
2. LESSER COURT
Obsidian Minotaur: CR 9; SZ L Construct; HD
Used by the priests of lesser gods for their ceremonies,
12d10+30; hp 96; Init +0; Spd 20 ft.; AC 25 (–1 size,
this courtyard is much smaller than the Court of the
+16 natural), touch 9, flat-footed 25; BAB/Grap +9/
High Gods (Area 1–1). It features a lesser altar, mottled
+19; Atk +8 melee (2d8+6 plus 1d6 fire, claw); Full Atk
with verdigris, decorated with various religious para-
+8 melee (2d8+6 plus 1d6 fire [x2], claws); SA breath
phernalia, such as small lamps, broken bowls and rusted
weapon (1d4+1 rounds, cloud of gas lasts 1 round, Fort
vessels. All are essentially worthless.
DC 16 or 1d4 Dex damage), burn (1d6 fire); SQ con-
struct traits, damage reduction (10/adamantine),
3. GREAT STAIRS
darkvision 60 ft., immunity to magic, low-light vision;
AL N; SV Fort +4, Ref +4, Will +4; Str 22, Dex 10, Con
This spiral stairway winds its way down to the first
—, Int —, Wis 11, Cha 1.
subterranean level of the temple (see Area 2–1).
Skills: —. Feats: —.
123
Gora McGahey (order #19251)



ANCIENT KINGDOMS: MESOPOTAMIA
Special: Due to the beneficient nature of the god
5. SHRINE TO TAMMUZ (EL 6)
Anu, healing spells cast by good-aligned creatures in
This great hall is dominated by a tall warrior-statue
this room are always at maximum efficiency (so, for
crafted from an unknown, green-grey stone or metal.
example, a cure light wounds spell always cures 8 points
The statue depicts a bearded man, clad in armor with
of damage + 1 point per caster level).
lion heraldry, who grasps a sword in one hand and a flail
3. VESTRY (EL 7)
in the other. If the statue is studied very carefully (Spot
DC 20), certain unsettling features can be detected,
A small room formerly used by clerics of Anu; various
such as small fangs and the suggestion of talons instead
trappings of priestcraft such as woolen robes, blocks of
of fingernails. The vampire-kingpriest Arukurshu had
incense, and ceremonial daggers are strewn on the floor
the statue crafted in his own image by the finest artisans
and among several broken wooden chests. Lurking here
of Ibnath, but was careful not to reveal too much of his
are 4 ghasts who attack immediately.
true nature.
Ghasts (4): CR 3; AC 17, hp 29 each; see the MM for
On a roll of 1–6 on 1d20, a gallu-demon (see the
details.
monster appendix) appears in this chamber.
Gallu-Demon: CR 6; SZ L Outsider [Chaotic,
4. SACRIFICE CHAMBER
Evil, Extraplanar]; HD 7d8+28; hp 59; Init +4;
This room smells of burnt offerings. A large bronze
Spd 30 ft.; AC 20 (–1 size, +11 natural), touch 9,
bowl stands on a clawed tripod in the center of the
flat-footed 20; BAB/Grap +7/+17; Atk +12 melee
chamber. It radiates moderate necromantic magic.
(1d6+6, claw); Full Atk +12 melee (1d6+6 [x2],
Special: If the bowl is filled with the blood of a dying or
claws) and +7 melee (1d8+3, bite); Space/Reach
recently dead creature, and a weapon is quenched in the
10 ft./10 ft.; SA improved grab; SQ alter shape,
blood, the weapon causes damage that does not heal nor-
demon qualities, dimension door, plane shift,
mally and is only curable with magic (such as cure spells).
darkvision (60 ft.), outsider traits; AL CE; SV Fort
The enchantment on the weapon lasts for six hours, and
+9, Ref +7, Will +7; Str 22, Dex 11, Con 18, Int
only one weapon can be so enchanted by the blood of a single
12, Wis 14, Cha 16.
creature.
124
Gora McGahey (order #19251)


CHAPTER THIRTEEN: TEMPLE OF A THOUSAND GODS
Skills: Bluff +13, Concentration +14, Diplo-
9. SHADOWY CRYPT
macy +7, Disguise +13, Hide +6, Intimidate +15,
(EL VARIABLE)
Listen +12, Move Silently +10, Sense Motive +14,
Sleight of Hand +2, Spot +12. Feats: Improved
The doors to this crypt are locked. The crypt is dimly
Initiative, Lightning Reflexes, Power Attack.
lit by a glowing red sphere (enchanted with continual
Tactics: The gallu-demon attempts to grab a
flame) that hangs suspended from the ceiling on a metal
victim and dimension door away. Creatures grabbed
chain. Murky shadows flit about an intricately carved
thus are transported to Level 2, Area 26.
stone sarcophagus in the center of the chamber. Leering
skull designs feature prominently among the carvings.
6. PILLAR CHAMBER (EL 6)
Treasure: Scattered around the sarcophagus are sev-
eral broken clay vessels that seem to have contained
Five pillars of lapis lazuli line the walls of this room.
various powders and herbs. These are all but lost to
They are decorated with carvings of great fanged ser-
decay, except for a dose of dust of illusion that can be
pents entwining the pillars. Careful examination of the
salvaged from the broken pottery (Search DC 25).
second pillar (Search DC 18) reveals that the mouth of
the carved serpent appears to be a secret compartment.
A long-dead Hierophant, the death priest Harpaga, a
If something (such as a hand, sword, or spear, for ex-
servant of Nergal, rests in the sarcophagus. He has been
ample) is inserted into this opening, the mouth slams
mummified and rises to defend his grave if it is disturbed.
shut, causing damage to and holding the inserted item
A greater glyph of warding is the first line of defense,
fast (note that a hand can’t be pulled free and must
however. If the glyph is discharged, Harpaga breaks out
probably be amputated). At the same time, the carved
of his sarcophagus on the following round.
serpents coiling around the other four pillars come to life
Greater Glyph of Warding Trap: CR 5; inflicts harm
as 4 medium-sized constrictor snakes. They concen-
upon target (140 hp damage, Fort DC 19 for half
trate their attacks on the creature that triggered the trap.
damage); Search (DC 31); Disable Device (DC 31);
Serpent Mouth Trap: CR 5; no attack roll re-
Dispel (DC 21).
quired (6d6 and held fast; items [only] can be
Harpaga, Male Mummy: CR 5; AC 20, hp 55; see the
pulled free with a successful Strength check [DC
MM for details on the mummy.
20]); Reflex save (DC 20) avoids; Search (DC 20);
Possessions: ring of spell storing, greater, containing the
Disable Device (DC 25).
spells finger of death and haste, cast at 14th level.
Medium Constrictor Snakes (4): CR 2; AC 15,
Tactics: Harpaga can be a dangerous opponent if the
hp 19 each; see the MM for details.
harm trap has affected a member of the party. In the same
round as the glyph is discharged, he uses haste from his
7. IVORY STEPS
ring and then breaks the lid of his sarcophagus. On the
following round, he casts finger of death from the ring,
A stairway carved from a strange green stone descends
targeting any character that looks like a spellcaster, and
to dungeon level two, Area 1.
then attacks the victim of the harm spell with slam
attacks.
8. THE SECRETS OF THE
Treasure: In the bottom of the coffin are 1d4 rot
FISH-MEN (EL 10)
grubs (see the Tome of Horrors by Necromancer Games)
On the walls of this antechamber are paintings of
that crawled on the mummy of Harpaga. Strewn in the
what appear to be fish-men, with webbed hands and feet
coffin are two small golden amulets (worth 100 gp
and bulbous, staring eyes. Cleverly concealed among
each), a lapis-lazuli charm in the form of a snake (worth
the paintings (Spot DC 25) is a sentence carved in
150 gp), two bronze bracers (worth 50 gp each), a silver
arcane cuneiform script (Decipher Script DC 20) that
sceptre set with ivory (worth 400 gp), a divine scroll of
reads “Blessed is the Master, for he is the-one-who-howls-in-
death ward and invisibility to undead (caster level 7), and
the-abyss”. This is a secret phrase that can be used to
1,300 gp in assorted gold and silver coins.
summon a servitor of Dagon in Area 10.
10. PURPLE THRONE (EL 11)
A thorough examination (Search DC 22) reveals
that the left eye of a carved fish-man on the western wall
To the south stands a purple throne flanked by large
can be pressed to reveal the secret chambers beyond (see
candles in candleholders of ivory. In front of the throne
Area 10 and 11). Touching the eye, however, also
is a circular pool in the floor, 5 feet in diameter, filled
releases a deadly cloud of poison.
with an inky black liquid that is cold to the touch.
Poison Gas Trap: CR 10; no attack roll necessary
On the throne is written the following in cuneiform
(releases burnt othur fumes in 10 feet radius, inhaled
(Decipher Script DC 20): “Be seated and utter the secret
DC 18, damage 1 permanent Con/3d6 Con); Search
name of the Master, and you shall become the Master”.
(DC 21); Disable Device (DC 21).
Anyone sitting on the throne and speaking the secret
name of Dagon (see Area 2-8) can summon an aquatic
125
Gora McGahey (order #19251)




ANCIENT KINGDOMS: MESOPOTAMIA
12. PENTAGRAM
A large magic circle is carved into the floor of
ROT GRUB HAZARD (CR 4)
this square chamber. The pentagram plane shifts
These diminutive vermin crawl off carrion
anyone stepping into the circle and remaining
and infest living hosts. They cause a fatal
there for a full round to a random outer plane.
illness unless cured or killed. When first en-
Note that this is a one-way trip. A successful
countered, a DC 15 Spot check can be made to
Spellcraft check (DC 25) allows a character to
avoid them entirely. If this check is failed, the
understand the pentagram’s purpose, although the
grubs have contacted the victim and pen-
eventual destination remains a mystery, of course.
etrated the skin. Once this occurs, the victim
may make a DC 15 Wisdom check. If success-
13. SHRINE TO BAAL-ZAG (EL 9)
ful, he notices strange burrowing below the
Both the northern and the southern entrances to this
surface of his skin. Each round thereafter, a
shrine are barred by heavy bronze doors carved with
DC 17 Fortitude save must be made. If failed,
images of leering demons. The doors have been en-
the victim sustains 2d6 points of Constitution
chanted with divine lock spells (see spell description in
damage. At Constitution 0, the victim dies.
the Appendix) preventing the entry of anyone who are
The grubs then look for a new host. During the
not worshippers of Baal-Zag.
first two rounds, the grubs can be killed by
applying flame to or by cutting open the af-
Divine Locked Bronze Doors: 2 in. thick; Hard-
fected skin. The flame or cutting does 2d6
ness 10; hp 60; Break DC 38.
points of damage to the victim. If a DC 15
The walls inside the shrine are of malachite and
Heal check is successful, cutting damage can
measure fully 40 feet from floor to ceiling. On a raised, 10
be reduced to 1d6. After the second round,
feet tall, circular platform in the center of the room
only a remove disease spell can save the victim.
looms a large stone idol of a leering jackal-demon, Baal-
Zag. The idol is almost 30 feet tall. Huge bronze braziers
flank the statue, but they are empty, for the shrine is
illuminated by a dim green light that radiate from the
version of a hezrou from the murky pool in front of the
gem-teeth of the idol (see below). In front of the statue
throne and demand one service or the answer to one
stands a square, bloodstained altar with several brown
question from it. The demon knows much about the
clay urns; these contain the mummified hearts of various
temple and the city of Ibnath and its history. If someone
sacrificial victims.
sits on the throne for more than 2 rounds without speaking
Trap: The urns are very fragile, and even lifting them
the correct command word, the demon still appears, but
causes them to shatter, scattering a fine powder (treat as
instantly attacks the creature seated on the throne.
dust of sneezing and choking) in a 10-foot radius.
Aquatic Hezrou: CR 11; AC 23, hp 138, swim 60 ft.;
Treasure: The idol’s massive mouth is set with
otherwise as per the hezrou in the MM.
nine glittering green gemstones shaped like fangs.
Treasure: The purple throne can be moved (this
These are the fabled Jaws of Baal-Zag (see Chap-
requires a successful Strength check, DC 25). Hidden
ter Two). The gems radiate a weird, dim green
underneath the throne is a secret treasure cache; a 50 feet
light in a 30-foot radius. The gem-teeth have
deep pit filled with water, at the bottom of which are the
been fastened to the statue’s mouth using sover-
following items: A fire opal (worth 1300 gp), a ceremo-
eign glue, and this substance also coats the gems
nial electrum dagger with a blue sapphire in the hilt
to prevent their theft. Anyone touching the gems
(worth 1,000 gp), and a wand of cure light wounds with 40
becomes stuck to them (imagine an enterprising
charges remaining.
thief who climbs up the statue to retrieve the
gems, gets stuck and dangles 40 feet above the
11. SHRINE TO DAGON
floor).
An iron statue of a fish-man, a 9-foot tall merman with
Secret Chamber: A secret chamber exists to the west
long, stringy hair and a thin fin running down along its
(Search DC 24). Several jackalweres hide here, wait-
back, stands in this small square chamber. The room
ing to leap out and attack trespassers to the shrine,
smells of rotten seaweed. Its walls are decorated with all
although they are intelligent enough to delay their
manner of sea shells, including clam shells, snail shells,
attacks until after intruders have experienced the vari-
and mottled sea urchins – and from all come a strange,
ous traps described above.
soft roaring sound like the sound of forgotten under-
The Children of Baal-Zag, male jackalwere Rog3
ground seas. On the floor are images of loathsome fish,
(6): CR 5; hp 33; see the description of the caravanserai
octopi and crustaceans.
ruins (Area A) for detailed statistics.
Treasure: The statue of Dagon wears a pair of bracers
of defence +3.
126
Gora McGahey (order #19251)



CHAPTER THIRTEEN: TEMPLE OF A THOUSAND GODS
14. ABANDONED SHRINE (EL 6)
This small shrine is abandoned and empty except for
a black altar covered in cobwebs and dust. A patch of
yellow mold rests beneath the dust on the altar and
bursts forth with a cloud of poisonous spores if disturbed.
Yellow Mold: CR 6; affects all within 10 feet; Fort
DC 15; initial damage 1d6 Constitution; secondary
damage 2d6 Constitution. Fire destroys yellow mold,
and sunlight renders it dormant.
15. CHAMBER OF THE RED
SERPENTS (EL 2)
The northern wall of this room is painted with images
of three giant red serpents. These images radiate faint
abjuration magic and are actually part of a secret door
mechanism. To open the secret door, all three images
must be touched simultaneously (due to the size of the
images, this requires at least two medium-sized crea-
tures, assuming they have 5 foot reach). If only one or
two images are touched, the door does not open, and the
other images spit a potent venom on targets in front of
the images.
Secret Stone Door: 4 in. thick; Hardness 8; hp 60;
Break DC 28; Search DC 21.
Spitting Serpent Trap: CR 2; 1-ft. wide, 15-ft. long
stream of poison (Fort DC 18; initial damage 1d6 Con,
secondary damage 1d6 Con); Reflex save (DC 13)
avoids; Search (DC 26); Disable Device (DC 26).
16. THE SLEEPING SERPENT (EL 11)
This large chamber is divided into two portions by a
wall (see below). The first portion is occupied by a giant
constrictor snake
that appears to be asleep (it wakes up
immediately if damaged, otherwise make a Listen check
at a –10 circumstance penalty for it to detect intruders).
The snake is coiled around a large golden statue of a
naked woman. This is actually the “petrified” form of
Nannurta, a sorceress of Ibnath who was originally a
member of the snake-cult of Sstha. She gained the
enmity of the two nagas Nig and Ith, who turned her
into a statue using a scroll of flesh to stone. If brought
back to life, Nannurta is grateful and promises her
rescuers great rewards if they escort her back to civiliza-
tion. The nature of these rewards is up to the DM; desert
ghouls have long since looted Nannurta’s house in the
residential area of Ibnath.
Giant Constrictor Snake: CR 5; AC 15, hp 63; see
the MM for details.
Secret Chamber: The chamber to the northwest
is separated from the main chamber by a wall holed
with several arrow slits and two concealed, circular
openings (Search DC 20) that only small creatures
(or creatures shaped like snakes) may crawl through.
This is the lair of 2 spirit nagas, Nig and Ith, who
observe intruders through the arrow slits.
127
Gora McGahey (order #19251)


ANCIENT KINGDOMS: MESOPOTAMIA
Nig and Ith, Spirit Nagas (2): CR 9; AC 16, hp 76
a large ivory statue of a full-bodied woman. Upon the
each; see the MM for details.
altar rests an oil lamp (worth 30 gp), a bronze bowl
Spells Known (Cast per Day: 6/6/6/4; base DC 14 +
(worth 200 gp), and a silver sceptre tipped with ivory
spell level): 0—arcane mark, daze, detect magic, disrupt
(worth 450 gp). The room smells of scented herbs and
undead, light, ray of frost, resistance; 1st–cause fear,
incense.
expeditious retreat, magic missile, shield, sleep; 2nd—
This chamber was once a shrine dedicated to the
mirror image, resist elements, see invisibility; 3rd—lightning
worship of Ishtar. After the fall of Ibnath and the
bolt, vampiric touch.
Hierophants, the shrine was desecrated and a succubus
Development: The nagas observe intruders from their
took up residence here with her wight servants. This
concealed chamber, gaining nine-tenths cover against
demoness, named Nannaa, enjoys to masquerade as a
opponents. After the party enters the room with the
priestess of Ishtar. It has been a long time since she has
sleeping serpent, the nagas activate a lever that causes
had any visitors (the sentient dwellers of the temple
an iron portcullis to slam down in the southern end of
wisely avoid her), but, after all, the passing of time is of
that chamber. Nig and Ith prefer to let the giant serpent
little concern to an immortal demon.
battle intruders, interfering only when the serpent seems
Nannaa (succubus): CR 7; AC 20, hp 33; see the
to have lost more than half its hit points. The nagas use
MM for details.
their charm gazes through the arrow slits if opponents
Wights (4): CR 3; AC 15, hp 26 each; see the MM for
are within range (note that their gaze is ineffective
details.
against opponents who have turned their backs to the
Development: The wights hide behind the tapestries,
nagas). Nig and Ith also cast spells through the arrow-
while Nannaa assumes the form of a beautiful, green-
slits (remember that only small creatures can enter their
eyed, scantily clad priestess of Ishtar. She greets the
chamber).
party and claims to be the only remaining priestess of
Portcullis, Iron: 2 in. thick; Hardness 10; hp 60; Lift
Ishtar left in Ibnath (the goddess has blessed her faithful
(DC 25); Break (DC 28).
servant with a very long lifespan, if anyone thinks to
Treasure: Nig wears a bronze tiara carved with an
ask). The priestess offers to assist the player characters
image of a scorpion (worth 400 gp). In two small,
as best she can. In reality, the demoness attempts several
unlocked chests (Hardness 5; hp 1; Break DC 17) are
vile ruses, such as offering potions of poison as healing
2,000 gp; a pouch of 50 white pearls (worth 20 gp each);
potions, drugging the party with blue lotus incense (she
and a potion of vision.
and her undead servants are immune to poison and
therefore immune to the fumes of the lotus), attempting
17. TREASURE OF THE GODS
to rape them to produce fiendish offspring, and so on.
Nannaa avoids combat and uses telepathy to communi-
(EL VARIABLE)
cate with her wight servants.
Four locked ivory chests (hardness 5; hp 15; Break DC
23; Open Lock DC 25) have been placed along the
20. SECRET CHAMBER
northern wall of this chamber. The first chest contains
This secret chamber (Search DC 30) contains
3,000 gp in mixed gold and silver coins. The second
Nannaa’s personal belongings and treasure. There are
chest contains a divine scroll of spell immunity and heal
several wardrobes containing silken robes, furs and
(caster level 11). The third chest “releases” a spectre
jewelry (worth 4,000 gp in total); a pouch containing
when opened; it is otherwise empty. The fourth chest
three doses of blue lotus powder; a small box with one
contains a periapt of proof against poison.
dose of dark reaver powder; two vials containing water
Spectre: CR 7; AC 15, hp 45; see the MM for details.
mixed with lich dust; and potions of glibness and love.
18. COPPER FONT
21. SHRINE TO YAAZOTSH (EL 5)
In the middle of this room is a copper font carved with
The vulture-masked priests of the charnel god Yaazotsh
images of a female figure wielding a two-handed sword
claimed the bodies of the dead of Ibnath, those who
against scorpion-men. The water in the font radiates
were too poor to pay for their own funerals, and brought
moderate necromantic magic. Washing oneself with
them to these chambers for ritual preparation. Here, the
the water bestows immunity to death magic (as per the
corpses were left to rot until they could be offered up as
death ward spell) for one hour. The font can be used up
sacrifice on the carrion altars of Yaazotsh.
to three times per day.
The stone door to this chamber is barred. Its surface
is covered with a large painting of a vulture with
19. SHRINE TO ISHTAR (EL 9)
outspread wings.
The floor of this large, rectangular chamber is of
Barred Stone Door: 4 in. thick; Hardness 8; hp 60;
polished white marble. The walls are covered with
Break DC 30.
purple tapestries. An altar stands to the west, in front of
128
Gora McGahey (order #19251)




CHAPTER THIRTEEN: TEMPLE OF A THOUSAND GODS
24. SHRINE TO NERGAL (EL 9)
To the south is an ivory pillar carven with an image of
THE BLUE LOTUS
Nergal, a skeletal figure carrying a sickle sword. Six
The blue lotus is a powerful drug cultivated in
shadows flit about the pillar.
secret places of the far east, such as the near-
Shadows (6): CR 3; AC 13, hp 19 each; see the MM
mythic monasteries of mountainous Ong. In
for details.
powder form, it can be ingested to produce deep
trances and strange visions. If the powder is
DUNGEON
burned, it produces a near-invisible (Spot DC
28) poison smoke that causes unconsciousness
LEVEL TWO
unless a successful Fortitude save is made.
Blue Lotus Smoke: Inhaled Fortitude DC 19;
1. STAIRWAY (EL 8)
no initial damage; secondary damage uncon-
sciousness (duration 1d3 hours); price 200 gp.
A broad flight of worn ivory stairs descend into this
room from dungeon level one (Area 2–7). The archway
to the east is carved with images of small winged demon
statues. These are actually gargoyles guarding this en-
The black walls of the shrine are carved with
trance. The guardians attack anyone not speaking a
images of robed, vulture-headed men. A low, blood-
secret pass phrase which was passed among the ancient
stained stone table is covered with various
priests, and is still known to the clerics that occupy this
dust-covered trinkets, bowls and what appear to be
dungeon level (such as those in Areas 12–18).
priestly rods of office (all these are worthless). A
Gargoyles (4): CR 4; AC 16, hp 37 each; see the MM
large stone idol in the shape of a vulture with a 10-
for details.
foot wingspan hangs suspended from the ceiling.
Due to decay, movement near the idol is sufficient
2. TELEPORTER TRAP (EL 2)
to cause it to drop down upon unwary creatures
below (treat this as a trap).
A creature that passes through the doorway to this
Falling Idol: CR 5; +15 melee (6d6); Search DC
room without uttering the name of Kthan the Faceless
20; Disable Device DC 25. Note: Can strike all
God is transported as if by a teleport spell into Area 7. The
characters in two adjacent squares.
trap can only teleport one creature per day, but resets
itself 24 hours after being triggered. The DM should
22. SANCTUM (EL 7)
make the saving throws secretly for each player as he
passes into the room.
An unadorned stone door bars entry to this
Teleporter Trap: CR 2; affects first creature to pass
chamber. Its interior smells of exotic drugs and
through doorway, teleports creature to Area 3-7; Will
ointments. An undying servant of the cult of
save (DC 17) avoids; Search DC 30; Disable Device DC
Yaazotsh, a vulture-headed flesh golem, guards
30; Dispel DC 20.
the treasure here. Note that although the golem
has tattered black wings, it is incapable of actual
3. WEIRD LABORATORY
flight.
Stone Door: 4 in. thick; Hardness 8; hp 60;
This small vault appears to be a laboratory. A stone
Break DC 28.
table stands along the eastern wall. Several jars, flasks,
bottles and potions are scattered on the table. Some are
Flesh Golem: CR 7; AC 18, hp 45; see the MM
broken, others are intact.
for details.
Treasure: Among the items of interest here are 4
Treasure: Placed on a bronze pedestal is a clay
sunrods, a vial of alchemist’s fire, a jar of bug repellent oil,
tablet inscribed with various mystical sigils and
a masterwork statuette of an onyx griffon (worth 250 gp),
cuneiform script. This is a tome of understanding
and a flask of red dragon blood (bearing the mystic label
+3.
“Saggal-Utuanga”).
23. SECRET CHAMBER
In a secret compartment (Search DC 25) is an iron flask
with a command word that has been lost to time. Roll
A secret cache (Search DC 25) in the western wall
randomly on the iron flask table in the DMG to deter-
contains two yellowed scrolls in a silver scrollcase (worth
mine the contents of the flask.
150 gp). The first scroll is an arcane scroll with hypnotism,
contact other plane and legend lore (caster level 11). The
4. GOLDEN FONT (EL 4)
second scroll is a divine scroll of prayer, poison and
blasphemy (caster level 13).
In the middle of the room is a medium-sized font
filled with slightly murky water. Dozens of golden
129
Gora McGahey (order #19251)



ANCIENT KINGDOMS: MESOPOTAMIA
coins can be seen to glitter faintly at the bottom of
+9/+27; Atk +17 melee (1d8+15, buffet); Full Atk
the font. This is actually a mimic posing as a
+17 melee (1d8+15, buffet); SA smother; SQ amor-
fountain. A victim reaching into the “water” is
phous, damage reduction 10/slashing or piercing,
held fast by the mimic’s adhesive, and allows the
darkvision 60 ft., resistance to cold 10, resistance
mimic to automatically grapple with its slam at-
to fire 10; AL —; SV Fort +8, Ref +5, Will +10; Str
tack.
30, Dex 12, Con 19, Int 14, Wis 15, Cha 14.
Mimic: CR 4; AC 15, hp 52; see the MM for
Skills: Hide +11*, Listen +19, Move Silently
details.
+16, Spot +19. Feats: Alertness, Blind-Fight, Im-
proved Initiative, Skill Focus (Hide), Toughness.
5. ANTECHAMBER (EL 7)
6. SHRINE TO KTHAN THE
This room is the antechamber to the Temple of
Fear (see Area 6 below). The chamber floor ap-
FACELESS GOD (EL VARIABLE)
pears to be an intricate mosaic depicting various
This special area is also known as the Temple
monsters, such as ghouls, serpents, spiders and a
of Fear. It is cloaked in heavy illusions that
manticore; however, all creatures depicted are
cause the fears of those present to become
faceless. In the center of the room is a small
reality.
treasure chest.
The DM must prepare this encounter and tai-
The floor is in reality a trapper (see the Tome of
lor it to his player characters in order to run it
Horrors by Necromancer Games). It waits until a
successfully. The idea is that the room generates
creature approaches the chest (actually the center
encounters based on the fears of the player char-
of its body) and attacks by wrapping itself around
acters. The chamber appears as a broad corridor
its prey, squeezing and smothering it until either
whose opposite wall is obscured by mist, smoke
its victim or the trapper is dead.
or darkness, as appropriate. Darkvision or low-
Trapper: CR 7; SZ H Aberration; HD 12d8+51;
l i g h t v i s i o n d o e s n o t p i e r c e t h i s i l l u s i o n ,
hp 105; Init +5; Spd 10 ft.; AC 19 (–2 size, +1 size,
although true seeing functions normally.
+10 natural), touch 9, flat-footed 19; BAB/Grap
130
Gora McGahey (order #19251)


CHAPTER THIRTEEN: TEMPLE OF A THOUSAND GODS
As creatures advance down the corridor they believe
8. LIVING ALTAR (EL 6)
themselves to be moving, while in reality they are merely
Set atop a marble pedestal in this humble chamber is
walking very slowly around the room. Treat this as a
a small stone statue, about five feet tall, of the faceless
powerful mind-affecting compulsion (Will DC 35 ne-
god. Three large, glittering gems are arranged in a half-
gates). Then, the DM should introduce (illusionary)
circle in front of the statue (the gems are actually
creatures and hazards based on the player characters’
near-worthless crystals worth 10 gp each).
fears and expectations.
The statue is a stone roper (see the Tome of Horrors
For example, mention that something might be mov-
by Necromancer Games). It waits until prey comes
ing within the darkness ahead. Then, as the player
within range, and then attacks with its tentacles.
characters investigate, listen carefully as the players talk
among each other, and have the source of the sound or
Stone Roper: CR 6; SZ M Magical Beast; HD
movement be what the players believe it to be. Run
6d10+12; hp 45; Init +6; Spd 10 ft.; AC 22 (+2 Dex, +10
combat as if the encounter was real, except that all lost
natural), touch 12, flat-footed 20; BAB/Grap +6/+8;
health is restored if the characters successfully disbelieve
Atk +9 ranged touch (drag, strand) or +8 melee (1d8+3,
the encounter. Continue with this ruse, introducing new
bite); Full Atk +9 ranged touch (drag [x6], strands) and
illusionary doors, corridors, chambers and creatures be-
+8 melee (1d8+3, bite); SA drag, strands, venom,
yond the first, until the player characters suspect the
weakness; SQ freeze, darkvision (60 ft.), low-light vi-
truth behind it all.
sion, protection from arrows, tremorsense (200 ft.); AL
CE; SV Fort +7, Ref +7, Will +5; Str 14, Dex 15, Con
If the DM prefers a simpler encounter, then simply
14, Int 12, Wis 16, Cha 12.
replace the guidelines above with a weird effect.
Skills: Climb +8, Hide +17*, Listen +12, Spot +12. Feats:
Weird Trap: CR 10; invokes a weird spell creating a
Alertness, Improved Initiative, Weapon Focus (strand).
phantasmal killer that attacks all who enter the room; Will
save (DC 23) to disbelieve (if this save is failed, a
9. HUNGRY VESTRY (EL 8)
Fortitude save [DC 23] must be made for each person
who fails or that PC dies); Search (DC 34); Disarm (DC
The doors of this room are of bronze-reinforced wood and
34).
locked. The interior room appears to be a vestry used by
priests. Wardrobes and chests line the walls, while clerical
7. DOPPELGANGER PRIESTS (EL 9)
vestments hang on wall pegs. A pair mimics cooperate with
3 cloakers in this room. They pose as mundane chests and
Kthan the Faceless God is a god of fear, illusions and
cloaks and strike when the PCs least expect it.
deception. His cult consists of doppelgangers able to
assume a variety of forms, so that no one can be sure who
Mimics (2): CR 4; hp 52 each; see the MM for details.
the god’s priests really are.
Cloakers (3): CR 5; AC 19, hp 45 each; see the MM
This room is actually quite plain and unadorned, but
for details.
a variant permanent illusion makes it possible for the
doppelganger priests to manipulate the appearance of
10. SPIDER-SHRINE (EL 4)
the room to suit their whims.
All entrances to this shrine are sealed by heavy, non-
Doppelgangers (6): CR 3; AC 15, hp 22; see the MM
descript bronze doors.
for details.
Bronze Doors: 2 in. thick; Hardness 10; hp 60; Break
Development: If any PCs appear here from the teleport
DC 28; Open Lock DC 30.
trap in Area 3-2, the servants of Kthan attempt to
The chamber beyond appears long abandoned, with
subdue or kill the player character. One of the
much dust on the cracked marble floor and heavy
doppelgangers then assumes the form of their victim
cobwebs covering all corners of the room. Several small
and attempts to infiltrate the party.
stone statues of spider-like creatures are present, al-
If several doppelgangers are encountered here, they take
though some are toppled over and others are broken. A
the forms of their opponents, using illusions to duplicate
deep crack along the floor splits the chamber in two, as
their clothing and equipment. A favorite tactic of the
if a small earthquake had ravaged the room.
doppelgangers in this case is to create the illusion of a large
This was formerly a shrine dedicated to a nameless spider-
mirror before they take the forms of their opponents, leading
god. 1d6 rounds after living creatures enter this room, an
the PCs to believe that they have encountered a mirror of
orb-like creature known as a death weaver (see the monster
opposition (see the magic item description in the DMG).
appendix) levitates into view from the crack in the floor. It
Treasure: Hidden behind a false wall (Search DC 25)
uses its powers to stun and devour helpless victims.
is an alcove with the following items: A pinch each of
Death Weaver: CR 4; SZ S Aberration; HD 4d8+3;
dust of disappearance and illusion, an arcane scroll of
hp 21; Init +3; Spd fly 20 ft. (4 squares); AC 18 (+1 size,
illusory wall, permanent image and programmed image (caster
+3 Dex, +4 natural), touch 14, flat-footed 15; BAB/
level 11), a potion of vision, and a silver ring of mind
Grap +3/–3; Atk +7 melee (1d2–2, tentacle); SA para-
shielding set with a tiny image of a faceless humanoid.
lyzing song, devour; SQ radiance, web, SR 20, darkvision
131
Gora McGahey (order #19251)


ANCIENT KINGDOMS: MESOPOTAMIA
(60 ft.); AL NE; SV Fort +1, Ref +4, Will +6; Str 7, Dex
doom, sanctuary, shield of faith; 2nd—aid, silence, undetectable
17, Con 10, Int 14, Wis 14, Cha 16.
alignment; 3rd—dispel magic, prayer.
Skills: Hide +14, Listen +11, Move Silently +10, Spot
Domain Spells (Evil, Plant): 1st—entangle; 2nd—
+11. Feats: Alertness, Toughness, Weapon Finesse.
barkskin; 3rd—magic circle against good.
Possessions: Masterwork dagger, yellow robes, divine
11. MIST-FILLED ARCHWAY (EL 10)
scroll of augury, desecrate and protection from elements
On the west wall is an archway of lapis lazuli, in-
(caster level 5).
scribed with mystical symbols along its edges. The
archway is filled with grey mist that is immune to gust of
13. SHRINE TO SHUPNIKKURAT
wind and similar spells. If viewed with true seeing, a web-
(EL 13+)
filled maze is visible beyond the mist. This is actually a
If the player characters agree to follow the clerics from
tiny demi-plane inhabited by a bebilith demon, which
Area 12 into this chamber, the clerics seal and lock the
was worshipped as a spider-god. The priests used this
doors to the shrine after the PCs have entered. Other-
archway to offer up living sacrifices to their deity. Any
wise, the doors are initially locked.
creature passing through the portal is instantly attacked
by the spider-demon, who lurks in the mist patiently
Bronze Doors: 2 in. thick; Hardness 10; hp 60; Break
waiting for sacrifices.
DC 28; Open Lock DC 30.
Bebilith: CR 10; AC 22, hp 150; see the MM for
A heavy, yellow silken curtain hangs in a circular
details.
arrangement, 20 feet in diameter, from ceiling to floor, in
the center of the shrine. The curtain hides the massive,
Tactics: The bebilith shoots its webs against its cho-
slime-covered bulk of a living monolith (see the monster
sen target, and then attacks with poisoned bite and
appendix) summoned by Ylang-Ylang, the archpriest of
armor-piercing claws. Note that it cannot use its plane
this shrine. The silken curtain has been heavily per-
shift ability to exit the demiplane, and neither can it
fumed in a partly successful attempt to mask the monolith’s
leave the chamber (thus entering the temple) by physi-
hideous stench. Characters who succeed at a Wisdom
cal means.
check (DC 14) detect a certain faint, indeterminate odor
12. ANTECHAMBER (EL 10)
that reeks slightly of corruption and decay.
Living Monolith: CR 13; SZ G Ooze; HD 28d10+168;
This is the antechamber to Shupnikkurat’s shrine
hp 322; Init –2; Spd 0 ft. (immobile); AC 4 (–4 size, –2
(Area 13). Three clerics are here. Initially, the clerics of
Dex), touch 4, flat-footed 4; BAB/Grap +21/+44; Atk +28
Shupnikkurat here attempt to pose as beneficient monks,
melee (2d8+11, slam); Full Atk +28 melee (2d8+11 [x8],
with their abominable bodies concealed by robes and
slams); SA acid, create spawn; SQ blindsight (60 ft.),
veils, and their minds cloaked by undetectable alignment
regeneration (10), ooze traits; AL N; SV Fort +15, Ref +7,
spells. Through telepathic contact, they claim to be
Will +4; Str 32, Dex 6, Con 23, Int —, Wis 1, Cha 1.
worshippers of the “mother goddess”, and invite the PCs
Skills: —.
into the shrine itself (see Area 13).
Feats: —.
Yellow-robed priests, male denizen of Ong Clr5 of
Development: The clerics aim to sacrifice the player
Shupnikkurat (3): CR 7; SZ M Aberration; HD 2d8+2
characters to the living monolith. They summon Ylang-
plus 5d8+5; hp 38; Init +3; Spd 30 ft; AC 13 (+3 Dex),
Ylang, their high priest, to this chamber if there is time, or
touch 13, flat-footed 10; BAB/Grap +4/+5; Atk +6 melee
if combat breaks out. They attempt to close and seal the
(1d4+1, masterwork dagger, 19–20/x2) or +8 ranged (1d4,
shrine doors, and charm and/or paralyze the PCs. Then they
dagger, 19–20/x2, range 10 ft.) or +7 melee (1d4+1 and
unveil the abomination behind the silken curtains. When
paralysis, tentacle); Full Atk +6 melee (1d4+1, master-
the monolith is disturbed, it begins to seep acid and breed
work dagger, 19–20/x2) or +8 ranged (1d4, dagger, 19–20/
crawling offspring (see the monster appendix).
x2, range 10 ft.) or +7 melee (1d4+1 and paralysis [x3],
tentacles); Reach 10 ft. (tentacles); SA rebuke undead (5/
14. SACRIFICIAL PIT (EL 4)
day), spells, tentacles, paralysis (1d6 minutes, Fort DC 14
negates), charming gaze (30 ft., Will DC 16 negates, caster
In the center of the room is a circular pit, 70 feet deep.
level 6th), spell-like abilities; SQ regeneration (3),
It is filled with humanoid and animal skulls and bones,
darkvision (60 ft.), telepathy; AL NE; SV Fort +5, Ref +2,
and smells of mephitic vapors. The clerics use the pit to
Will +12; Str 12, Dex 16, Con 13, Int 15, Wis 16, Cha 15.
depose the bodies of sacrifices. At the bottom of the pit
Skills: Concentration +6, Disguise +7, Heal +11, Intimi-
is +1 greataxe. However, anyone who climbs into the pit
date +7, Knowledge (history) +10, Knowledge (religion)
to retrieve it must face a large otyugh that survives upon
+6, Move Silently +5, Sense Motive +8, Spellcraft +7. Feats:
carrion here. It initially hides beneath the mounds of
Dodge, Extend Spell, Iron Will (b), Weapon Finesse.
bones in the pit.
Cleric Spells Prepared (5/4/3/2; base DC 13 + spell level):
Otyugh: CR 4; AC 17, hp 36; see the MM for details.
0—cure minor wounds (x3), detect magic, resistance; 1st–bane,
132
Gora McGahey (order #19251)


CHAPTER THIRTEEN: TEMPLE OF A THOUSAND GODS
15. CHAMBER OF THE GONG
ft., Will DC 22 negates, caster level 6th), spell-like
abilities; SQ regeneration (3), darkvision (60 ft.),
A large golden gong, covered with arcane runes and
telepathy; AL NE; SV Fort +11, Ref +9, Will +18; Str
sigils, stands against the northern wall of this chamber.
12, Dex 16, Con 16, Int 15, Wis 20, Cha 15.
Next to the gong rests a silver-tipped baton. Using the
Skills: Concentration +11, Disguise +7, Heal +20,
baton to strike the gong deals 3d6 points of sonic
Intimidate +7, Knowledge (arcana) +17, Knowledge
damage to all within the room, except to the creature
(history) +17, Knowledge (religion) +7, Move Si-
striking the gong.
lently +5, Sense Motive +10, Spellcraft +7. Feats:
Striking the gong also alerts everyone in Areas 12 to
Combat Casting, Combat Reflexes, Improved Initia-
19 to the presence of intruders. The priests of the temple
tive, Iron Will, Lightning Reflexes, Spell Focus
(Areas 12 to 18) use the gong to warn their peers if they
(Enchantment), Weapon Finesse.
are being attacked.
Cleric Spells Prepared (6/7/5/5/4/4/2; base DC 15 + spell
level): 0—cure minor wounds (x3), detect magic, guidance,
16. TEMPLE GUARDIAN (EL 10)
light; 1st–cause fear, divine favor, doom, entropic shield, obscur-
This plain chamber is occupied by a clay golem, which
ing mist, protection from good, sanctuary; 2nd—aid, hold person
defends the archpriest in Area 17. It attacks anyone
(x2), silence, undetectable alignment; 3rd—dispel magic, inflict
(except Ylang-Ylang) attempting to enter Area 17.
serious wounds, invisibility purge, magic vestment, prayer; 4th—
Clay Golem: CR 10; AC 22, hp 90; see the MM for details.
death ward, freedom of movement, poison, spell immunity;
5th—greater command, slay living, spell resistance, summon
17. ARCHPRIEST’S CHAMBERS
monster V; 6th—blade barrier, harm.
(EL 14)
Domain Spells (Earth, Plant): 1st—entangle; 2nd—
barkskin; 3rd—plant growth; 4th—command plants;
An opulent chamber, this is the abode of Ylang-Ylang,
5th—wall of thorns; 6th—stoneskin.
archpriest of Shupnikkurat. Soft rugs cover the floor, and
Possessions: +2 keen unholy sickle, +3 ring of protec-
purple tapestries embroidered with weird patterns hang
tion, gold-trimmed yellow robes (worth 150 gp), divine
on the walls. There is no bed, but a simple, tall wooden
scroll of commune, scrying and word of recall (caster
chair stands near the wall. Next to the chair is a wardrobe
level 12).
filled with gold-rimmed robes of silk (ten robes in various
Tactics: Ylang-Ylang prefers to send his acolytes into
colors, worth 150 gp each).
combat, assisting them with spells and summoned servitors.
The room is otherwise filled with the archpriest’s
He keeps his golem bodyguard close at all times. If possible,
extensive library. There are around 300 books, scrolls,
he precasts spell immunity (magic missile, lightning bolt,
cuneiform tablets and papyri, covering diverse subjects
fireball), spell resistance, invisibility purge and sanctuary (in that
such as astrology, religion, history and arcana. Detailed
order). If forced to flee, the archpriest uses his word of recall
chronologies of the history of the city of Ibnath can also
spell to transport him to the remote, mist-shrouded plateau of
be found here. Magical books include a vacuous grimoire.
Ong, far away from the city of Ibnath.
While unquestionably evil (although not by his own
standards), Ylang-Ylang is a very knowledgeable indi-
18. SECRET TREASURE ROOM
vidual, and knows of the history of Ibnath, the war with
Yhakkoth, the conflict between Arukurshu and the
The entrance to this room is hidden behind a
Hierophants, and the fate of the Hierophants.
sliding stone door (Search DC 25). It contains the
temple treasure of the denizens of Ong.
Ylang-Ylang actually plans to leave the ruins of
Treasure: A +3 falchion hangs on the wall. A silver
Ibnath with his inhuman cult, and infiltrate the
scrollcase (worth 50 gp) holds a yellowed arcane
priesthood of Ishtar in one of the major cities to the
scroll of globe of invulnerability, mirage arcana and
west. He thus seeks to avoid confrontation with a
mislead (caster level 12). Inside a small chest (Hard-
party that appears powerful, but is quite happy to
ness 5; hp 1; Break DC 17; Open Lock DC 25) are the
sacrifice a lesser party to his goddess.
following items: A wand of magic missile (11 charges,
Ylang-Ylang, male denizen of Ong Clr12 of
caster level 9), an ivory goat (of the Goat of Terror
Shupnikkurat: CR 14; SZ M Aberration; HD 2d8+6
variety), and potions of fire breath, glibness and cure
plus 12d8+36; hp 105; Init +3 ; Spd 30 ft; AC 16 (+3
moderate wounds.
ring of protection, +3 Dex), touch 13, flat-footed 13;
BAB/Grap +10/Grap +11; Atk +13 melee (1d6+3, +2
19. GRINNING DEMON FACES
keen unholy sickle, 19–20/x2) or +13 melee (1d4+1 plus
paralysis, tentacle); Full Atk +13/+8 melee (1d6+3,
(EL VARIABLE)
+2 keen unholy sickle, 19–20/x2) or +13 melee (1d4+1
This large chamber is the nexus between several of the
and paralysis [x3], tentacles); Reach 10 ft. (tentacles);
temples on this dungeon level. The walls are carved with
SA rebuke undead (5/day), spells, tentacles, paralysis
two huge, grinning demon faces, one on the east wall and
(1d6 minutes, Fort DC 20 negates), charming gaze (30
133
Gora McGahey (order #19251)


ANCIENT KINGDOMS: MESOPOTAMIA
the other on the west wall. When creatures pass through
Poison Gas Trap: CR 10; no attack roll necessary
this room, the demon faces introduce themselves with
(releases burnt othur fumes in 10 feet radius, inhaled
booming voices as Sarib (east) and Saram (west). The
DC 18, damage 1 permanent Con/3d6 Con); Search
demon faces then inquire about the names and occupa-
(DC 21); Disable Device (DC 21).
tions of the player characters. The faces do not otherwise
engage in conversation with the PCs.
22. DREAM SHRINE
If the player characters formally greet the demon faces and
The walls, floor and ceiling of this shrine are painted
reply to their inquiries, nothing bad happens. If the PCs
black and dotted with images of stars in imitation of the
ignore or answer falsely (assume the demon faces can cast
night sky. The central feature of the shrine is a large
discern lies as a free action, Will DC 18 negates), they are
kraken-shaped idol, glittering as though dusted with
cursed (as per a bestow curse spell, Will DC 17 negates) by the
diamonds, with eyes black as dead stars (these are in fact
demon faces. Treat the demon faces as 12th–level clerics
large black sapphires worth 5,000 gp each, but see below).
with Wis 18 for the purposes of spell DCs and removing the
The chamber’s temperature is well below freezing,
curses.
and unprotected creatures must make Fortitude saving
In addition to the regular means of removing the curses,
throws every 10 minutes (DC 15, +1 per previous
destroying the demon faces can also negate the effects of
check) or suffer 1d6 points of subdual damage. Charac-
a curse. The stone faces themselves are quite fragile
ters wearing winter clothing need only check once per
(hardness 8; 60 hp), but their last line of defense is to utter
hour. Creatures who take subdual damage are treated as
a power word kill upon the first creature to damage them.
fatigued until the subdual damage is healed.
Anyone touching the idol finds it extremely cold and
20. SHRINE TO NHAKHRAMAT
suffers 1d3 points of permanent Constitution drain. The
OF THE EMERALD FLAME
jewel-eyes can easily be pried loose from the idol-statue, but
(EL 9)
anyone possessing one of the gems is plagued by a nightmare
effect (as per the spell, no save) every time he or she
Near the western wall of this irregularly shaped room
attempts to rest, until the eyes are restored to the idol.
stands an alabaster statue of a shapely, four-armed woman.
However, a spellcaster that possesses one of these gems gains
The statue is surrounded by a flickering halo of emerald
extra spells as if he were one level higher than his actual
flames, providing illumination similar to a continual
level (or +2 caster levels if in possession of both gems).
flame spell.
Treasure: The idol holds an ornate oil lamp in each of
23. SMALL SHRINE
her four hands. The oil in each lamp is actually magical;
Hidden behind a secret door (Search DC 25) is a
the first lamp contains oil of timelessness, the second lamp
chamber that contains a bronze pillar carven with an
contains what appears to be oil of slipperiness if detected
image of Nergal.
for but which is actually poison (dark reaver powder in
Treasure: A worn, maggot-eaten divine scroll with
liquid form, see the DMG), while the third and fourth
undetectable alignment, word of recall and miracle (caster
lamps contain liquid similar to potions of vision and
level 17) can be found in a secret cache within the pillar
wisdom, respectively.
(Search DC 25).
Further, the four-armed statue wears a golden ring of
invisibility (that, at the DM’s option, functions only for
24. ANTECHAMBER (EL 5)
worshippers of Nhakhramat) and three pearl necklaces (worth
250 gp each). There are2 invisible stalkers that attack anyone
The floor of this chamber is an intricate mosaic
who defile the statue protect the shrine’s treasures.
depicting unwary victims being snatched from the
Invisible Stalkers (2): CR 7; AC 17, hp 52 each; see
land of the living by demons and brought down to the
the MM for details.
underworld. Other images depict dreary feasthalls
where skeletal kings of olden times eat mud and drink
21. BLASPHEMOUS IMAGES
dust. The room is otherwise void of furniture or deco-
ration.
(EL VARIABLE)
A minotaur zombie armed with an archaic greataxe
The walls are decorated with images of blasphemous,
is the guardian of the door to the south (Area 26).
tentacled gods. Several ghasts guard this room.
Door Guardian, Minotaur Zombie: CR 4; AC 16,
Ghasts (2d6): CR 3; hp 29; see Area 4, above.
hp 81; see the MM for details.
Treasure: Hidden within a secret cache in the wall
(Search DC 25) is a divine scroll of invisibility to animals,
25. THE ANCIENT SKULL (EL 4)
geas/quest and true seeing (caster level 9). The cache is
The heavy door to this chamber is carved with an
trapped with a poison gas trap.
elaborate portrait of a tall and gaunt man wearing the
134
Gora McGahey (order #19251)


CHAPTER THIRTEEN: TEMPLE OF A THOUSAND GODS
robes and apparel of a wizard, crowned by a gem-set
manner of advisors and councillors. Each sits on a
circlet and grasping a necromancer’s rod.
throne of stone along the wall, passing “judgment”
Bronze Doors: 2 in. thick; Hardness 10; hp 60;
(unsurprisingly, the verdict is always death) upon those
Break DC 28; Open Lock DC 30.
who enter the chamber or are brought here by gallu-
This chamber of the temple was constructed by a small and
demons (see Level 1, Area 6).
insignificant cult, probably intended as a jest more than an
The floor of the court is of polished black marble.
actual place of worship. The square room is decorated in the
Large candles set into several tall, golden candleholders
manner of a crypt, with tattered tapestries bearing the same
illuminate the chamber.
wizard motif as seen on the door. Atop a slab of granite are a
The Seven Judges of the Underworld, bodaks (7):
skull, a pile of dust, and a collection of bones. Several small
CR 8; AC 20, hp 58 each; see the MM for details.
gems (all false, painted glass and worthless) are inset into the
Possessions: Black crown (confers immunity to turn-
skull’s eye sockets and mouth. This is a skulleton (see the
ing), grey robes covered with tiny gems (worth 500 gp),
Tome of Horrors by Necromancer Games and the Monster
golden skull-ring (worth 150 gp).
Appendix in this book), a lesser undead creature created in
Treasure: An alcove in the wall contains a staff of
imitation of a demilich. The room otherwise contains a small
power (12 charges) and an ivory box with three crimson
collection of various funerary items such as jars, boxes, cer-
rubies (worth 5,000 gp each).
emonial daggers, tomb statuary, and clay urns (all worthless).
When a living creature touches the skulleton, it
27. TRAPPED SECRET ROOM (EL 5)
rises 6 feet into the air and uses its dust attack (doing
The entrance to this room is hidden (Search DC 25)
its best imitation of a demilich). It then moves in to
and protected with a glyph of warding. The room con-
bite with its gem-encrusted, diseased teeth.
tains nothing of interest, save death.
Skulleton: CR 3; SZ T Undead; HD 4d12; hp 26;
Stone Door: 4 in. thick; Hardness 8; hp 60; Break DC
Init +0; Spd fly 10 ft. (perfect); AC 14 (+2 size, +2
28; Open Lock DC 30.
natural), touch 12, flat-footed 14; BAB/Grap +2/–8;
Atk +4 melee (1d3
Glyph of Warding Trap: CR 3; fire blast (3d8, Reflex
–2 plus disease, bite); Full Atk +4
melee (1d3
DC 14 to all within 5 feet; Search (DC 28); Disable
–2 plus disease, bite); SA disease, dust; SQ
darkvision (60 ft.), undead traits; AL —; SV Fort +1,
Device (DC 28); Dispel (DC 16).
Ref +1, Will +5; Str 6, Dex 10, Con –, Int 10, Wis 12,
The chamber beyond the door is bare and without
Cha 10.
interest, except for certain vague inscriptions along the
Skills: Hide +6, Listen +8, Move Silently +6, Search
walls. Anyone entering the eastern portion of the room
+6, Spot +8. Feats: Alertness, Weapon Finesse.
triggers the re-sealing of the door to the west (characters
next to the door get a Reflex save [DC 15] to determine
26. UNDERWORLD COURT (EL 15)
which side of the door they want to be on when the door
slams shut). Then, the room begins to fill with water.
This large, rectangular court chamber is a shrine
Flooding Room Trap: CR 5; no attack roll necessary
devoted to Erishkigal, the Queen of the Underworld. It
(see note below); Search (DC 20); Disable Device (DC
is occupied by seven crowned bodaks. These creatures
25). Note: Room floods in 4 rounds.
are garbed in rich robes and wear golden rings in the
135
Gora McGahey (order #19251)



ANCIENT KINGDOMS: MESOPOTAMIA
INTRODUCTION
with a thousand eyes. The Hierophant Ulakhar
led the ritual, grasping a sacred black jewel, an
T h e G r e a t Z i g g u r a t w a s t h e s e a t o f t h e
earthly representation of the hidden star Xoth.
Hierophants of Ibnath. While the Temple of a
Failing to control the demon when it materialized
Thousand Gods was filled with the golden shrines
in the air above the ziggurat, Ulakhar shrivelled
and mad priests of many gods, the high priests of
and died at the demon’s touch. Several other
the most influential cults in the city were elevated
Hierophants died in vain attempts to banish the
to the status of Hierophants, who in turn bowed
abomination.
before the Kingpriest. There were thirteen such
Retreating into the ziggurat, the surviving
high priests, and when a position became vacant,
Hierophants Kalduk, Anukhar and Ishummar man-
the Kingpriest appointed another from the ranks
aged to place seals on the gatehouses that prevented
of the priesthoods in the city.
the entry of the extraplanar entity. Thus the de-
The Hierophants were polytheists who did not
mon Yuthla-Nogg ravaged the city of Ibnath, while
worship a single god, but rather sought to placate
the remaining Hierophants escaped destruction.
the entire pantheon. In their view, the gods who
However, for the warding seals of the ziggurat to
ruled the different aspects of life must be appeased
remain potent against the onslaught of the demon,
to ensure the prosperity of the city. In many ways,
the archpriests placed their own bodies into stasis,
the philosophy of the Hierophants was akin to
while the seals slowly leeched off their life-forces.
that of druids, adapted to civilization. Like druids,
To this day, the Hierophants remain trapped in
they accepted that which is cruel or horrific in
their stasis tombs in the great ziggurat.
nature, and their rituals frequently included sacri-
fice of sentient beings. Yet they were opposed to
1. TEMPLE PLAZA
unnatural things, such as aberrations and undead.
AND VICTORY STELE
Ironically, the Hierophants turned to black magic
when they were faced with the might of the undy-
The large open square in front of the great
ing Arukurshu. Corrupted by its promise of power,
ziggurat was used for priestly processions, such as
the archpriests used eldritch rituals found in the
that during the akitu-festival when the idols of the
Book of Aeons in an attempt to slay the vampire-
city’s many gods were brought out into the streets,
kingpriest. However, the Hierophants brought
and a virgin was ritually married to the kingpriest
about their own doom when they summoned an
atop the ziggurat, while the people of the city
elder demon too powerful for them to control.
revelled with drunken abandon for days on end.
Atop the great ziggurat, on a moonless night,
After the eastern city of Yhakkoth had been
they called down an entity that the stone tablets
defeated by the armies of Ibnath, the Hierophants
named Yuthla-Nogg and described as a black wind
erected a stele commemorating the triumph in
the northern section of the plaza, near the
136
Gora McGahey (order #19251)




CHAPTER FOURTEEN: THE GREAT ZIGGURAT
137
Gora McGahey (order #19251)




ANCIENT KINGDOMS: MESOPOTAMIA
2. GREAT STAIRWAY
Difficulty Level: 10+.
A massive flight of age-worn and cracked stairs leads
Entrances: The entrance to the interior of
up from the plaza surrounding the ziggurat. The steps are
the great ziggurat itself is through the gatehouse
smooth, from centuries of use and still more centuries of
in Area 5.
being polished by harsh desert winds.
Exits: None.
If the PCs attempt to climb the sides of the ziggurat
instead of using the stairway, treat the ziggurat walls as
Wandering Monsters: There are no wander-
a rough brick surface (Climb DC 25).
ing monsters inside the great ziggurat.
The green guardian gargoyles from Area 3 attack
Shielding: The Court of the Hierophants
anyone who approach either the shrine (Area 4) or the
(Area 14) and the Stasis Tombs (Area 18) are
western gatehouse (Area 5), whether they are climbing,
guarded by forbiddance spells that prevent entry
flying, or walking up the stairs.
by planar travel. The primeval seal placed on the
doors of Area 5 prevent undead, outsiders and
3. THE PORTAL OF THE
aberrations from entering the ziggurat.
Continous Effects: A permanent hallow spell
KINGPRIEST (EL 8)
is in effect in the Great Ziggurat that triggers a
Midway to the top of the ziggurat is a gatehouse
dispel magic spell upon those who are not wor-
covered with cuneiform inscriptions (Decipher Script
shippers of the great gods of Ibnath when they
DC 20) that proclaim this to be “the abode of the great
enter the ziggurat. For the purposes of this effect,
gods and their mightiest servants”.
the “great gods of Ibnath” are Apsu, Tiamat,
The interior of the gatehouse is unlit and filled with
Anu, Marduk, Ishtar, Tammuz, Sin, Utu, Ea,
shadows. In each corner of the chamber is a green
Nergal, Erishkigal, Kingu, and Namtar.
guardian gargoyle, magically bound to defend the
Standard Features: Interior corridor areas are
ziggurat, that attacks anyone not carrying a holy symbol
10 feet wide and 10 feet tall unless indicated
of one of the great gods of Ibnath (as defined in the
otherwise. Torches enchanted with continual
introduction to this chapter).
flame are placed at regular intervals. Typical
Green Guardian Gargoyles: CR 4; SZ M Magical
doors are made of heavy iron (2 in. thick; Hard-
Beast; HD 4d10+19; hp 41; Init +2; Spd 40 ft., fly 60 ft.
ness 10; hp 60; Break DC 28), if described as
(average); AC 16 (+2 Dex, +4 natural), touch 12, flat-
locked, add Open Lock (DC 30).
footed 14; BAB/Grap +4/+7; Atk +7 melee (1d4+3,
claw); Full Atk +7 melee (1d4+3 [x2], claws) and +5
melee (1d6+1, bite) and +5 melee (1d6+1, gore); SA
hold; SQ damage reduction (10/magic), darkvision (60
ziggurat. Known as the Stele of Victory, this large
ft.), freeze, low-light vision; AL CE; SV Fort +8, Ref +6,
marble slab, 5 feet wide by 10 feet tall, is in-
Will +1; Str 17, Dex 14, Con 18, Int 6, Wis 11, Cha 7.
scribed with archaic cuneiform writing and images
of war and slaughter. Reading the text on the
Skills: Hide +7*, Listen +4, Spot +4. Feats:
stele requires a successful Decipher Script check
Multiattack, Toughness.
(DC 20). The translation reads:
Tactics: If a gargoyle manages to paralyze an oppo-
nent, it flies out of the gatehouse using one of the four
We triumphed in battle
exits, and drops its victim on the ground outside. If
We pursued the heathens and impaled the savages
possible, the gargoyle drops its victim into the Sacred
Lake (Area D) to the west.
We tore down the walls and broke the gates
Treasure: The gargoyles are carved of a strange green
We sundered the towers and shattered the spires
stone and have two eyes of jet (worth 500 gp each). The
We trampled the gardens and plundered the treasures
eyes radiate magic and evil if detected for, and cause the
We banished the black-winged demons and fed the
gargoyles to reanimate in 1d8+2 days unless destroyed.
necromancers to the lions
Reanimated gargoyles always return to guard the great
We burned the blasphemous scrolls and shattered the
ziggurat.
eldritch tablets
We crushed the skulls of sorcerers under the chariots of
4. THE BLACK SHRINE
blessed Ibnath
OF TAMMUZ
We enslaved the unbelievers and toppled the purple obelisks
We left the city of wickedness in a heap of ruin
The square temple atop the ziggurat is plain and
without ornamentation, carved from black stone resem-
And erased the name of the black city from the annals of
bling obsidian. Among the initiates, it was known as
history
“the shrine of rebirth”, where Arukurshu the kingpriest
138
Gora McGahey (order #19251)




CHAPTER FOURTEEN: THE GREAT ZIGGURAT
secretly turned virgins into vampires and vampire spawn
during the New Year festival. It was also where the
Hierophants summoned the elder demon Yuthla-Nogg
RANDOM ALIEN
after Arukurshu had been banished from the city.
ENCOUNTERS
The stone door to the shrine has apparently been
broken for centuries, and the arched doorway yawns
Roll 1d20 to randomly determine the type of
open like the jaws of a foul monster. The crumbled
creature summoned from a distant planet.
pieces of the door are strewn near the entrance, along
1–4.
Eye Tyrant
with sand and rubble blown here by the desert winds.
5–8.
Chaos Beast
9–12.
Decapus (see the Tome of Horrors by Necro-
Enthroned Skeleton: Inside the shrine is a large
mancer Games
mancer
)
stone slab of the same black stone as the building itself.
13–16.
Gibbering Mouther
Behind the slab, flanked by great braziers of antique
17–20.
DM’s choice (aberration).
workmanship, is a great stone throne, upon which sits a
skeleton in tattered white robes. A successful Knowl-
RANDOM PLANETS
edge (religion) check (DC 12) allows a character to
recognize the holy symbols of Marduk on the skeleton’s
Roll 1d20 to randomly determine the nature of
moth-eaten robes. The bones are the remains of the
the planet the PC is transported to:
Hierophant Ulakhar, who died here grasping the jet-
1–3.
Water-covered planet inhabited by gargantuan
water serpents and tojanida.
black Orb of Xoth (see Chapter Two) used to summon
4–5.
Dark, airless world where air-breathing crea-
the elder thing Yuthla-Nogg from a hidden star.
tures soon expire.
Ulakhar’s soul was consumed by the formless cloud, but
6–10.
Jungle planet inhabited by troglodytes and dino-
his vengeful, insane spirit remained in the sacred jewel he
saurs.
had employed in the summoning ritual. Ishtim, the son of
11–15.
Ice planet inhabited by ice worms, remorhazes
the nomad chieftain Yahdu-Lim, ventured into this cham-
and yetis.
ber and stole the orb from the skeleton, but was later
16–20.
Blue, dust-covered waste devoid of life and nour-
ishment.
possessed and driven mad by the spirit of Ulakhar (see the
Sea of Bones chapter for more information).
The skeleton itself is nonmagical and harmless, but
those who cast speak with dead upon the remains of
Ulakhar can learn much about the last days of Ibnath
the tables below. Note that transport through this
(due to his alignment, the skeleton of Ulakhar gets a
method is one-way (unless the DM is kind and allows a
Will save to resist interrogation and saves as an 11th–
transported PC to find a way to return to earth).
level druid with Wis 16). The dead Hierophant also
knows the layout and details of the chambers inside and
5. SEALED PORTAL (EL 3)
beneath the ziggurat, and the secret hand gestures
This gatehouse on the western side of the ziggurat
required to bypass the golem guardians in Areas 6A and
permits entry into the depths of the stepped pyramid
6B (although these gestures might be difficult to com-
itself. The massive, locked door is of blackest iron,
municate through a speak with dead spell).
engraved with a large eldritch pentagram. The penta-
Interior Shrine Walls: The black interior walls of the
gram seems to have withstood the passage of time
shrine are painted with silver-colored stars and strange
exceedingly well, much better than the door itself and
cosmic constellations. The plaza outside the shrine was
the stone of the ziggurat surrounding it. This is a primeval
used by the ancient stargazers in the past to survey the
seal, a potent ward against undead, aberrations and
night skies, looking for hidden stars and undiscovered
outsiders (see Chapter Two).
planets. With a successful Knowledge (astrology) check
The door has lesser protections, as well. A permanent
(DC 10) or Intelligence check (DC 15), a character
glyph of warding that resets itself after each discharge has
recognizes the paintings on the interior shrine walls as
kept the occasional animal and curious wanderers away
those of the night sky above Ibnath centuries ago. With
for centuries (those that managed to slip past the green
a second successful check (add +5 to DC of previous
gargoyle guardians of the ziggurat, that is).
check), the character also detects several stars and
planets in the paintings which are not commonly known
Permanent Glyph of Warding Trap: CR 3; fire blast
in the present campaign age.
(3d8, Reflex DC 14 for half) to all within 5 feet of the
door; Search (DC 28); Disable Device (DC 28); Dispel
If the symbol of a planet or star is touched, roll 1d20:
(DC 30). Note: Resets itself after each discharge.
The character is instantly transported to the planet
touched (1–5), or a creature is instantly summoned
6A. ANTECHAMBER (EL 10)
from that planet (6–20). The DM should adjust the
nature of such planets and/or creatures to suit his cam-
This is a narrow corridor, 10 feet wide and 40 feet
paign world, but if random determination is desired, use
long, with plain and unadorned stone walls. A clay
139
Gora McGahey (order #19251)


ANCIENT KINGDOMS: MESOPOTAMIA
golem guards the stone door to the great hall (Area 6B).
7. PRISON CELLS (EL 1/8)
Midway down the corridor is a teleporter trap that
This small dungeon section was used to house both
transports anyone failing a Fortitude save (DC 20) into
special prisoners as well as animals that were to be
the cavern beneath the sacrificial pit (Area 10). Both
sacrificed for divinatory purposes by the Hierophants.
the golem and the trap can be bypassed safely by making
The chambers are thus a mix of prison cells and animal
a special hand gesture known to the Hierophants. A
pens. They contain cracked bones, human and animal
legend lore spell or bardic lore check (DC 35) can
skulls and filth. The entire area is filled with unwhole-
determine this gesture.
some stench. Rusted chains and manacles hang from the
Teleporter Trap: CR 3; teleports a creature to Area 10
damp and fungi-crusted walls.
(Fort DC 20 negates); Search (DC 30); Disable Device
One cell is of particular interest. It contains the
(DC 30); Dispel (DC 20).
skeletal remains of Gorma-Sar, a wizard of Yhakkoth
Clay Golem: CR 10; AC 22, hp 90; see the MM for
who was captured when the armies of Ibnath razed that
details.
city of necromancers to the ground. Strangely enough,
Gorma-Sar has not turned into an undead and his
6B. GREAT HALL (EL 13)
remains may be interrogated with speak with dead (if so,
The entrance to this great hall is sealed by a massive
treat him as a neutral evil 10th–level wizard with Wis
stone double door carved with an image of a shedu, the
12 for the purposes of saving against the spell). He
mighty winged bull of mythology.
knows, among other things, that the Hierophants stole
Stone Door: 4 in. thick; Hardness 8; hp 60; Break
several evil artifacts, including the Book of Aeons and
(DC 28); Open Lock (DC 30).
the Orb of Xoth, from the necromancers of Yhakkoth
The great, many-columned hall beyond the doors is
before the city was destroyed.
guarded by 6 bronze skeletons (except for being con-
A small, leech-like creature known as a wizard’s
structed of bronze, these are otherwise identical to lead
shackle (see the Tome of Horrors by Necromancer
skeletons – see the Tome of Horrors by Necromancer
Games) hides at the back of the dead wizard’s cranium.
Games and the Monster Appendix). These are con-
If it senses nearby spellcasters, it crawls off the skull and
structs created by the Hierophants to act as immortal,
bites, attaching to and draining spells from its victim. It
mindless servants and guardians. They appear as metal-
injects an anesthetic when it bites, so a Spot check (DC
coated skeletons and might be mistaken for undead.
12) is required to notice the leech.
The eyesockets of each golem are set with glittering
Wizard’s Shackle: CR 1/8; SZ D Magical Beast; HD
rubies (worth 500 gp each).
1/2d10; hp 2; Init +0; Spd 5 ft.; AC 14 (+4 size), touch
Initially, each skeleton stands motionless next to a
14, flat-footed 14; BAB/Grap +1/–16 (+4 when at-
column. They remain motionless until attacked, or
tached); Atk +5 melee (1d2–5 plus spell drain, bite);
until the PCs reach the middle of the room without
Full Atk +5 melee (1d2–5 plus spell drain, bite); SA
making a special hand gesture. As the skeletons attack,
attach, spell drain; SQ arcanesense (30 ft.), blindsight
an iron portcullis falls down next to the entrance door,
(10 ft.), sealed mind; AL N; SV Fort +2, Ref +2, Will
sealing intruders within the hall.
+0; Str 1, Dex 10, Con 11, Int 1, Wis 11, Cha 2.
The stone door in the other end of the hall is similar
Skills: Hide +15, Listen +1. Feats: Weapon Finesse.
to the entrance door. It leads to a flight of stairs going
downwards.
8. TORTURE CHAMBER
Bronze Skeletons (6): CR 8; SZ M Construct; HD
This chamber contains various torture instruments,
10d10+20; hp 75; Init +4; Spd 30 ft.; AC 28 (+4 Dex,
such as branding irons, thumbscrews, and a long, table-
+14 natural), touch 14, flat-footed 24; BAB/Grap +7/
shaped rack. The wooden implements have long since
+13; Atk +13 melee (2d6+6, slam); Full Atk +13 melee
rotted away, but the bronze and iron devices remain
(2d6+6 [x2], slams); SQ construct traits, blindsight (60
usable. A masterwork headsman’s axe (greataxe) can be
ft.), damage reduction 10/adamantine and bludgeon-
found with a successful Search check (DC 15).
ing, immunity to fire, immunity to cold, immunity to
electricity, immunity to acid, immunity to magic, low-
9. SACRIFICE PIT (EL 4)
light vision; AL N; SV Fort +3, Ref +7, Will +3; Str 22,
Dex 18, Con —, Int —, Wis 10, Cha 1.
This is a small, square room with ageworn and cracked
flagstones covered with mold. In the middle of the
Skills: —. Feats: —.
chamber is a circular pit of unknown depth, 20 feet in
Portcullis Trap: CR 2; +10 melee (3d6/x2 crit);
diameter, ringed with bloodstains. The pit shaft ends in
Search (DC 20); Disable Device (DC 20). Note: Dam-
a huge, unlit cavern 90 feet below (see Area 10).
age applies only to those underneath the portcullis.
A patch of green slime lurks in the ceiling, dropping
Portcullis blocks passageway.
down upon anyone remaining in this chamber for more
Iron Portcullis: 2 in. thick; Hardness 10; hp 60; Lift
than a few rounds.
DC 25; Break DC 28.
140
Gora McGahey (order #19251)


CHAPTER FOURTEEN: THE GREAT ZIGGURAT
Green Slime (CR 4): A single patch of green slime
a heavy bronze bowl (worth 35 gp) of sacred incense
deals 1d6 points of temporary Constitution damage per
from fabled Ubar (worth 3,000 gp); 12 plain black
round while it devours flesh. On the first round of
candles; two large clay jars, decorated with paintings of
contact, the slime can be scraped off a creature (most
demons, that contain 40 pounds of silver dust (worth
likely destroying the scraping device), but after that it
200 gp total); a small silver box (worth 50 gp) that
must be frozen, burned, or cut away (applying damage to
contains a handful of dried white tomb larvae, a magi-
the victim as well). Extreme cold or heat, sunlight, or a
cally preserved demon heart, and 7 vrock feathers; and
remove disease spell destroys a patch of green slime.
a clay pot filled with grave dirt.
Against wood or metal, green slime deals 2d6 points of
damage per round, ignoring metal’s hardness but not
12. INNER SANCTUM
that of wood. It does not harm stone.
The walls of this diamond-shaped chamber are cov-
ered with rich wall tapestries depicting beast-headed
10. CAVERN OF THE
gods, winged bulls, and demons. The room is otherwise
DEVOURER (EL 7)
furnished with three ivory chairs in front of a square
altar-stone. Placed on the altar are several items, includ-
This is a large, unlit natural cavern filled with jagged
ing three large, sealed pottery jars and some jewelry (see
and moss-encrusted stalagmites and stalactites. The
below).
cavern floor is strewn with the bones and skulls of
hundreds of creatures, both human and animal, thrown
The inner corner of the chamber is concealed by a
down into the grotto from the pit in Area 9 after being
purple curtain emblazoned with symbols of the sun and
sacrificed.
the moon. Behind the curtain, on a raised pedestal
whose legs are carved in the shape of dragon claws, is a
All manner of insects and worms lived off the corpses
crystal ball, a polished crystal sphere 6 inches in diam-
thus deposited, but after a while, a black pudding found
eter. It was used by the Hierophants to scry upon remote
its way into the cavern and began to devour these lesser
locations.
creatures.
Treasure: The tapestries are worth 1,000 gp, while
Since Ibnath was abandoned, this ooze has been
the ivory chairs are worth 150 gp each. Two of the
trapped in the cavern and nearby chambers (it can
pottery jars on the altar are filled only with dust, while
climb the walls and squeeze through the pit in Area 9
the third contains a nasty surprise. If the seal on the jar
and reach the cells in Area 7, but it cannot breach the
is removed, a swarm of tiny beetles pours out of the jar,
doors there or at Area 11). It is insanely hungry and
moving with incredible speed to devour the nearest
eager to devour anything that it comes across.
creature (likely the one who opened the jar). Treat this
Black Pudding: CR 7; AC 3, hp 115; see the MM for
swarm as a variant of the scarab of death, requiring a
details.
Reflex save (DC 25) to avoid death by devouring. If the
save is successful, the victim takes 3d6 points of damage,
11. SUMMONING CHAMBER
but the swarm scatters and disappears through tiny
Both entrance doors to this room are of heavy iron
openings in the floor and walls.
(see introductory characteristics). The doors are carved
The jewelry on the altar-stone includes a bronze
with pentagrams and a pair of greater glyphs of warding as
anklet adorned with the likeness of a monstrous centi-
well.
pede (worth 80 gp) and a silver bracelet in the shape of
Greater Glyph of Warding: CR 5; triggers a bestow
a coiled serpent with small ruby eyes (worth 1,100 gp).
curse spell (Will DC 19 to negate); Search (DC 31);
Disable Device (DC 31); Dispel (DC 22).
13. THIRTEEN CHAMBERS
The large, domed chamber beyond is circular in
This is a long, cross-shaped corridor with thirteen
shape. A large summoning circle decorated with various
black doors along its walls. Each door leads to a square
arcane sigils is inlaid into the polished marble floor.
chamber. These were the personal chambers of the
This is a permanent summoning diagram that provides
Hierophants. The plain iron door to each chamber is
the standard bonuses (as described in the “Magic” chap-
trapped by a greater glyph of warding. Determine the
ter of the PHB) when attempting to call and trap
glyph effect on each door randomly from the following
creatures from other planes. A stone incense burner is
list using 1d8: poison (1), circle of doom (2), flame strike
located near the north wall.
(3), insect plague (4), slay living (5), greater dispelling (6),
Treasure: In an alcove in the south wall are the
harm (7), summon monster VI (8).
following items, recognizable by a Knowledge (arcana)
Iron Door: 2 in. thick; Hardness 10; hp 60; Break DC
check (DC 12) as materials useful in summoning rituals:
28; Open Lock DC 30.
A divine scroll of dismissal, banishment and forbiddance
Greater Glyph of Warding Trap: CR 5; various
(caster level 13); a velvet pouch of 6 black opals (worth
effects (see above, saving throw [DC 19] for half damage
500 gp each) and 3 black onyxes (worth 250 gp each);
141
Gora McGahey (order #19251)




ANCIENT KINGDOMS: MESOPOTAMIA
or to negate, depending on effect); Search (DC 31);
decorated with gold-coated images of shedu and
Disable Device (DC 31); Dispel (DC 22).
winged gods. On closer inspection, the facial features
Each chamber is similar, with spartan furnishings
of these figures closely resemble those of other depic-
including a bed, some chairs, a table or desk, ward-
tions of the Hierophants (such as might be seen in the
robes filled with priestly garments, and chests and
Palace of the Kingpriest, for example). In their con-
boxes filled with personal belongings. Shelves are
ceit, the archpriests commissioned these images of
filled with small libraries of clay tablets, papyri and
themselves as gods. According to tradition, only gods
scrolls, covering many topics but mostly concerned
or divine beings were depicted with wings. A charac-
with religion and sacred texts. Statuettes and figu-
ter can come to this conclusion by making a successful
rines of gods and deities feature prominently in all
Knowledge (religion) check (DC 15).
rooms.
The Hierophants held conclave here, discussing mat-
Treasure: There is obviously much of value here. The
ters of both spiritual and worldly importance. The
DM should roll on the random treasure tables in the DMG
kingpriest of Ibnath was never allowed this deep into
to determine the exact contents of each room. Roll 2d6 to
the great ziggurat.
determine the initial Encounter Level for each chamber.
15. THE ZODIAC
14. HIEROPHANTIC COURT
The floor of this chamber features a large mosaic with
The great doors of this octagonal chamber are en-
a circular zodiac diagram, 30 feet in diameter. Faint
graved with the image of a star ringed by thirteen
traces of dried blood can be seen on the zodiac floor
sceptres. The large hall beyond is protected with a
(Spot DC 15).
forbiddance spell (caster level 18) with the password
The zodiac consists of two circular bands. The
phrase “harzag zalazag” (literally “the peak which emits
first and outer band is divided into seven distinct
the brilliance”). The phrase was known only to the
areas carved with the image of a creature. The
Hierophants, but can also be found inscribed on a
creatures are scorpion (1), camel (2), serpent (3),
golden ring that currently rests in the empty tomb of
vulture (4), lion (5), bull (6), and fish (7).
Nikhartha (see Area I5).
The second and inner band is divided into three areas,
In the hall are thirteen great thrones of equal size,
carved with the following symbols: a tree (1), a skull (2),
arranged in a semicircle. Huge bronze bowls filled
and a wheel (3).
with unlit coals stand in four of the room’s eight
The Hierophants used this chamber to perform im-
corners. The ceiling is painted to resemble the sky
portant rituals and sacrifices, often casting powerful
with sun, moon and star symbols, while the walls are
divinations or attempting to interpret omens by using
the zodiac.
Inner band
Inner
Outer band
Outer
Result
Tree
Scorpion
Change alignment instantly.
Skull
Camel
Defeat the next monster you meet to gain one level.
Wheel
Serpent
You are imprisoned (see the DMG).
Tree
Vulture
–1 penalty to all saving throws henceforth.
Skull
Lion
Avoid any situation you choose . . . once.
Wheel
Bull
Enmity between you and an outsider.
Tree
Fish
Lose 10,000 experience points and you must spin the zodiac again.
Skull
Scorpion
Gain your choice of twenty-five pieces of jewelry or fifty gems.
Wheel
Camel
Lose Intelligence (permanent drain). You may spin the zodiac again.
Tree
Serpent
Gain 10,000 XP or two more spins of the zodiac.
Skull
Vulture
Gain a major magic weapon.
Wheel
Lion
Gain the service of a 4th–level fighter.
Tree
Bull
You are granted 1d4 wishes.
Skull
Fish
One of your friends turns against you.
Wheel
Scorpion
Immediately lose all wealth and real property.
Tree
Camel
Defeat Death or be forever destroyed.
Skull
Serpent
Immediately gain a +2 inherent bonus to one ability.
Wheel
Vulture
Gain beneficial medium wondrous item and 50,000 XP.
Tree
Lion
All magic items you possess disappear permanently.
Skull
Bull
Know the answer to your next dilemma.
Wheel
Fish
Body functions, but soul is trapped elsewhere.
142
Gora McGahey (order #19251)


CHAPTER FOURTEEN: THE GREAT ZIGGURAT
The zodiac also has another function: A crea-
dane entry. The password phrase, known only to
ture can change its destiny (for better or for worse)
the Hierophants, is “anzu-lamdudu”. For low- and
by spinning the two wheels in opposite directions
medium-level characters, one possible way to dis-
while standing to the true north of the circle. The
pel the effect is to employ the power of the twelfth
result is similar to drawing a card from a deck of
tablet of the Book of Aeons (see Chapter Two and
many things and depends on the resulting combina-
the description of Dragonclaw Rock).
tion of glyphs (see the table below and refer to the
The room is illuminated by a small sphere that
DMG for detailed descriptions of the possible re-
floats in the air in the middle of the chamber. The
sults). A creature can only use the zodiac in this
sphere sheds a soft purple light in a 60 foot radius,
manner once in its lifetime, unless the result indi-
but is otherwise similar to an everburning torch. On
cates that the character can spin the zodiac wheel
the far side of the room is a raised dais, 10 feet
again.
high, surrounded by a curved flight of steps. Three
To simulate the spinning of the zodiac, make
humanoid shapes, garbed in rich, hooded robes,
two dice rolls using 1d3 and 1d8 (re-rolling 8’s),
are visible atop the dais, reclining against the wall
then refer to the numbers listed with the symbols
in circular alcoves. They rest as if in slumber, but
above to determine the resulting combination.
they do not breathe and the bodies are cold to the
touch.
16. LIBRARY
The physical appearance of the Hierophants is
This large room contains thousands of clay tab-
quite similar, although their physique is partly
lets and brick cylinders inscribed with cuneiform
concealed beneath their voluminous robes. All
writing, collected by the Hierophants through the
three are male, tall and gaunt like starved giants,
centuries.
with well-kept goatee beards and shaven pates.
The tablets contain the chronicles of the history
Background: The three surviving Hierophants
of Ibnath, descriptions of religious rites (such as
retreated here after the summoning of the elder
the annual akitu-festival), inventories of the city
demon Yuthla-Nogg went awry. They placed the
granaries and temple treasuries (including detailed
primeval seal on the portals of the ziggurat (see
lists of the gold and gems extracted from the mines
Area 5) to keep out the thousand-eyed demon,
below the Horns of Sinmesh), rosters of priests
empowering the seals with their own life-forces by
and priestesses, lists of sacrifices made to the gods
the use of sleep of power spells (see Chapter Two).
(among these is a tablet that states that the
However, due to the hurried and desperate casting
kingpriest Arukurshu sacrificed 999 white bulls to
of these rituals, they were miscast and the
the god Tammuz during a lunar eclipse), ancient
Hierophants did not wake up from stasis after the
prophecies, legends and myths, litanies, prayers,
demon disappeared, as they had intended.
obscure maps, tales of monsters and pre-human
The Stasis Tombs: The sleep of the Hierophants
races, and so on. Several wizard spellbooks in
is similar to a temporal stasis spell. Body functions
tablet form can be found here also, along with a
have ceased, and they have not grown older, al-
tome of clear thought +4.
though the three archpriests were all quite old at
As a collection, the contents of this library is
the height of their power. Unlike a temporal stasis
essentially priceless. It would require several years
spell, the bodies are vulnerable and can, for ex-
to study all tablets completely. Individual tablets
ample, be slain with a successful coup de grace
can contain any subject the DM wishes, including
attack. If wounded or violently slapped, the bodies
future adventure hooks.
awaken.
There is nothing in particular that prevents the
17. DEEP STAIRWAY
bodies from being removed from the chamber, or
the looting of their worn or carried equipment.
This 10 feet wide stairway zigzags its way down
Nothing, except for an invisible glabrezu demon
to Areas 18–20. Along the way, there are three
that the Hierophants bound and placed here as a
landings; square chambers, 20 feet by 20 feet,
final defense. If anyone approaches the dais, or
where the stairs change direction.
attempts to harm or affect the slumbering bodies
of the archpriests, the demon attacks, becoming
18. STASIS TOMBS (EL 18+)
visible as it attacks.
An archway carved with leering demon faces
Glabrezu: CR 13; AC 27, hp 174; see the MM
and winged dragons leads into this irregularly
for details.
shaped chamber. The walls are 30 feet high. A
Tactics: The glabrezu eschews subtlety in favor
forbiddance spell (caster level 18) protects the
of brute force. It attempts to gain surprise by
room from extradimensional travel as well as mun-
attacking from invisibility. Due to the forbiddance
143
Gora McGahey (order #19251)


ANCIENT KINGDOMS: MESOPOTAMIA
spell in effect in this chamber, it cannot summon
+16 melee (2d6+4, +1 greatsword, 17–20/x2); Full
other demons, and neither can it flee using
Atk +16/+11/+6 melee (2d6+4, +1 greatsword,
teleportation spells. It prefers mirror image, reverse
17–20/x2); SA spells, turn undead (5/day); SQ
gravity and power word, stun spells. If slain, the
polytheism, sorcerous aptitude, portentous ritual,
demon dissolves into a pool of ooze.
divine blessing; AL N; SV Fort +15, Ref +9, Will
The Hierophants: The Challenge Ratings and
+18; Str 16, Dex 12, Con 14, Int 14, Wis 20, Cha
statistics given for the Hierophants below assume
14.
these NPCs are fully equipped, rested and pre-
Skills: Concentration +21, Heal +24, Knowl-
pared for combat. If they are slain or defeated
edge (arcana) +21, Knowledge (religion) +21,
while unprepared, such as when they are defense-
Spellcraft +21, Use Magic Device +8. Feats: Com-
less in their stasis tombs, little or no XP should be
bat Casting, Heighten Spell, Improved Critical
rewarded.
(greatsword), Improved Initiative, Martial Weapon
Development: Several developments are pos-
Proficiency (greatsword), Spell Penetration,
sible here. The PCs could either try to awaken the
Weapon Focus (greatsword).
Hierophants, attempt to kill them, or both. The
Cleric Spells Prepared (6/7/6/6/5/5/3/3/2; base DC
Hierophants are not evil, per se, though their
15 + spell level): 0—detect magic; 1st—invisibility
dangerous dabbling with black magic caused the
to undead, sanctuary, shield of faith; 2nd—death
downfall of Ibnath. If attacked, the Hierophants
knell, hold person (x2), zone of truth; 3rd—bestow
defend themselves and attempt to negotiate and/
curse, dispel magic, locate object, speak with dead;
or escape. If the PCs release the archpriests from
4th—death ward, poison, tongues; 5th—greater com-
their stasis tombs and are not initially hostile, the
mand, insect plague, slay living; 6th—blade barrier;
Hierophants are grateful for their release and re-
7th—summon monster VII; 8th—earthquake.
ward the characters appropriately with wealth and
Notes: As a Hierophant, Kalduk does no longer
gifts of lesser magical items.
gains bonus domain spells or domain abilities.
After the initial confusion of being released
Until he has rested, he has only a few remaining
from age-long slumber, the Hierophants attempt
prepared spells available (as detailed above).
to get an overview of the current situation. Their
Possessions: +1 greatsword of spell storing (with
eventual goal is to restore the greatness of Ibnath,
inflict serious wounds [3d8+15] currently stored,
and they might seek to use the PCs as willing or
caster level 16), stone of good luck, arcane scroll of
unwilling pawns in several adventures to this end.
haste, minor globe of invulnerability and cloudkill
Possible missions include hunting down and slay-
(caster level 9), wand of dispel magic (18 charges,
ing the ancient vampire Arukurshu, retrieving
caster level 16), holy symbol of Utu.
lost wealth from the disease-infested Mines of
Personality/Description: An old man with sur-
Sinmesh, convincing or forcing the desert nomads
prising strength, Kalduk is the former high priest
to return to a life as city-dwellers, finding out
of Utu, the god of the fiery sun. Kalduk speaks in
whether or not the elder demon Yuthla-Nogg is
a low, rasping voice and prefers action to words. It
still a threat to the Hierophants, and preventing
was Kalduk who created the gate to the elemental
the Kalabite wizards from resurrecting the arch-
plane of fire in the mines beneath the Horns of
necromancer Yaod.
Sinmesh. He is devoted to the study of nature and
On the other hand, if Arukurshu discovers a way
elemental forces, and might seek to use summoned
to break the spells that exile him from the city and
elementals to aid in the reconstruction of Ibnath.
the seals that protect the ziggurat, he seeks to slay
Hierophant Anukhar, male human Drd5/Clr9/
the Hierophants, restore his former servants, and
Hie2: CR 16; SZ M; HD 16d8+48; hp 120; Init +7;
enslave the desert nomads. See the Horns of
Spd 30 ft; AC 13 (+3 Dex), touch 13, flat-footed
Sinmesh chapter for more information about
10; BAB/Grap +12/+12; Atk +12 melee (1d10,
Arukurshu’s plans and goals.
heavy flail, 19–20/x2); Full Atk +12/+7/+2 melee
If any of the PCs carry the Sickle Sword of Naalfesh
(1d10, heavy flail, 19–20/x2); SA spells, turn
(see the Sea of Bones chapter), this is a great
undead (10/day); SQ animal companion, nature
moment for the intelligent weapon to reveal its
sense, resist mirages and illusions, trackless step,
true nature. The sword seeks to dominate its wielder
wild shape (1/day, natural animal from Small to
and slay the archpriests while they are defenseless,
Medium-size), desert survival, polytheism, sorcer-
t h u s v a n q u i s h i n g t h e a n c i e n t f o e s o f t h e
ous aptitude, damage reduction (5/+5, from
Yhakkothian wizards.
vestments of faith), spell resistance (15, from scarab
Hierophant Kalduk, male human Clr10/Hie6:
of protection); AL NG; SV Fort +16, Ref +9, Will
CR 16; SZ M; HD 16d8+32; hp 104; Init +5; Spd
+17; Str 10, Dex 16, Con 16, Int 13, Wis 19, Cha
30 ft; AC 16 (+1 Dex, amulet of natural armor +5),
16.
touch 11, flat-footed 15; BAB/Grap +12/+15; Atk
144
Gora McGahey (order #19251)


CHAPTER FOURTEEN: THE GREAT ZIGGURAT
Skills: Concentration +15, Handle Animal +9,
Skills: Concentration +20, Craft (astrologer)
Heal +16, Knowledge (arcana) +13, Knowledge
+23, Diplomacy +15, Knowledge (arcana) +23,
(nature) +7, Knowledge (religion) +14, Spellcraft
Knowledge (history) +23, Knowledge (religion)
+13, Survival +10. Feats: Combat Casting, Craft
+17, Spellcraft +23. Feats: Brew Potion, Divina-
Wondrous Item, Extra Turning, Heighten Spell,
tion by Entrails, Heighten Spell, Improved
Lightning Reflexes, Martial Weapon Proficiency
Initiative, Lightning Reflexes, Maximize Spell,
(heavy flail), Scribe Scroll.
Silent Spell, Spell Focus (evocation), Spell Pen-
Cleric Spells Prepared (6/6/5/5/4/2/1; base DC 14
etration (bonus from black robe of the archmagi).
+ spell level): 0—light, read magic; 1st—bless, cause
Cleric Spells Prepared (6/6/5/5/4/3/2; base DC
fear, protection from evil; 2nd—endurance, remove
14 + spell level): 0—detect poison, purify food
paralysis, silence; 3rd—blindness/deafness, invisibil-
and drink, resistance; 1st—command, deathwatch,
ity purge, prayer; 4th—cure critical wounds, giant
magic weapon; 2nd—aid, darkness, shatter; 3rd—
vermin, poison; 5th—true seeing; 6th—heal.
a n i m a t e d e a d , c o n t a g i o n , m a g i c v e s t m e n t ;
Druid Spells Prepared (5/4/3/2; base DC 14 +
4th—dismissal, divine power, poison; 5th—break
spell level): 0—create water, cure minor wounds,
enchantment, summon monster V; 6th—harm.
resistance; 1st—faerie fire, obscuring mist; 2nd—
Sorcerer Spells Known (cast per day 6/7/6/3;
heat metal, summon swarm; 3rd—meld into stone.
base DC 10 + spell level): 0—arcane mark, daze,
Notes: As a Hierophant, Anukhar does no longer
disrupt undead, ghost sound, mage hand, prestidigi-
gains bonus domain spells or domain abilities.
tation, ray of frost; 1st—burning hands, charm
Until he has rested, he has only a few remaining
person, magic missile, silent image; 2nd—invisibil-
prepared spells available (as detailed above).
ity, levitate; 3rd—lightning bolt.
Anukhar was originally a desert druid; therefore,
Notes: As a Hierophant, Ishummar does no
at 2nd level, instead of Woodland Stride he gains
longer gains bonus domain spells or domain abili-
the ability to survive for 1 day/druid level longer
ties. Until he has rested, he has only a few
than normal before thirst affects him. At 4th level,
remaining prepared divine spells available (as
a +4 bonus to Will saves against mirages and
detailed above). He has also spent 1d3 of his
illusions replaces Resist Nature’s Lure.
available sorcerer spells per level, regained as
Possessions: Heavy flail, vestments of faith, scarab
normal if he has the chance to rest.
of protection, figurine of wondrous power (goat of
Possessions: Masterwork dagger, black robes of the
travail), bead of force, silver amulet in the shape of
archmagi, figurine of wondrous power (ebony fly),
a coiled serpent (worth 600 gp), holy symbol of
potion of cure serious wounds, potion of endurance,
Ishtar.
gold ring set with large ruby (worth 2,000 gp),
Personality/Description: As the former high priest
sandals, holy symbol of Kingu.
of Ishtar, Anukhar has a special grudge against
Personality/Description: Ishummar was elevated
Arukurshu for his abuse of the priestesses of Ishtar
to the rank of Hierophant from the priesthood of
during his long rule. He is thus likely to sponsor
Kingu, the general of chaos. While technically
any attempts to find and destroy the ancient vam-
evil-aligned, in practice Ishummar leans more
pire for good. Anukhar likes to surround himself
toward neutrality than evil. The Hierophants
with luxury and beauty. He is himself stunningly
realized that in order to achieve true balance,
handsome, although he has one physical defect;
all viewpoints must have a voice. Ishummar is
the index finger of his left hand is missing.
an ardent student of the arcane, and has few
Hierophant Ishummar, male human Clr10/
reservations against the use of powerful but dan-
Hie2/Sor6: CR 18; SZ M; HD 12d8+12 plus 6d4+6;
gerous magic to further his own ends. He is quite
hp 87; Init +5; Spd 30 ft; AC 16 (+1 Dex, black
an individualist, but views the other Hierophants
robe of the archmagi), touch 11, flat-footed 15;
as useful companions.
BAB/Grap +13/+12; Atk +12 melee (1d4–1, mas-
terwork dagger, 19–20/x2) or +14 ranged (1d4–1,
19. SECRET VAULT (EL 5)
masterwork dagger, 19–20/x2, range 10 ft.); Full
The vault is concealed by a secret sliding stone
Atk +12/+7/+2 melee (1d4–1, masterwork dagger,
door (Search DC 35) and protected by a greater
19–20/x2), or +14/+9/+4 ranged (1d4–1, master-
glyph of warding.
work dagger, 19–20/x2, range 10 ft.); SA rebuke
Greater Glyph of Warding Trap: CR 5; cold
undead (5/day), spells; SQ summon familiar, poly-
blast (10d8, Reflex DC 21 for half) to all within 5
theism, sorcerous aptitude, spell resistance (17,
feet; Search (DC 31); Disable Device (DC 31);
from black robe of the archmagi); AL NE; SV Fort
Dispel (DC 31).
+12, Ref +10, Will +18; Str 9, Dex 13, Con 12, Int
Within the small vault are 11 clay tablets, col-
18, Wis 18, Cha 14.
lectively known as the Book of Aeons(see Chapter
145
Gora McGahey (order #19251)


ANCIENT KINGDOMS: MESOPOTAMIA
Two). The twelfth and final clay tablet, known as
shield of Nergal, a +3 shield that provides a continous
the Tablet of Unbinding, is missing from this collec-
death ward to its wielder.
tion (it is in the possession of the druidess Zadhi;
To the east of the main tomb is a corridor with several
see the description of Dragonclaw Rock).
narrow alcoves. A patch of yellow mold grows on the
floor. In each alcove stands an upright clay coffin in-
20. ELDER TOMBS (EL 10)
scribed with cuneiform writing that proclaims the names
A narrow, 5 feet wide, winding corridor leads
and titles of the deceased. The withered remains of these
from Area 18 into this catacomb, the resting-place
former high priests have been preserved as mummies. If
of several elder Hierophants who died before doom
one or more coffins are disturbed, the remaining mum-
came to Ibnath. The walls of the main tomb are
mies break out of their clay coffins in a single round to
covered with scenes of the underworld, a dreary
join the combat.
realm where dead kings eat dust and bow before
Yellow Mold (CR 6): If disturbed, a patch of this mold
the queen of the netherworld.
bursts forth with a cloud of poisonous spores. All within
Two large sarcophagi of green marble stand next
10 feet of the mold must make a Fortitude save (DC 15)
to each other against the south wall. Lifting the
or take 1d6 points of temporary Constitution damage.
heavy lids requires a successful Strength check
Another Fortitude save (DC 15) is required 1 minute
(DC 18). Atop the lids are several figurines of
later — even by those who succeeded at the first save —
servants intended to serve the dead in the spirit-
to avoid taking 2d6 points of temporary Constitution
world.
damage. Fire destroys yellow mold, and sunlight renders
it dormant.
Inside the first sarcophagus is a yellowed skel-
eton covered in moth-eaten funerary wrappings.
Elder Hierophants, Human Mummies (7): CR
The skeleton grasps an ancient greatsword. This is
5; AC 20, hp 55 each; see the MM for details.
the sword of Marduk, a +3 holy bane against undead
Treasure: Each mummy wears a talisman shaped
greatsword.
like an animal’s head (the animals are scorpion,
The second sarcophagus contains a decayed
serpent, vulture, lion, ape, jackal, and bull). The
corpse covered by a black funeral shroud. Crawl-
material value of each talisman 150 gp, but each
ing beneath the shroud are 6 burrowing grubs (see
talisman also allows its wearer to employ a speak
the Tome of Horrors by Necromancer Games).
with animals spell on animals of the appropriate
The corpse rests atop a black shield. This is the
type once per day.
146
Gora McGahey (order #19251)




MYTHIC MESOPOTAMIA
This appendix contains new monsters used in the module.
DENIZEN OF ONG
Medium Aberration
Medium
the face is skinless, almost skeletal. Most denizens of Ong
Hit Dice:
Hit
2d8+2 (11 hp)
wear veils (often perfumed to mask a certain evil stench)
Initiative:
+3
or hooded robes in the company of men.
Speed:
30 ft. (6 squares)
These strange humanoid creatures hail from the re-
Armor Class:
Class:
Armor C
13 (+3 Dex), touch 13, flat-footed 10
mote, mist-shrouded mountain areas of Ong, but often
Base Attack/Grapple:
Base
+1/+2
form secret enclaves in more civilized lands. Whether
Attack:
By weapon +4 melee (weapon type)
they are a race separate from humanity, or simply
or +4 ranged (weapon type) or ten-
tacle +4 melee (1d4+1 plus paralysis)
degenerate humans terribly warped from the worship of
Full Attack:
Full
By weapon +4 melee (weapon type)
dark deities, is not known. The practice of religion
or +4 ranged (weapon type) or 3 ten-
appears to be a central part
tacles +4 melee (1d4+1 plus paralysis)
of their lives.
Space/Reach:
5 ft./5 ft. (10 ft. with tentacle)
Special Attacks:
Special
Tentacles, paralysis, charming gaze,
spell-like abilities
Special Qualities:
Special
Regeneration 3, darkvision 60 ft., te-
lepathy 100 ft.
Saves:
Fort +1, Ref +3, Will +8
Abilities:
Str 12, Dex 16, Con 13, Int 15, Wis 16,
Cha 15
Skills:
Concentration +4, Disguise +4, In-
timidate +5, Knowledge (any one) +5,
Move Silently +6, Sense Motive +6,
Spellcraft +5
Feats:
Iron Will (b), Weapon Finesse
Environment:
Underground
Organization:
Solitary, pair, or cult (5–20)
Challenge Rating:
Challenge
2
Treasure:
Standard
Alignment:
Usually neutral evil
Advancement:
By character class
Level Adjustment:
Level

A denizen of Ong appears as a tall and gaunt
humanoid, usually dressed in voluminous robes to
conceal its inhuman features, the most prominent of
which are three long and slender tentacles, 10 feet
long, that extend from its abdomen. The upper half of
the face of a denizen of Ong appears human, except for
a pair of bulging, lidless eyes, while the lower half of
147
Gora McGahey (order #19251)



ANCIENT KINGDOMS: MESOPOTAMIA
COMBAT
Spell-like Abilities: At will–mage hand; 1/day–hypno-
tism (DC 13), ray of enfeeblement (DC 14). Caster level
Denizens of Ong prefer to avoid melee, using their
2nd.
charm gaze and spell-like abilities, but if cornered they
Regeneration (Ex): Denizens of Ong take normal
reveal their tentacles and attempt to paralyze foes.
damage from fire and acid. A denizen of Ong that loses
Paralysis (Ex): Those hit by a denizen of Ong’s
a limb or body part (including its tentacles) can reattach
tentacle attack must succeed on a DC 12 Fortitude save
it by holding the severed member to the stump. Reat-
or be paralyzed for 1d6 minutes. The save DC is Consti-
tachment takes 1 minute. If the head or other vital
tution-based.
organ is severed, it must be reattached within 10 min-
Charming Gaze (Su): Anyone within 30 feet that
utes or the creature dies.
looks into a denizen of Ong’s eyes is affected by charm
Telepathy (Su): Denizens of Ong can communicate
person (caster level 6th). A DC 13 Will save negates the
telepathically with any creature within 100 feet that has
effects. The save DC is Charisma-based.
a language.
DEATH WEAVER
Small Aberration
Small
the creature. This is seldom of any help, however, as the death
Hit Dice:
Hit
4d8+3 (21 hp)
weaver’s paralyzing song accompanies the illumination.
Initiative:
+3
Paralyzing Song (Ex): The weird humming and oscil-
Speed:
Fly 20 ft. (4 squares) (perfect)
lations of the death weaver can paralyze victims. Any
Armor Class:
Armor
18 (+1 size, +3 Dex, +4 natural), touch
creature within a 30 foot radius of a death weaver must
14, flat-footed 15
succeed on a DC 15 Will save or be paralyzed. This is a
Base Attack/Grapple:
Base
+3/–3
sonic, mind-affecting charm that lasts as long as the death
Attack:
Tentacle +7 melee (1d2–2)
weaver continues to sing. If the creature successfully
Full Attack:
Full
Tentacle +7 melee (1d2–2)
saves, it is immune to the death weaver’s song for one day.
Space/Reach:
5 ft./5 ft.
Paralyzed victims are subject to the death weaver’s de-
Special Attacks:
Special
Paralyzing song, devour
Special Qualities:
Special
Radiance, web, SR 20, darkvision 60
vouring attack. The save DC is Charisma-based.
ft.
Devour (Ex): With a successful touch attack against
Saves:
Fort +1, Ref +4, Will +6
a paralyzed foe, the death weaver can devour its victim.
Abilities:
Str 7, Dex 17, Con 10, Int 14, Wis 14,
The attack deals 1d6 points of Constitution damage
Cha 16
each round. At Constitution 0, the creature has been
Skills:
Hide +14, Listen +11, Move Silently
completely devoured and dies. A creature slain by this
+10, Spot +11
attack can only be raised by the casting of a miracle, true
Feats:
Alertness, Toughness (b), Weapon
Finesse
resurrection, or wish. After a death weaver has devoured
Environment:
Underground
a victim, it swells to Medium (–1 penalty to attack rolls
Organization:
Solitary
and Armor Class, +4 bonus to Str and Con).
Challenge Rating:
Challenge
4
The increased size lasts for 1 hour, as the
Treasure:
Standard
death weaver digests the victim.
Alignment:
Usually neutral evil
Radiance (Su): The death
Advancement:
5–8 HD (Large);
weaver is always surrounded
9–12
HD
by a cold halo of weirdly hued
(Huge)
light. This is similar to the
Level Adjustment:
Level

illumination provided by a con-
tinual flame spell.
The death weaver is an orb-
Web (Sp): After the
like, levitating creature that
death weaver de-
lives underground and feeds
vours a victim and
by devouring creatures that
increases in size, it
fall prey to its paralyzing song.
can form a number of
It appears as a small, fleshy,
thick strands and attempt to en-
eyeless orb surrounded by a
snare other victims. This ability is
weirdly hued halo of light.
otherwise identical to a web spell cast by
a 10th-level sorcerer (save DC 15), usable
COMBAT
up to 3 times within an hour.
Opponents are usually warned of the death weaver’s
approach by the halo of light that constantly surrounds
148
Gora McGahey (order #19251)



APPENDIX A: NEW MONSTERS
LIVING MONOLITH
Gargantuan Ooze
Gargantuan
clothing dissolve and become useless immediately un-
Hit Dice:
Hit
28d10+168 (322 hp)
less they succeed at DC 30 Reflex saves. The save DC is
Initiative:
–2
Constitution-based.
Speed:
0 ft.
Armor Class:
Class:
4 (–4 size, –2 Dex), touch 4, flat-
The living monolith’s acidic touch deals 30 points of
footed 4
damage per round to wooden or metal objects, but the
Base Attack/Grapple:
Base
+21/+44
ooze must remain in contact with the object for 1 full
Attack:
Slams +28 melee (2d8+11)
round to deal the damage.
Full Attack:
Full
8 slams +28 melee (2d8+11)
Create Spawn (Ex): Each round of combat, the living
Space/Reach:
20 ft./15 ft.
monolith spawns 1d6 crawling offspring, but 1d6 of
Special Attacks:
Special
Acid, create spawn
these are instantly destroyed by the monolith’s acid,
Special Qualities:
Special
Blindsight 60 ft., regeneration 10,
mouths or pseudopods.
ooze traits
Regeneration (Ex): Living monoliths take normal
Saves:
Fort +15, Ref +7, Will +4
Abilities:
Str 32, Dex 6, Con 23, Int —, Wis 1,
damage from fire.
Cha 1
Blindsight (Ex): A living monolith’s entire body is a
Skills:

primitive sensory organ that can ascertain prey by scent
Feats:

and vibration within 60 feet.
Environment:
Underground
Ooze Traits (Ex): Immune to all mind affecting
Organization:
Solitary
effects (charms, compulsions, phantasms, patterns, and
Challenge Rating:
Challenge
13
morale effects). Blind, but has the blindsight ability
Treasure:
None
with immunity to gaze attacks, visual effects, illusions,
Alignment:
Always neutral
and other attack forms that rely on sight. Immune to
Advancement:
29–31 HD (Gargantuan); 32–56 HD
poison, sleep effects, paralysis, polymorph,
(Colossal)
and stunning. Not
Level Adjustment:
Level

subject to critical
The living monolith, sometimes called a monolith of
hits or flanking.
fecundity, is an immobile pillar of amorphous flesh
dripping with slime. Along its gigantic bulk are several
gaping mouths and writhing pseudopods.
At irregular intervals its flesh breaks open and in-
stantly regenerates as the living monolith spawns twisted
offspring that crawl and slither away from its progenitor.
Some of these spawn are instantly disintegrated by the
acidic slime dripping from the monolith, or torn to
pieces by pseudopods and ravenous mouths, but a few
scuttle away and survive (see the Crawling Offspring
monster entry).
This loathsome being is usually brought forth by the
summoning spells of clerics who worship perverse fertil-
ity deities.
COMBAT
A living monolith trashes mindlessly at opponents
with its pseudopods. When disturbed, it constantly
seeps its acidic slime which is as likely to destroy its
crawling offspring as inflicting damage on opponents.
Acid (Ex): The living monolith secrets a diges-
tive acid that dissolves organic material and metal
quickly but does not affect stone. Any melee
hit deals acid damage. The living
monolith’s acidic touch deals 30
points of damage per round
to wood or metal objects.
The opponent’s armor and
149
Gora McGahey (order #19251)





ANCIENT KINGDOMS: MESOPOTAMIA
CRAWLING OFFSPRING
Small Aberration
Small
Hit Dice:
Hit
3d8+9 (22 hp)
CRAWLING OFFSPRING FEATURES
Initiative:
+0
Speed:
20 ft.
Roll 1d6 to determine the crawling offspring’s
Armor Class:
Armor
16 (+1 size, +5 natural), touch 11, flat-
special feature.
footed 16
1.
Spit Acid
Base Attack/Grapple:
Base
+2/+1
2.
Rotting Touch
Attack:
Slam +6 melee (1d2+4)
3.
Tentacle Attack
Full Attack:
Full
Slam +6 melee (1d2+4)
4.
Regeneration (10)
Space/Reach:
5 ft. /5 ft.
5.
Winged Flight
Special Attacks:
Special
Varies (see text)
6.
No special feature
Special Qualities:
Special
Blindsight, fast healing 2
Spit Acid (Ex): Stream of acid 5 feet high, 5
Saves:
Fort +3, Ref +1, Will +3
feet wide, and 20 feet long; once per minute;
Abilities:
Str 16, Dex 11, Con 14, Int 3, Wis 10,
damage 2d6; DC 11 Reflex save for half.
Cha 11
Skills:
Listen +5, Spot +5
Rotting Touch (Ex): The touch of the crawl-
Feats:
Alertness, Toughness
ing offspring’s pseudopod deals 1d3 points of
Environment:
Any land and underground
Constitution damage to living creatures.
Organization:
Solitary, pair, or swarm (5–20)
Tentacle Attack (Ex): The crawling offspring
Challenge Rating:
Challenge
1
has a clawed tentacle with 10 foot reach in
Treasure:
None
addition to its pseudopod. It gains another melee
Alignment:
Always neutral
attack at its full attack bonus, dealing 1d3+3
Advancement:
4–5 HD (Medium); 6–8 HD (Large)
points of damage.
Level Adjustment:
Level

Regeneration (Ex): This replaces the creature’s
fast healing ability. Crawling offspring take nor-
Crawling offspring are mindless creatures spawned
mal damage from fire.
from a living monolith. There is great variety in the
Winged Flight (Ex): The creature has slime-
form and appearance of the crawling offspring; such as
covered, leathery wings giving it a fly speed of 30
bulging eyes, flapping wings, writhing tentacles, slime-
with average maneuverability.
covered pseudopods, and so on.
Most crawling offspring are destroyed and re-ab-
sorbed by the living monolith
they were spawned from, but
those few that escape wander or
crawl mindlessly about seeking
prey.
COMBAT
Being mindless, a crawling offspring
simply attempts to devour the nearest
living creature.
Each crawling offspring is
unique; roll on the Crawl-
ing Offspring Features table
to determine the special
abilities of each crawling
offspring.
Blindsight (Ex): A
crawling offspring’s entire
body is a primitive sen-
sory organ that can
ascertain prey by scent and
vibration within 60 feet.
Fast Healing (Ex): A crawling off-
spring heals 2 hit points per round.
150
Gora McGahey (order #19251)



APPENDIX A: NEW MONSTERS
GALLU-DEMON
Large Outsider (Chaotic, Evil, Extraplanar, Shapechanger)
to approach unsuspecting victims, or to perform special
Hit Dice:
Hit
7d8+28 (59 hp)
missions such as escorting mortals out of the underworld
Initiative:
+4
to claim another in their stead. It must reveal its true
Speed:
30 ft. (6 squares)
form to employ its improved grab ability.
Armor Class:
Class:
20 (–1 size, +11 natural), touch 9, flat-
Improved Grab (Ex): To use this ability, a gallu-
footed 20
demon must hit an opponent up to one size smaller with
Base Attack/Grapple:
Base
+7/+17
Attack:
Claw +12 melee (1d6+6)
its claw attack. It can then start a grapple check as a free
Full Attack:
Full
2 claws +12 melee (1d6+6) and bite
action without provoking an attack of opportunity. If it
+7 melee (1d8+3)
wins the grapple check, it establishes a hold and can use
Space/Reach:
10 ft./10 ft.
its plane shift or dimension door ability.
Special Attacks:
Special
Improved grab
Alter Shape (Su): A gallu-demon can assume any
Special Qualities:
Special
Alter shape, demon qualities, dimen-
humanoid form, or revert to its own form, as a standard
sion door, plane shift, outsider traits,
action. This ability is similar to the alter self spell cast by
darkvision 60 ft.
an 18th–level sorcerer, but the gallu-demon can remain
Saves:
Fort +9, Ref +7, Will +7
in the new form indefinitely.
Abilities:
Str 22, Dex 11, Con 18, Int 12, Wis 14,
Cha 16
Demon Qualities (Ex): Immune to poison and elec-
Skills:
Bluff +13, Concentration +14, Diplo-
tricity; cold, fire and acid resistance 20; darkvision 60 ft.
macy +7, Disguise +13, Hide +6,
Dimension Door (Su): At the gallu-demon’s option,
Intimidate +15, Listen +12, Move Si-
it can use dimension door to transport a held victim (who
lently +10, Sense Motive +14, Sleight
of Hand +2, Spot +12
gets no saving throw) within the same plane, instead of
Feats:
Improved Initiative, Lightning Re-
its plane shift ability. It is otherwise similar to the spell of
flexes, Power Attack
the same name.
Environment:
Any land and underground
Plane Shift (Su): This ability transports the gallu-
Organization:
Solitary, pair, or squad (4–12)
demon and its victim (who gets no saving throw if he is
Challenge Rating:
Challenge
6
held). It is otherwise similar to the spell of the same
Treasure:
Standard
name.
Alignment:
Always neutral evil
Advancement:
8–16 HD (Huge); 17–21 HD (Gar-
gantuan)
Level Adjustment:
Level

Gallu-demons are Akkadian shape-shifting
demons of the underworld. They are respon-
sible for the abduction of mortals to the
realm of death.
The true form of a gallu-demon is a large,
faceless black humanoid with long, wicked
talons. Their otherwise featureless faces
have mouths filled with rows of razor-
sharp teeth. Except when in disguise,
they do not wear clothing or armor.
COMBAT
Gallu-demons attempt to
snatch opponents and transport
them to the nether spheres of the
underworld, where other demons
and undead lie waiting in am-
bush, eager to
consume such
hapless vic-
tims. The
gallu-demon
often uses its
shape-altering power
151
Gora McGahey (order #19251)



ANCIENT KINGDOMS: MESOPOTAMIA
EKIMMU
Medium Undead (Incorporeal)
If the attack succeeds, the ekimmu’s body vanishes into
Hit Dice:
Hit
5d12 (32 hp)
the opponent’s body. The target can resist the attack
Initiative:
+7
with a successful DC 17 Will save. A creature that
Speed:
30 ft. (6 squares), fly 60 ft. (good)
successfully saves is immune to that ekimmu’s malevo-
Armor Class:
Armor
15 (+3 Dex, +2 deflection), touch 15,
lence for one day. A dispel evil or miracle spell is required
flat-footd 12
to exorcise the ekimmu. The save DC is Charisma-based.
Base Attack/Grapple:
Base
+2/—
Attack:
Incorporeal touch +5 melee (1d4)
Paralyzing Howl (Su): At will, the ekimmu can let
Full Attack:
Full
Incorporeal touch +5 melee (1d4)
out a fearsome howl that paralyzes all within a 30 feet
Space/Reach:
5 ft./5 ft.
radius for 1d4+1 rounds unless they succeed on a DC 14
Special Attacks:
Special
Paralyzing howl, malevolence
Will save. A creature that successfully saves is immune
Special Qualities:
Special
Incorporeal traits, turn resistance +2,
to that ekimmu’s howl for one day. The save DC is
undead traits, unnatural aura
Charisma-based.
Saves:
Fort +1, Ref +4, Will +6
Unnatural Aura (Su): Both wild and domesticated
Abilities:
Str —, Dex 16, Con —, Int 14, Wis
animals can sense the unnatural presence of an ekimmu
14, Cha 15
at a distance of 30 feet. They will not willingly approach
Skills:
Hide +11, Intimidate +10, Listen +10,
nearer than that and panic if forced to do so; they
Search +10, Sense Motive +10, Spot
+10
remain panicked as long as they are within that range.
Feats:
Blind-Fight, Combat Reflexes, Im-
Incorporeal Traits (Ex): Can be harmed only by
proved Initiative (b)
other incorporeal creatures, magic weapons or creatures
Environment:
Any and underground
that strike as magic weapons, or spells, with a 50%
Organization:
Solitary
chance to ignore any damage from a corporeal source
Challenge Rating:
Challenge
5
(except positive energy, negative energy, and force
Treasure:
None
effects such as magic missile); can pass through solid
Alignment:
Usually chaotic evil
objects at will, and own attacks pass through armor;
Advancement:
6–10 HD (Medium)
cannot make trip or grapple attacks and cannot be
Level Adjustment:
Level

tripped or grappled; do
An ekimmu is the evil ghost
not set off traps trig-
of one who has been denied
gered by
entrance to the underworld
weight; always
and is doomed to wander the
moves silently
earth. It is greatly feared, for it
and cannot be
attaches itself quite easily to
heard with
virtually any living per-
Listen checks
son regardless of
unless it
whether that person
wants to be; can
has been acquainted
move at full
with the dead one.
speed even
Once it has possessed a living host, it is very difficult to
when it
exorcise.
cannot see.
The Ekimmu roams the earth, seeking victims to
Undead Traits (Ex): Im-
possess and using its hosts to bring misfortune
mune to mind-influencing
and death to the living. Its howling in the
effects, poison, sleep, paralysis,
night is often the only warning of its approach.
stunning, disease, and death effects.
Not subject to critical hits, subdual
COMBAT
damage, ability damage, abil-
Malevolence (Su): Once per round, an ekimmu
ity drain, energy drain, death
can merge its body with a crea-
ture on the Ma-
from massive damage, or
terial Plane. This ability is
any effect that requires a
similar to magic jar as cast by a
Fortitude save (unless the
10th-level sorcerer, except
effect works on objects);
that it does not require a re-
cannot be raised, resur-
ceptacle, and the duration
rection works if the
is permanent unless the
creature is willing;
ekimmu willingly leaves
darkvision with a range
the target or is exorcised.
of 60 feet.
152
Gora McGahey (order #19251)



APPENDIX A: NEW MONSTERS
GOLEM, SHEDU
Huge Construct
Huge
opponents at least one size category smaller than
Hit Dice:
Hit
16d10+40 (128 hp)
itself. The creature merely has to move over oppo-
Initiative:
–1
nents in its path; any creature whose space is
Speed:
30 ft. (6 squares), fly 60 ft. (aver-
completely covered by the trampling shedu-golem
age)
is subject to the trample attack. Trampled oppo-
Armor Class:
Class:
27 (–2 size, –1 Dex, +20 natural),
touch 7, flat-footed 27
nents can attempt attacks of opportunity, but these
Base Attack/Grapple:
Base
+12/+29
take a –4 penalty. If they do not make attacks of
Attack:
Gore +19 melee (2d6+9)
opportunity, trampled opponents can attempt a
Full Attack:
Full
Gore +19 melee (2d6+9), and 2 hooves
DC 27 Reflex save to take half damage. A tram-
+14 melee (2d6+4)
pling shedu-golem can only deal trampling damage
Space/Reach:
15 ft./15 ft.
to each target once per round, no matter how
Special Attacks:
Special
Fear aura, holy smite, trample 2d8+9
many times its movement takes it over a target
Special Qualities:
Special
Construct traits, damage reduction
creature. The save DC is Strength-based.
20/adamantine, immunity to magic,
Construct Traits (Ex): Immune to mind-influ-
true seeing
encing effects (charms, compulsions, phantasms,
Saves:
Fort +5, Ref +4, Will +5
patterns, and morale effects), poison, sleep, paraly-
Abilities:
Str 28, Dex 9, Con —, Int —, Wis 11,
Cha 1
sis, stunning, death effects, necromancy effects,
Skills:

and polymorph. Immune to any effect that re-
Feats:

quires a Fortitude save (unless it works on objects,
Environment:
Any
or is harmless). Not subject to critical hits, nonle-
Organization:
Solitary or pair
thal damage, ability damage, energy drain, fatigue,
Challenge Rating:
Challenge
12
exhaustion, or death from massive damage; cannot
Treasure:
None
be healed, raised or resurrected, though it can be
Alignment:
Always neutral
repaired.
Advancement:
17–31 HD (Gargantuan); 32–48 HD
Immunity to Magic (Ex): A shdeu-golem is
(Colossal)
immune to any spell or spell-like ability that al-
Level Adjustment:
Level

lows spell resistance. In addition, certain spells
and effects function differently against the crea-
Shedu-golems are huge, regal statues of winged
ture, as noted below.
bulls, typically placed at the entrances to temples
and palaces to protect against evil demons and
spirits. They are believed to contain bound el-
emental spirits. Lammasu are similar to shedu,
but have the bodies of lions in-
stead of bulls.
COMBAT
Fear Aura (Su): As a free
action, a shedu-golem can cre-
ate an aura of fear in a 10-foot
radius. It is otherwise identical
with fear cast by a 16th-level sor-
cerer (save DC 14). If the save is
successful, that creature cannot be af-
fected again by that shedu-golem’s fear
aura for one day. The save DC is Charisma-
based.
Holy Smite (Sp): Once every 1d4 rounds, as
a free action, the shedu-golem can release a
holy smite burst against its enemies. This abil-
ity is otherwise similar to the spell as cast by
a 16th-level cleric (save DC 14).
Trample (Ex): As a full-round action,
a shedu-golem can move up to twice
its speed and literally run over any
153
Gora McGahey (order #19251)



ANCIENT KINGDOMS: MESOPOTAMIA
A transmute rock to mud spell slows it (as the slow
CONSTRUCTION
spell) for 2d6 rounds, with no saving throw, while
A shedu-golem’s body is chiseled from a single block
transmute mud to rock heals all of its lost hit points.
of hard stone, such as granite, weighing at least 3,000
A stone to flesh spell does not actually change the
pounds. The stone must be of exceptional quality, and
golem’s structure but negates its damage reduction and
costs 5,000 gp. Assembling the body requires a DC 18
immunity to magic for 1 full round.
Craft (sculpting) check or a DC 18 Craft (stonema-
True Seeing (Sp): The shedu-golem constantly ben-
sonry) check.
efits from a true seeing spell. The effect can be dispelled,
CL 14th; Craft Construct, bless, fear, geas/quest, greater
but the shedu-golem can re-activate the effect as a free
planar ally, caster must be at least 16th level; Price
action. This ability is otherwise similar to the spell as
90,000 gp; Cost 50,000 gp + 3,400 XP.
cast by a 16th-level cleric.
YHAKKOR
Medium Monstrous Humanoid
COMBAT
Hit Dice:
Hit
3d8+12 (25 hp)
Initiative:
+1
Due to their low intelligence, Yhakkor are usually
Speed:
30 ft. (6 squares)
assigned to simple guard duty or other menial tasks. A
Armor Class:
Armor
14 (+1 Dex, +3 natural), touch 11, flat-
strong-minded individual, such as a wizard, is required
footed 13
to control their chaotic nature. In melee, Yhakkor gang
Base Attack/Grapple:
Base
+3/+7
up on a single opponent at a time and attempt to tear
Attack:
Claw +8 melee (1d4+4)
him to pieces.
Full Attack:
Full
2 claws +8 melee (1d4+4)
Disease (Ex): Filth fever; injury (claw); DC 15 Fort
Space/Reach:
5 ft./5 ft.
save; incubation period 1d3 days; 1d3 Dexterity damage
Special Attacks:
Special
Disease, stench
and 1d3 Constitution damage.
Special Qualities:
Special
Darkvision 60 ft. , immunities, scent
Stench (Ex): Yhakkor are surrounded by an aura of
Saves:
Fort +7, Ref +4, Will +1
terrible stench. Those within 10 feet must succeed on a
Abilities:
Str 19, Dex 13, Con 18, Int 6, Wis 10,
Cha 9
DC 15 Fortitude save or be wracked with nausea, suffer-
Skills:
Hide +5, Listen +6*, Move Silently
ing a –2 circumstance penalty to all attacks, saves,
+5, Spot +2
and skill checks for 1d6+3 minutes. The
Feats:
Stealthy, Weapon Focus (claw)
save DC is Constitution based.
Environment:
Any land and underground
Immunities (Ex): Immune
Organization:
Gang (2–5) or pack (5–20)
to mind-influencing ef-
Challenge Rating:
Challenge
2
fects, poison, sleep,
Treasure:
Standard
paralysis, stunning,
Alignment:
Usually chaotic evil
and disease. Not sub-
Advancement:
4 HD (Large); 5–9 HD (Huge)
ject to critical hits,
Level Adjustment:
Level
+3
subdual damage,
Yhakkor are half-bestial, stunted creatures; the
ability damage, en-
result of foul necromantic rites merging the es-
ergy drain, or death
sences of ghouls with human slaves. They are
from massive damage.
named after their masters, the black wizards of
Skills: Yhakkor have
Yhakkoth, who developed the techniques nec-
acute hearing and gain a
essary to create these brutish servitors.
+6 racial bonus to Listen
Yhakkor are slavering humanoid things,
checks.
with feral eyes and elongated nail-claws.
The rituals used in their creation have
drained them of much intelligence, but
greatly increased their strength. Yhakkor
might easily be mistaken for ghouls, but
they are not undead and have none of
their weaknesses. They remember little
of their former human lives.
154
Gora McGahey (order #19251)




APPENDIX E: REVISED MONSTERS
The following monsters that appear in this book originally appeared in the Tome of Horrors. They have been
updated and revised for use with the Revised Third Edition Rules. The versions below supersede those found in
the Tome of Horrors.
DEMON, GHARROS (SCORPION DEMON)
Large Outsider (Chaotic, Evil, Extraplanar)
Hit Dice:
Hit
9d8+27 (67 hp)
A gharros looks like a cross between a large human
Initiative:
+1
and an even larger scorpion. They serve as guards,
Speed:
30 ft. (6 squares)
soldiers, shock troops (and even assassins sometimes) to
Armor Class:
Class:
27 (-1 size, +1 Dex, +17 natural), touch
some of the minor nobles and lesser demon lords of the
10, flat-footed 26
Abyss. They hate all goodness and seek to destroy it at
Base Attack/Grapple:
Base
+9/+17
any opportunity through whatever means available
Attack:
Large battleaxe +12 melee (1d10+4)
Full Attack:
Full
Large battleaxe +12 melee (1d10+4)
A gharros is about 8 feet tall and 10 feet long. Its
and 2 tail stings +10 melee (1d6+2
upper torso is that of a greenish-silver human male
plus poison)
while its lower torso is that of a large, reddish-brown
Space/Reach:
10 ft./10 ft.
scorpion whose tail splits into two separate (and
Special Attacks:
Special
Spell-like abilities, poison, summon
highly venomous) stingers. Its hair is usually
demons
long and dark, its
Special Qualities:
Special
Damage reduction 10/cold iron and
eyes are stark
good, SR 22, demon traits, out-
sider traits, darkvision 60 ft.
Saves:
Fort +9, Ref +7, Will +8
Abilities:
Str 19, Dex 12, Con 16,
Int 12, Wis 14, Cha 14
Skills:
Climb +15, Concen-
tration +12,
Jump +15,
L i s t e n
+ 2 1 ,
Move Si-
lently +10,
Search +11,
Sense Motive
+11, Spot +21
Feats:
Cleave, Great Cleave, Multiattack,
Power Attack
Environment:
The Abyss
Organization:
Solitary or pack (2-4)
Challenge Rating:
Challenge
9
Treasure:
Standard
Alignment:
Always chaotic evil
Advancement:
10-15 HD (Large); 16-27 HD
(Huge)
Level Adjustment:
Level

155
Gora McGahey (order #19251)


ANCIENT KINGDOMS: MESOPOTAMIA
white (or dull gray), and its mouth is wide and filled
Poison (Ex): Tail sting, Fortitude save (DC 17);
with sharpened teeth.
initial and secondary damage 1d6 Constitution.
Summon Demons (Sp): Once per day, a gharros
COMBAT
can attempt to summon 2d10 dretches or another
Gharros are very aggressive in battle and seek to kill
gharros with a 35% chance of success.
the strongest opponent first. They wield their
Demon Traits (Ex): Immune to electricity and
battleaxes in combat and sting with their deadly tails,
poison; cold, fire, and acid resistance 10; can commu-
all the while sprinkling the fight with their spell-like
nicate telepathically with any creature within 100
abilities. Unless ordered to do so, a gharros never takes
feet that has a language.
prisoners in battle. They fight to the death (either
Outsider Traits (Ex): Cannot be raised or resur-
their death or their opponent’s).
rected, though a limited wish, wish, miracle, or true
Spell-Like Abilities: At willdarkness, desecrate,
resurrection spell can restore it to life. Outsiders with
detect good, detect magic, mirror image, telekinesis, and
the native subtype can be raised, reincarnated, or
greater teleport (self plus 50 lbs. of object only). These
resurrected normally.
abilities are as the spells cast by a 12th-level sorcerer
Skills: Gharros have a +8 racial bonus on Listen
(save DC 12 + spell level).
and Spot checks.
FROG, MONSTROUS
GIANT
GIANT DIRE
KILLER
Medium Animal
Large Animal
Small Animal
Hit Dice:
2d8+6 (15 hp)
4d8+16 (34 hp)
1d8+2 (6 hp)
Initiative:
+0
+1
+1
Speed:
20 ft. (4 squares),
30 ft. (6 squares)
10 ft. (2 squares)
swim 30 ft.
swim 40 ft.
swim 30 ft.
Armor Class:
13 (+3 natural),
17 (–1 size, +1 Dex, +7 natural)
14 (+1 size, +1 Dex, +2 natural)
touch 10, flat-footed 13
touch 10, flat-footed 16
touch 11, flat-footed 13
Base Attack/Grapple:
+1/+4
+3/+12
+0/–3
Attack:
Tongue +1 ranged (grapple) or
Tongue +0 ranged (grapple) or
Tongue +2 ranged (grapple) or
bite +4 melee (1d8+3)
bite +7 melee (2d6+5)
bite +2 melee (1d6+1)
Full Attack:
Tongue +1 ranged (grapple)
Tongue +0 ranged (grapple) and
Tongue +2 ranged (grapple)
and
and bite –4 melee (1d8+3); or
bite +2 melee (2d6+5); or
bite +2 melee (1d6+1) and 2
bite +4 melee (1d8+3)
bite +7 melee (2d6+5)
claws –2 melee (1d3)
Space/Reach:
5 ft./5 ft.
10 ft./10 ft.
5 ft./5ft.
(10 ft. with tongue)
(15 ft. with tongue)
Special Attacks:
Improved grab, leap,
Improved grab, leap, rake 1d8+2
Improved grab, rake 1d3
rake 1d6+1, swallow whole
swallow whole
Special Qualities:
Low-light vision, scent
Low-light vision, scent
Low-light vision, scent
Saves:
Fort +6, Ref +3, Will –1
Fort +8, Ref +5, Will +0
Fort +4, Ref +3, Will –1
Abilities:
Str 16, Dex 11, Con 16,
Str 20, Dex 13, Con 18,
Str 12, Dex 13, Con 14,
Int 2, Wis 9, Cha 6
Int 2, Wis 9, Cha 6
Int 2, Wis 9, Cha 6
Skills:
Hide +7, Jump +7, Spot +1
Hide +5, Jump +9, Spot +2
Hide +11, Jump +5, Spot +1
Feats:



Environment:
Temperate or warm land and
Temperate or warm land and
Temperate or warm land,
aquatic
aquatic
aquatic, and underground
Organization:
Solitary or pair
Solitary or pair
Pack (2–5), cluster (4–7), or
swarm (3–18)
Challenge Rating:
2
4
1
Treasure:
None
None
None
Alignment:
Always neutral
Always neutral
Always neutral
Advancement:
3–4 HD (Medium),
5–7 HD (Large),
2 HD (Small)
5–6 HD (Large)
8–12 HD (Huge)
3 HD (Medium)
Level Adjustment:



156
Gora McGahey (order #19251)


APPENDIX B: REVISED MONSTERS
ABYSSAL DIRE
POISONOUS
Large Outsider
Large
Diminutive Animal
Diminutive
(Extraplanar, Evil)
Hit Dice:
Hit
6d8+24 (54 hp)
1d8 (4 hp)
Initiative:
+1
+1
Speed:
30 ft. (6 squares), swim 40 ft.
5 ft. (1 square)
Armor Class:
Class:
18 (–1 size, +1 Dex, +7 natural)
15 (+4 size, +1 Dex),
touch 10, flat-footed 17
touch 15, flat-footed 14
Base Attack/Grapple:
Base
+6/+15
+0/–15
Attack:
Tongue +7 ranged (grapple); or
Bite +2 melee (1d2–3 plus poison)
Bite +10 melee (2d6+5)
Full Attack:
Full
Tongue +7 ranged (grapple) and
Bite +2 melee (1d2–3 plus poison)
bite +1 melee (2d6+5); or
bite +10 melee (2d6+5)
Space/Reach:
10 ft./10 ft.
1 ft./0 ft.
(10 ft. with tongue)
Special Attacks:
Special
Improved grab, leap, rake 1d8+2,
Poison
smite good, swallow whole
Special Qualities:
Special
Damage reduction 5/magic,
Low-light vision
darkvision 60 ft., resistance to cold 10,
resistance to fire 10, SR 12
Saves:
Fort +9, Ref +6, Will +3
Fort +2, Ref +3, Will +1
Abilities:
Str 20, Dex 13, Con 18,
Str 4, Dex 12, Con 11,
Int 5, Wis 12, Cha 10
Int 2, Wis 12, Cha 4
Skills:
Hide +10, Jump +9, Listen +12,
Hide +20, Jump +5, Listen +3, Spot
Move Silently +10, Search +6,
+4
Spot +12
Feats:
Alertness, Power Attack, Weapon
Alertness
Focus (tongue)
Environment:
The Plane of Slime
Temperate or warm land, aquatic, or
underground
Organization:
Solitary or pair
Pack (2–5), cluster (4–7), or swarm
(3–18)
Challenge Rating:
Challenge
5
1
Treasure:
None
None
Alignment:
Always evil (usually chaotic)
Always neutral
Advancement:
7–12 HD (Large); 13–18 HD (Huge)
2 HD (Tiny); 3 HD (Small)
Monstrous frogs are larger versions of normal frogs. All have
tongue attack. It can then attempt to start a grapple as a free
razor-sharp teeth lining their mouths. The dire frog appears as
action without provoking an attack of opportunity. If it
a 10-foot long, feral amphibian with dark mottled skin and
wins the grapple check, it establishes a hold and reels its
black splotches on its body. The Abyssal dire frog is about 12
opponent in and bites in the same round (gaining a +4
feet long, blackish-green, and oozes slime from its body.
bonus to its attack roll to bite).
A monstrous frog’s tongue can be attacked. (Damage
GIANT FROG
dealt to the tongue is not dealt to the frog itself.) If
successful, the frog does not attempt a grapple against
that opponent for the remainder of the combat. A
COMBAT
monstrous frog’s tongue has an AC as follows:
Giant frogs leap into combat using their charge at-
Poison (Ex): Poisonous frogs secrete poison from
tack. Those with the Improved Trip ability make a trip
their mouth and skin. A creature hit by or touching a
attack and use their rake attack if possible. Though
poisonous frog must succeed on a DC 10 Fortitude save
giant frogs (the smallest variety) may flee or not attack
or take 1d6 points of Strength damage. One minute
opponents larger than themselves, the larger variety
later another Fortitude save (same DC) must be made to
(dire, killer, and Abyssal) are ferocious and nearly
avoid another 1d6 points of temporary Strength dam-
mindless killing machines, attacking everything in sight
age.
that is not a frog or a tsathar.
Rake (Ex): Monstrous frogs that leap on an opponent
Improved Grab (Ex): To use this ability, the monstrous
can make two rake attacks (at full attack bonus). Dam-
frog must hit an opponent of up to one size smaller with its
age is listed in the statistics block.
157
Gora McGahey (order #19251)





ANCIENT KINGDOMS: MESOPOTAMIA
Skills: Due to their coloration, monstrous frogs have
Monstrous
Tongue
a +4 racial bonus on Hide checks. Monstrous frogs have
Frog
Armor Class
Armor Class
a +4 racial bonus on Jump checks (and can use either
Giant
13
their Strength modifier or Dexterity modifier on Jump
Giant Dire
15
checks).
Killer
15
Abyssal Dire
15
KILLER FROGS
Smite Good (Su): Once per day, an abyssal dire frog
Killer frogs are similar to their dire cousins, except
can make a normal attack against a good foe to deal
that they stand partially erect and use their front claws
additional damage equal to its total HD. If the attack
as well as their bite. Killer frogs are created by an evil
misses or the frog hits a non-good opponent, the smite
mutation of dire frogs through a practice thought to be
is still used up for the day.
known only to the worshipers of Tsathogga. Killer frogs,
Swallow Whole (Ex): A monstrous frog can try to
being more humanoid in appearance, do not have
swallow a grabbed opponent of a smaller size than itself
adhesive tongues.
by making a successful grapple check. Once inside, the
opponent takes 1d4 points of crushing damage plus 2
ABYSSAL DIRE FROGS
points of acid damage per round from the frog’s stomach.
A swallowed creature can cut its way out by using a light
They come from the Plane of Slime and are wholly
slashing or piercing weapon to deal 10 points of damage
evil. They have a demonic aspect to them, with a spiny
to the stomach (AC 11, giant frog; AC 13, dire or
and usually poisonous hide. Their red eyes flicker with
abyssal frog). Once the creature exits, muscular action
demonic intelligence. They speak Abyssal—the lan-
closes the hole; another swallowed opponent must cut
guage of demons.
its own way out.
A giant frog’s interior can hold 2 Tiny, 8 Diminutive
POISONOUS FROGS
or 32 Fine opponents.
A poisonous frog appears as a normal frog with black
A dire or abyssal frog’s interior can hold 2 Small, 8
stripes on its hind legs. This frog is very poisonous and
Tiny, or 32 Diminutive or smaller opponents.
anyone contacting them risks being poisoned.
Leap (Ex): All types of giant frogs (except killer and
poisonous frogs) can leap and make a single attack in the
same round (treat this as a charge attack).
158
Gora McGahey (order #19251)



APPENDIX B: REVISED MONSTERS
FROGHEMOTH
Huge Aberration
Huge
a hold and can attempt to swallow the foe the follow-
Hit Dice:
Hit
16d8+83 (155 hp)
ing round.
Initiative:
+1
Swallow Whole (Ex): A froghemoth can try to
Speed:
20 ft. (4 squares), swim 30 ft.
swallow a grabbed opponent of a smaller size than
Armor Class:
Class:
16 (–2 size, +1 Dex, +7 natural), touch
itself by making a successful grapple check. Once
9, flat-footed 15
inside, the opponent takes 2d8+4 points of crushing
Base Attack/Grapple:
Base
+12/+24
damage plus 8 points of acid damage per round from
Attack:
Tentacle +14 melee (1d6+4)
Full Attack:
Full
4 tentacles +14 melee (1d6+4) and
the froghemoth’s digestive juices. A swallowed crea-
tongue +12 melee (1d6+2) and bite
ture can climb out of the froghemoth’s stomach with
+12 melee (4d6+2)
a successful grapple check. This returns it to the
Space/Reach:
10 ft./10 ft.
froghemoth’s mouth, where another successful grapple
Special Attacks:
Special
Improved grab, swallow whole
check is needed to get free. A swallowed creature can
Special Qualities:
Special
Darkvision 60 ft., electricity vulner-
also cut its way out using a light piercing or slashing
ability, resistance to fire 10
weapon to deal 20 points of damage to the
Saves:
Fort +10, Ref +6, Will +11
froghemoth’s stomach (AC 13). Once the creature
Abilities:
Str 19, Dex 13, Con 20, Int 2, Wis 12,
exits, muscular action closes the hole; another swal-
Cha 11
lowed opponent must cut its own way out.
Skills:
Hide +2*, Listen +9, Spot +9, Swim
+17
A Huge froghemoth’s stomach can hold 2 Small, 8
Feats:
Alertness, Cleave, Multiattack, Power
Tiny, 16 Diminutive, or 32 Fine or smaller oppo-
Attack, Skill Focus (Hide), Toughness
nents.
Environment:
Temperate marsh
Electricity Vulnerability (Ex): The froghemoth
Organization:
Solitary
takes no damage from electricity effects, but is in-
Challenge Rating:
Challenge
13
stead slowed for one round.
Treasure:
Standard
Skills: A froghemoth has a +4 racial bonus on
Alignment:
Always neutral
Advancement:
17–30 HD (Huge); 31–48 HD (Gar-
Listen and Spot checks.
gantuan)
*Due to its coloration, a froghemoth has a +4
Level Adjustment:
Level

bonus on Hide checks in its natural environment.
A froghemoth has a +8 racial bonus on any Swim
The froghemoth is a weird aberration that swells in marshes
check to perform some special action or avoid a
and swamps. It appears as a huge frog-like creature with 4
hazard. It can always choose to take 10 on a Swim
large tentacles in place of its front legs, a 10-foot long tongue,
check, even if distracted or endangered. It can use the
and a single, retractable eyestalk on top of its head. Its
run action while swimming, provided it swims
underbelly is yellow, its body is green, and its tentacles and
in a straight line.
upper legs are mottled green.
COMBAT
The froghemoth attacks us-
ing its tentacles and tongue
to grab opponents.
Grabbed opponents are
shoved into the
froghemoth’s mouth.
Improved Grab
(Ex): To use this
ability, a
f r o g h e m o t h
must hit with
its tongue at-
tack. It can then attempt
to start a grapple as a free
action without provok-
ing an attack of
opportunity. If it wins the
grapple check, it establishes
159
Gora McGahey (order #19251)



ANCIENT KINGDOMS: MESOPOTAMIA
GARGOYLE
FOUR-ARMED
GREEN
GARGOYLE
GUARDIAN
MARGOYLE
Medium Magical Beast
Medium Magical Beast
Medium Magical Beast
(Earth)
(Earth)
(Earth)
Hit Dice:
Hit
4d10+19 (41 hp)
4d10+19 (41 hp)
6d10+27 (54 hp)
Initiative:
+2
+2
+2
Speed:
40 ft. (8 squares), fly 60 ft.
40 ft. (8 squares), fly 60 ft.
40 ft. (8 squares), fly 60 ft.
(average)
(average)
(average)
Armor Class:
Armor
16 (+2 Dex, +4 natural),
16 (+2 Dex, +4 natural),
18 (+2 Dex, +6 natural),
touch 12, flat-footed 14
touch 12, flat-footed 14
touch 12, flat-footed 16
Base Attack/Grapple:
Base
+4/+6
+4/+7
+6/+9
Attack:
Claw +6 melee (1d4+2)
Claw +7 melee (1d4+3)
Claw +9 melee (1d6+3)
Full Attack:
Full
4 claws +6 melee (1d4+2) and
2 claws +7 melee (1d4+3) and
2 claws +9 melee (1d6+3)
bite +4 melee (1d6+1) and gore
bite +5 melee (1d6+1) and gore
and bite +7 melee (1d6+1) and
+4 melee (1d6+1)
+5 melee (1d6+1)
gore +7 melee (1d6+1)
Space/Reach:
5 ft./5 ft.
5 ft./5 ft.
5 ft./5 ft.
Special Attacks:
Special

Hold

Special Qualities:
Special
Damage reduction 10/magic,
Damage reduction 10/magic,
Damage reduction 10/magic
Darkvision 60 ft., freeze,
darkvision 60 ft., freeze,
darkvision 60 ft., freeze,
low-light vision, reanimation
low-light vision
low-light vision
Saves:
Fort +8, Ref +6, Will +1
Fort +8, Ref +6, Will +1
Fort +9, Ref +7, Will +3
Abilities:
Str 15, Dex 14, Con 18,
Str 17, Dex 14, Con 18,
Str 17, Dex 15, Con 19,
Int 6, Wis 11, Cha 7
Int 6, Wis 11, Cha 7
Int 8, Wis 12, Cha 8
Skills:
Hide +7*, Listen +4,
Hide +7*, Listen +4,
Hide +9*, Listen +5,
Spot +4
Spot +4
Spot +5
Feats:
Multiattack, Toughness
Multiattack, Toughness
Multiattack, Power Attack
Toughness
Environment:
Any
Any
Any
Organization:
Solitary, pair, or wing (5–16)
Solitary, pair, or wing (5–16)
Solitary, pair, or wing
(1–2, plus 4–6 gargoyles)
Challenge Rating:
Challenge
4
4
5
Treasure:
Standard
Standard
Standard
Alignment:
Always chaotic evil
Always chaotic evil
Always chaotic evil
Advancement:
5–6 HD (Medium);
5–6 HD (Medium);
7–9 HD (Medium);
7–12 HD (Large)
7–12 HD (Large)
10–18 HD (Large)
Level Adjustment:
Level



With the exceptions noted below, each of the gargoyle
varieties above resembles the standard gargoyle (see the
MM).
FOUR-ARMED GARGOYLE
The four-armed gargoyle has four long arms, each
ending in a sharp talon. It otherwise resembles a normal
gargoyle.
GREEN GUARDIAN
The gargoyle is carved of a strange green stone and has
two eyes of jet (500 gp each). The eyes radiate magic and
evil if detected. Green guardians speak Common and
Terran.
160
Gora McGahey (order #19251)


APPENDIX B: REVISED MONSTERS
Reanimation (Ex): Green guardians automatically re-
goyles with them. In such cases, the margoyle is looked
animate in 1d8+2 days unless the eye gems are crushed and
upon as the master or leader of the group.
disenchanted with both dispel magic and remove curse.
Margoyles speak Common and Terran.
Hold (Sp): If a green guardian gargoyle hits an oppo-
nent with both claw attacks, that opponent must succeed
COMBAT
on a DC 16 Fortitude save or be held for 4 rounds as if by
Gargoyles either remain still and then suddenly at-
a hold person spell (caster level 6th). Unlike the hold
tack, or they dive into their prey. Green guardians
person spell, a held creature does not receive a new save
attempt to hold their victims and then fly off with them.
each round to break the effects. The save DC is Consti-
A group of margoyles and/or gargoyles works in unison to
tution-based.
bring down its opponents.
Freeze (Ex): A gargoyle can hold itself so still it
MARGOYLE
appears to be a statue. An observer must succeed on a DC
20 Spot check to notice the gargoyle is really alive.
A margoyle is a slightly larger version of the standard
Skills:
gargoyle. It is meaner, more evil, and deadlier than the
Gargoyles have a +2 racial bonus on Hide,
normal gargoyle. Margoyles are most often encountered
Listen, and Spot checks. *Against a background of
in subterranean regions and often have a pack of gar-
stone, the Hide bonus increases to +8.
GHOLLE
Large Undead
Large
human-like fingers and toes. Their skull is also human-
Hit Dice:
Hit
10d12 (65 hp)
oid in shape, albeit more akin to that of a gorilla. It is
Initiative:
+2
elongated, with massive hy-
Speed:
30 ft. (6 squares)
ena-like jaws, glaring
Armor Class:
Class:
19 (–1 size, +2 Dex, +8 natural), touch
bestial eyes, and hy-
11, flat-footed 17
ena-like ears.
Base Attack/Grapple:
Base
+5/+10
Attack:
Claw +11 melee (1d6+5)
Full Attack:
Full
2 claws +11 melee (1d6+5) and bite +9
melee (1d8+2)
Space/Reach:
10 ft./10 ft.
Special Attacks:
Special
Create spawn, improved grab, para-
lyzing gaze, rake 1d6+2, stench
Special Qualities:
Special
Damage reduction 10/cold iron,
darkvision 60 ft., regeneration 5, SR
16, +4 turn resistance, undead traits
Saves:
Fort +3, Ref +5, Will +9
Abilities:
Str 21, Dex 15, Con —, Int 13, Wis 15,
Cha 17
Skills:
Climb +13, Escape Artist +10, Hide
+12, Jump +13, Listen +10, Move Si-
lently +9, Search +9, Spot +10
Feats:
Cleave, Multiattack, Power Attack,
Weapon Focus (claw)
Environment:
Any
Organization:
Solitary, gang (2–4), or troupe (7–
12)
Challenge Rating:
Challenge
8
Treasure:
Standard
Alignment:
Always chaotic evil
Advancement:
11–15 HD (Large); 16–20 HD (Huge)
Level Adjustment:
Level

These vile things often dwell in packs, often includ-
ing ghulaz (q.v.) and/or once-human ghouls. Naturally,
their favorite food is carrion and human corpses, but
a fresh one will do if they can’t wait for “aging.”
These creatures stand about 12 feet tall and have
clawed hands and feet of animal nature despite their
161
Gora McGahey (order #19251)



ANCIENT KINGDOMS: MESOPOTAMIA
COMBAT
or be sickened for 1d6+7 minutes. A creature that
successfully saves cannot be affected again by the same
Gholles attack any living creature on sight, usually
gholle’s stench for one day. A delay poison or neutralize
attempting to catch would-be prey by surprise.
poison spell removes the effects from a sickened crea-
Create Spawn (Su): In most cases, a gholle devours
ture. Creatures within immunity to poison are unaffected
the flesh of one it kills. A creature not devoured rises in
and creatures resistant to poison receive their normal
1d4 days as a gholle. Spawn are not under command of
bonus on their saving throw. The save DC is Charisma-
the one that killed it. Gholles do not retain any of the
based.
abilities they had in life.
Regeneration (Ex): Fire and acid deal normal dam-
Improved Grab (Ex): To use this ability, a gholle
age to a gholle. If a gholle loses a limb or body part, the
must hit a creature up to its size with both claw attacks
lost portion regrows in 3d6 minutes. A gholle can
It can then attempt to start a grapple as a free action
reattach the severed member immediately by holding it
without provoking an attack of opportunity. If it wins
to the stump.
the grapple check, it can rake.
Undead Traits (Ex): Immune to mind-influencing
Paralyzing Gaze (Su): Paralysis for 1d6 minutes, 30
effects (charms, compulsions, phantasms, patterns, and
feet; DC 18 Will save negates. Elves are not immune to
morale effects), poison, sleep, paralysis, stunning, dis-
the paralyzing gaze of a gholle. The save DC is Cha-
ease, and death effects. Not subject to critical hits,
risma-based.
nonlethal damage, ability damage, ability drain, energy
Rake (Ex): If it gets a hold, a gholle can make two
drain, death from massive damage, exhaustion, fatigue,
rake attacks with its feet (+11 melee) for 1d6+2 points
or any effect that requires a Fortitude save (unless the
of damage each.
effect works on objects). Cannot heal damage on its
Stench (Ex): The stench of death and corruption
own if it has no Intelligence score; can be healed by
surrounds the rotting form of a gholle. Living creatures
negative energy. Cannot be raised or reincarnated,
within 10 feet must succeed on a DC 18 Fortitude save
resurrection works if the creature is willing.
GHOUL-STIRGE
Medium Undead
Medium
Hit Dice:
Hit
4d12 (26 hp)
Initiative:
+3
Speed:
20 ft. (4 squares), fly 50 ft. (aver-
age)
Armor Class:
Armor
15 (+3 Dex, +2 natural), touch 13,
flat-footed 12
Base Attack/Grapple:
Base
+2/+2
Attack:
Bite +5 melee (1d6 plus paralysis)
Full Attack:
Full
Bite +5 melee (1d6 plus paralysis)
Space/Reach:
5 ft./5 ft.
Special Attacks:
Special
Blood drain, paralysis
Special Qualities:
Special
Undead traits
Saves:
Fort +1, Ref +4,
Will +6
Abilities:
Str 10, Dex 17,
Con —, Int 6,
Wis 14, Cha 12
Skills:
Hide +7, Listen
+9, Spot +9
Feat:
A l e r t n e s s ,
Weapon Finesse
Environment:
Temperate and
warm forest
Organization:
Solitary or swarm (5–8)
Challenge Rating:
Challenge
3
Treasure:
None
Alignment:
Always chaotic evil
Advancement:
5–9 HD (Medium); 10–12
HD (Large)
Level Adjustment:
Level

162
Gora McGahey (order #19251)



APPENDIX B: REVISED MONSTERS
A ghoul-stirge resembles a large stirge with rotting
off to digest its meal. The ghoul-stirge uses this attack
flesh and broken wings. The origin of the ghoul-stirge
against paralyzed foes; rarely, does it use it against a non-
has been lost, but it is believed to be the result of a failed
paralyzed creature.
magical experiment. A ghoul-stirge is 5 feet long, with
Paralysis (Ex): Those hit by a ghoul-stirge’s bite
large leathery wings. Its gray skin is rotted and drawn
attack must succeed on a DC 13 Fortitude save or be
tight across its bones. Its eyes burn with a crimson fire.
paralyzed for 1d6+2 minutes. The save DC is Charisma-
based.
COMBAT
Undead Traits (Ex): Immune to mind-influencing
effects (charms, compulsions, phantasms, patterns, and
A ghoul-stirge attacks by swooping down on its oppo-
morale effects), poison, sleep, paralysis, stunning, dis-
nent and attempting to paralyze its prey. Paralyzed
ease, and death effects. Not subject to critical hits,
creatures are then drained of blood.
nonlethal damage, ability damage, ability drain, energy
Blood Drain (Ex): A ghoul-stirge can drain blood
drain, death from massive damage, exhaustion, fatigue,
from a living creature by making a successful grapple
or any effect that requires a Fortitude save (unless the
check. If it pins its foe, it drains blood, dealing 1d4 points
effect works on objects). Cannot heal damage on its own
of Constitution damage each round the pin is main-
if it has no Intelligence score; can be healed by negative
tained. Once the ghoul-stirge has dealt 4 points, it flies
energy. Cannot be raised or reincarnated, resurrection
works if the creature is willing.
GROANING SPIRIT
Medium Undead (Incorporeal)
destroy whomever they meet. A groaning spirit appears as a
Hit Dice:
Hit
7d12 (45 hp)
translucent image of her former self. Her eyes burn with a
Initiative:
+7
crimson flame.
Speed:
30 ft. (6 squares)
Armor Class:
Class:
Armor C
17 (+3 Dex, +4 deflection), touch 17,
flat-footed 14
COMBAT
Base Attack/Grapple:
Base
+3/—
A groaning spirit’s primary attack is
Attack:
Incorporeal touch +6 melee (1d8 plus
her keening. If a creature survives the
Str drain)
keening attack, the groaning spirit
Full Attack:
Full
Incorporeal touch +6 melee (1d8 plus
Str drain)
attacks with her incorporeal
Space/Reach:
5 ft./5 ft.
touch.
Special Attacks:
Special
Chill touch, fear aura, keen-
Chill Touch (Su):
ing
Damage caused buy the
Special Qualities:
Special
Darkvision 60 ft., immunity to
groaning spirit’s touch
cold, immunity to electricity, in-
attack is considered
corporeal traits, +4 turn
negative energy and
resistance, sense living, SR 20,
undead traits, unnatural aura,
afflicts the target
vulnerability
with a chilling cold.
Saves:
Fort +2, Ref +5, Will +8
Any creature touched
Abilities:
Str –, Dex 17, Con –, Int 16, Wis 16,
must make a successful
Cha 18
DC 17 Fortitude save
Skills:
Bluff +14, Hide +13, Intimidate +14,
or suffer 1 point of
Listen +15, Search +13, Sense Motive
Strength drain.
+13, Spot +15
Groaning spirits are
Feats:
Ability Focus (keening), Alertness (b),
Blind-Fight, Improved Initiative
the bane of other
Environment:
Any
undead, and any
Organization:
Solitary
undead (except
Challenge Rating:
Challenge
7
other groan-
Treasure:
Standard
ing spirits)
Alignment:
Always chaotic evil
they touch
Advancement:
8–21 HD (Medium)
must make a
Level Adjustment:
Level

s u c c e s s f u l
DC 17 Will
The groaning spirit is the malevolent spirit of a female elf
save or flee in
that is found haunting swamps, fens, moors, and other
fear for 2d6
desolate places. Groaning spirits hate the living and seek to
rounds.
163
Gora McGahey (order #19251)



ANCIENT KINGDOMS: MESOPOTAMIA
Fear Aura (Su): Anyone viewing a groaning spirit must
Sense Living (Su): A groaning spirit can sense all living
make a successful DC 17 Will save or flee in terror for 1d6+4
creatures up to 5 miles away.
rounds. Whether or not the save is successful, a creature is
Undead Traits (Ex): Immune to mind-influencing ef-
immune to the fear aura of that groaning spirit for one day.
fects (charms, compulsions, phantasms, patterns, and morale
Keening (Su): Once per day, at night only, a groaning
effects), poison, sleep, paralysis, stunning, disease, and death
spirit can release a death wail audible to a range of 1 mile.
effects. Not subject to critical hits, nonlethal damage,
All creatures within 30 feet that hear this must make a
ability damage, ability drain, energy drain, death from
successful DC 19 Will save or be affected as per the wail of
massive damage, exhaustion, fatigue, or any effect that
the banshee spell. Those that make their save still take 3d6+7
requires a Fortitude save (unless the effect works on ob-
points of damage.
jects). Cannot heal damage on its own if it has no Intelligence
Incorporeal Traits (Ex): Can be harmed only by other
score; can be healed by negative energy. Cannot be raised
incorporeal creatures, magic weapons or creatures that
or reincarnated, resurrection works if the creature is willing.
strike as magic weapons, or spells, with a 50% chance to
Unnatural Aura (Su): Both wild and domesticated
ignore any damage from a corporeal source (except positive
animals can sense the unnatural presence of a groaning
energy, negative energy, and force effects such as magic
spirit at a distance of 30 feet. They will not willingly
missile); can pass through solid objects at will, and own
approach nearer than that and panic if forced to do so; they
attacks pass through armor; cannot make trip or grapple
remain panicked as long as they are within that range.
attacks and cannot be tripped or grappled; do not set off
Vulnerability (Ex): A dispel evil deals 1d6 points of
traps triggered by weight; always moves silently and cannot
damage per caster level (maximum 10d6) to a groaning
be heard with Listen checks unless it wants to be; can move
spirit.
at full speed even when it cannot see.
OBSIDIAN MINOTAUR
Large Construct
Large
or consequence. The obsidian minotaur is a 12-foot
Hit Dice:
Hit
12d10+30 (96 hp)
minotaur of black obsidian. Its hands end in large, slightly
Initiative:
+0
oversized claws, and its feet are splayed hooves. Small
Speed:
20 ft. (4 squares)
pinpoints of bluish light can be seen in its eyes.
Armor Class:
Armor
25 (–1 size, +16 natural), touch 9,
flat-footed 25
Base Attack/Grapple:
Base
+9/+19
Attack:
Claw +8 melee (2d8+6 plus 1d6 fire)
Full Attack:
Full
2 claws +8 melee (2d8+6 plus 1d6
fire)
Space/Reach:
10 ft./10 ft.
Special Attacks:
Special
Breath weapon, burn
Special Qualities:
Special
Construct traits, damage reduction
10/adamantine, darkvision 60
ft., immunity to magic, low-light
vision
Saves:
Fort +4, Ref +4, Will +4
Abilities:
Str 22, Dex 10, Con —, Int
—, Wis 11, Cha 1
Skills:

Feats:

Environment:
Any
Organization:
Solitary
Challenge Rating:
Challenge
9
Treasure:
None
Alignment:
Always neutral
Advancement:
13–18 HD (Large); 19–
36 HD (Huge)
Level Adjustment:
Level

The obsidian minotaur is often employed by spellcasters
as a guardian or killer and can be found performing such
tasks. When employed as an assassin, the obsidian
minotaur is quite effective, first striking fear into the
heart of its opponent and then slaying it with no thought
164
Gora McGahey (order #19251)



APPENDIX B: REVISED MONSTERS
COMBAT
it works on objects, or is harmless). Not subject to
critical hits, nonlethal damage, ability damage, energy
As a guardian, the obsidian minotaur activates when
drain, fatigue, exhaustion, or death from massive dam-
trespassers enter an area it is programmed to protect. As
age; cannot be healed, raised or resurrected, though it
an assassin, it actively hunts down the targeted victim.
can be repaired.
The creature attacks with its powerful claws, slashing
Immunity to Magic (Ex): An obsidian minotaur is
and ripping its opponent’s flesh. Against powerful foes,
immune to any spell or spell-like ability that allows spell
it employs its breath weapon.
resistance. In addition, certain spells and effects func-
Breath Weapon (Su): As a free action, once every
tion differently against the creature as noted below.
1d4+1 rounds, an obsidian minotaur can expel a cloud
A transmute rock to mud spell slows it (as the slow
of gas directly in front of it. The cloud fills a 10-foot cube
spell) for 2d6 rounds, with no saving throw, while
and lasts for 1 round before dispersing. Any creature
transmute mud to rock heals all of its hit points.
caught in or entering the cloud must succeed on a DC
A stone to flesh spell does not actually change the
16 Fortitude save or take 1d4 points of Dexterity dam-
obsidian minotaur’s structure but negates its damage
age. The save DC is Constitution-based.
reduction and immunity to magic for 1 full round.
Burn (Ex): The claws of an obsidian minotaur deal
1d6 points of fire damage each time they hit. A creature
CONSTRUCTION
hit must succeed on a DC 16 Reflex save or take 1d6
points of fire damage for 1d4+1 rounds as clothes ignite
The obsidian minotaur is constructed from a large
and armor becomes searing hot. The save DC is Consti-
block of black obsidian worth at least 3,000 gp.
tution-based.
Assembling the body requires a successful Craft
Construct Traits (Ex): Immune to mind-influenc-
(sculpting or masonry) check (DC 18).
ing effects (charms, compulsions, phantasms, patterns,
CL 16th; Craft Construct (see the Appendix in the
and morale effects), poison, sleep, paralysis, stunning,
MM), burning hands, cat’s grace, geas/quest, limited
death effects, necromancy effects, and polymorph. Im-
wish, caster must be at least 16th level; Price 53,000 gp;
mune to any effect that requires a Fortitude save (unless
Cost 29,000 gp + 2,000 XP.
PIERCER (CR 1/4 HAZARD)
Piercers resemble 1-foot long stalactites and are found
ground is easily dispatched, though touching or attack-
underground in caves and caverns hanging from
ing it unarmed or with natural weapons
the ceiling waiting for living creatures to
causes it to secrete an acid that
pass underneath. Those viewing a piercer
deals 1d4 points of acid damage to
must make a Spot check (DC 20) to discern
the opponent each time one of its
its true nature; else it is overlooked and
attacks hits.
mistaken for a normal stalactite. Piercers
Piercers can grow to a length of 6
gather in clusters of up to 20 creatures.
feet. Those of 2 to 4 feet in length
When a living creature stands in a
are CR 1 and deal 2d6 points of
square directly below a piercer, it drops
damage if they hit a foe. Their acid
and attempts to impale the unsus-
deals 1d6 points of acid damage.
pecting foe. The creature can make a
Those of 5 to 6 feet in length are
Reflex save (DC 15) to avoid the
CR 2 and deal 3d6 points of
piercer’s attack. If the save fails, the
damage if they hit. Their acid
target sustains 1d6 points of pierc-
deals 1d6 points of acid
ing damage. If the save succeeds,
damage. The DC to
the piercer misses its target and
avoid a piercer’s at-
may not attack again until it
tack is 15,
climbs back into position.
regardless of its
(Piercers move 5 feet per
size.
round). A piercer on the
165
Gora McGahey (order #19251)



ANCIENT KINGDOMS: MESOPOTAMIA
ROT GRUB HAZARD (CR 4)
These diminutive vermin crawl off carrion and infest
The flame or cutting does 2d6 points of damage to the
living hosts. They cause a fatal illness unless cured or
victim. If a DC 15 Heal check is successful, cutting
killed. When first encountered, a DC 15 Spot check can
damage can be reduced to 1d6. Af-
be made to avoid them entirely. If this check is failed,
ter the second round, only a
the grubs have contacted the victim and pen-
remove disease spell can save
etrated the skin. Once this occurs, the
the victim.
victim may make a DC 15 Wisdom
check. If successful, he notices
strange burrowing below the surface
of his skin. Each round thereafter, a
DC 17 Fortitude save must be made.
If failed, the victim sustains 2d6
points of Constitution damage.
At Constitution 0, the victim
dies. The grubs then look for
a new host. During the first
two rounds, the grubs can
be killed by applying
flame to or by cutting
open the affected skin.
SKELETON, LEAD
Medium Construct
Medium
Lead skeletons appear simply to be skeletons coated
Hit Dice:
Hit
10d10+20 (75 hp)
with metal. Despite their outward appearance, they are
Initiative:
+4
actually golem-like constructs and not
Speed:
30 ft. (6 squares)
undead. Therefore, they cannot
Armor Class:
Armor
28 (+4 Dex, +14 natural), touch
be turned. Lead skeletons ap-
14, flat-footed 24
pear as 6-foot tall
Base Attack/Grapple:
Base
+7/+13
skeletons con-
Attack:
Slam +13 melee (2d6+6)
structed of metal.
Full Attack:
Full
2 slams +13 melee (2d6+6)
Some have gem-
Space/Reach:
5 ft./5 ft.
stones encrusted in
Special Attacks:
Special

Special Qualities:
Special
Construct traits, blindsight
the body and eye sock-
(60 ft.), damage reduction 10/
ets. A lead skeleton is
adamantine and bludgeoning,
expensive to create.
immunity to fire, immunity to cold,
Those who choose to cre-
immunity to electricity, immunity to
ate such creatures prefer the
acid, immunity to magic, low-light vi-
sion
added fear and awe the skel-
Saves:
Fort +3, Ref +7, Will +3
etons tend to receive, and have a
Abilities:
Str 22, Dex 18, Con —, Int —, Wis
great deal of additional wealth
10, Cha 1
and time.
Skills:

Feats:

COMBAT
Environment:
Any
Organization:
Solitary or group (2–6)
Lead skeletons can be
Challenge Rating:
Challenge
8
programmed to attack
Treasure:
No coins; double goods (gems
only certain creatures
only); no items
or be programmed to
Alignment:
Always neutral
accept certain pass-
Advancement:
11–15 HD (Medium); 16–
words or types of
30 HD (Large)
clothing. More
Level Adjustment:
Level

complex pro-
166
Gora McGahey (order #19251)


APPENDIX B: REVISED MONSTERS
gramming tends to fail. While lead skeletons might not
Immunity to Magic (Ex): A lead skeleton is immune
have the same abilities as other golems, their immuni-
to any spell or spell-like ability that allows spell resis-
ties and speed make them extraordinarily dangerous.
tance. In addition, certain spells and effects function
They use their fists to inflict powerful slam attacks and
differently against the creature as noted below.
attack a single target at a time until it is dead.
A magical attack that deals sonic damage slows a lead
Blindsight (Ex): Lead skeletons have no eyes. They
skeleton (as the slow spell) for 2d4 rounds, with no
“see” their opponents by emitting high-frequency sounds,
saving throw.
inaudible to all other creatures, that allow them to
ascertain objects and creatures within 90 feet. A silence
CONSTRUCTION
spell negates this ability and effectively blinds the lead
skeleton.
Bones from a full humanoid skeleton are carefully
Construct Traits (Ex): Immune to mind-influenc-
sheathed in an alloy of lead and iron and rejoined with
ing effects (charms, compulsions, phantasms, patterns,
iron or steel hinges. The total cost of the body must be
and morale effects), poison, sleep, paralysis, stunning,
at least 3,000 gp. An elemental spirit is summoned
death effects, necromancy effects, and polymorph. Im-
during the creation and bound to the body.
mune to any effect that requires a Fortitude save (unless
Assembling the body requires a successful Craft
it works on objects, or is harmless). Not subject to
(armorsmithing or weaponsmithing) check (DC 20).
critical hits, nonlethal damage, ability damage, energy
CL 16th; Craft Construct (see the MM Appendix),
drain, fatigue, exhaustion, or death from massive dam-
geas/quest, limited wish, polymorph any object, resist energy
age; cannot be healed, raised or resurrected, though it
(fire, cold, electricity, acid). To bind the elemental spirit,
can be repaired.
the creator must summon and confine an elemental
using any of the planar binding spells; Price 48,000 gp;
Cost 27,000 gp + 1,800 XP.
SKULLETON
Tiny Undead
Tiny
Several small gems (false—
Hit Dice:
Hit
4d12 (26 hp)
all are painted glass and
Initiative:
+0
worthless) are inset in its
Speed:
Fly 10 ft. (perfect) (2 squares)
Armor Class:
Class:
Class:
14 (+2 size, +2 natural), touch 12, flat-
eye sockets and mouth.
footed 14
The skulleton is thought
Base Attack/Grapple:
Base
+2/–8
to have been created to de-
Attack:
Bite +4 melee (1d3–2 plus disease)
tour would-be tomb plunders
Full Attack:
Full
Bite +4 melee (1d3–2 plus dis-
in to thinking they had des-
ease)
ecrated the lair of a demilich.
Space/Reach:
2–1/2 ft./0 ft.
Special Attacks:
Special
Disease, dust
Special Qualities:
Special
Darkvision 60 ft.,
COMBAT
undead traits
The skulleton
Saves:
Fort +1, Ref +1, Will +5
lies in wait for
Abilities:
Str 6, Dex 10, Con –,
Int 10, Wis 12, Cha 10
its prey. When a
Skills:
Hide +6, Listen +8,
living creature
Move Silently +6, Search
touches a
+6, Spot +8
skulleton, it
Feats:
Alertness, Weapon Finesse
rises 6 feet in the
Environment:
Underground
air and uses its dust
Organization:
Solitary
attack (doing its
Challenge Rating:
Challenge
3
best imitation of a
Treasure:
Standard
demilich, even pivot-
Alignment:
Any evil
ing to face its foes).
Advancement:
5–12 HD (Tiny)
Once it uses its dust at-
Level Adjustment:
Level

tack to incapacitate its
opponents, the
Believed to have been created by a lich or demilich,
skulleton moves to bite
the skulleton resembles the latter creature in that it
with its gem-encrusted
appears as a skull, pile of dust, and collection of bones.
teeth.
167
Gora McGahey (order #19251)


ANCIENT KINGDOMS: MESOPOTAMIA
Disease (Ex): Filth fever—bite, Fortitude DC 12,
ease, and death effects. Not subject to critical hits,
incubation period 1d3 days; damage 1d3 Dexterity and
nonlethal damage, ability damage, ability drain, energy
1d3 Constitution (see Disease, in the DMG). The save
drain, death from massive damage, exhaustion, fatigue,
DC is Charisma-based.
or any effect that requires a Fortitude save (unless the
Dust (Ex): The skulleton can use its crumbled re-
effect works on objects). Cannot heal damage on its
mains to attack any creature that comes within 10 feet.
own if it has no Intelligence score; can be healed by
The skulleton billows forth the dust in a 10-foot cloud
negative energy. Cannot be raised or reincarnated,
that affects any creature caught within it as though by a
resurrection works if the creature is willing.
stinking cloud unless the creature makes a successful DC
12 Fortitude save. A creature that fails its save acts as if
CREATION OF A SKULLETON
affected by stinking cloud for 6 rounds. The dust cloud
remains for 2 rounds before dispersing and the skulleton
The ingredients required to create this creature are
can use this ability twice per day. The save DC is
the skull of a humanoid, a few humanoid bones (they
Charisma-based.
need not be from the same humanoid the skull came
from), and a large quantity of dust.
Undead Traits (Ex): Immune to mind-influencing
effects (charms, compulsions, phantasms, patterns, and
Once the bones, dust, and skull are acquired, the
morale effects), poison, sleep, paralysis, stunning, dis-
creator must be at least 9th level and able to cast arcane
spells. Completing the formula requires the successful
casting of animate dead, contagion, fly, and stinking cloud.
STONE ROPER
Medium Magical Beast
and brown like stone and has a rocklike body. If a stone
Hit Dice:
Hit
6d10+12 (45 hp)
roper is killed and cut open, its treasure will be found
Initiative:
+6
inside the gizzard.
Speed:
10 ft. (2 squares)
Armor Class:
Armor
22 (+2 Dex, +10 natural), touch 12,
COMBAT
flat-footed 20
Base Attack/Grapple:
Base
+6/+8
Most encounters with a stone roper begin when it
Attack:
Strand +9 ranged touch (drag) or bite
fires its strong, sticky strands. A stone roper attacks
+8 melee (1d8+3)
anything that comes within 50 feet by suddenly shoot-
Full Attack:
Full
6 strands +9 ranged touch (drag) and
bite +8 melee (1d8+3)
ing out its tentacle strands. It prefers to attack two
Space/Reach:
5 ft./5 ft. (50 ft. with strand)
victims at once, each with three strands. The first two
Special Attacks:
Special
Drag, strands, venom, weakness
victims successfully attacked are injected with the stone
Special Qualities:
Special
Freeze, darkvision 60 ft., low-light
roper's venom. If the venom fails, the stone roper
vision, protection from arrows,
continues to hold the creatures and the weakness will
tremorsense 200 ft.
take effect next round.
Saves:
Fort +7, Ref +7, Will +5
Drag (Ex): If a stone roper hits with a strand attack,
Abilities:
Str 14, Dex 15, Con 14, Int 12, Wis 16,
the strand latches onto the opponent’s body. This deals
Cha 12
no damage but drags the stuck opponent 10 feet closer
Skills:
Climb +8, Hide +17*, Listen +12, Spot
+12
each subsequent round (provoking no attack of oppor-
Feats:
Alertness, Improved Initiative,
tunity) unless that creature breaks free, which requires
Weapon Focus (strand)
a DC 19 Escape Artist check or a DC 15 Strength check.
Environment:
Underground
The check DCs are Strength-based, and the Escape
Organization:
Solitary
Artist DC includes a +4 racial bonus. A stone roper can
Challenge Rating:
Challenge
6
draw in a creature within 10 feet of itself and bite with
Treasure:
10% coins; 50% goods (stone only);
a +4 attack bonus in the same round. A strand has 10 hit
no items
points and can be attacked by making a successful
Alignment:
Usually chaotic evil
sunder attempt. However, attacking a stone roper’s
Advancement:
7–9 HD (Medium); 10–18 HD (Large)
strand does not provoke an attack of opportunity. If the
Level Adjustment:
Level

strand is currently attached to a target, the stone roper
takes a –4 penalty on its opposed attack roll to resist the
The stone roper is a distant relative of the roper and
sunder attempt. Severing a strand deals no damage to a
is often mistaken for a small stone statue about 5 feet
stone roper.
high and 2 feet in diameter.
Strands (Ex): Most encounters with a stone roper
The stone roper is a vaguely cone-shaped creature
begin when it fires strong, sticky strands. The creature
with six tentacles and a large, gaping mouth filled with
can have up to six strands at once, and they can strike
serrated teeth. The stone roper is usually mottled gray
168
Gora McGahey (order #19251)



APPENDIX B: REVISED MONSTERS
on a DC 15 Will save or act as if under the effects of a
charm person spell for 2d4 minutes. A charmed crea-
ture fights for and defends the stone roper. If the
stone roper is killed, a
charmed victim acts as if
under the effects of a con-
fusion spell for 1d6+2
rounds. The save DCs are
Constitution-based.
Weakness (Ex): A stone roper’s strands
can sap an opponent’s strength. Anyone
grabbed by a strand must succeed
on a DC 15 Fortitude save or
take 2d6 points of Strength
damage. The save DC is
Constitution-based.
Freeze (Ex): A stone
roper can hold itself so
still it appears to be a
statue. An observer
must succeed on a DC 20
Spot check to notice the stone
roper is really alive.
Protection from Arrows (Su): A stone
roper has damage reduction 10/magic against
ranged weapons. This does not grant the
stone roper the ability to damage creatures with
similar damage reduction. This ability is similar to the
up to 50 feet away (no range increment). If a strand is
protection from arrows spell, but only works for the stone
severed, the stone roper can extrude a new one on its
roper, cannot be negated or dispelled, and prevents an
next turn as a free action.
unlimited amount of damage (i.e., it does not go away
Venom (Ex): Twice per day, the stone roper can
like the spell does).
secrete venom from each of its strands. A creature hit by
Tremorsense (Ex): A stone roper can automatically
a strand must succeed on a DC 15 Fortitude save or be
detect the location of anything within 200 feet that is in
paralyzed. A paralyzed creature appears to have been
contact with the ground.
turned to stone (DC 20 Spot check or close inspection
Skills: *Stone ropers receive a +8 racial bonus to
reveals that this is in fact not the case). One round after
Hide checks in stony or icy areas.
being paralyzed, the victim recovers and must succeed
THERIANTHROPE
Therianthropes (or anthromorphs) are animals that
A therianthrope uses all the base creature’s statistics
can assume a human or hybrid form (the latter combin-
and special abilities except as noted here.
ing traits of both their human and animal forms). They
Size and Type: The creature’s type changes to magi-
are akin to lycanthropes (in that they are shapechangers),
cal beast and it gains the “shapechanger” subtype. Same
but therianthropes are not lycanthropes and do not
as the base creature. Do not recalculate base attack
carry or induce lycanthropy. All therianthropes in hu-
bonus, saves or skill points. Size is unchanged.
man form have slightly feral characteristics. Examples
Speed: Same as the base creature in animal form. In
of therianthropes are jackalweres, wolfweres, foxweres,
human or hybrid form the creature has a land speed of
and so on.
30 feet if it is Medium or larger size or 20 feet per round
if it is Small or smaller size.
CREATING A THERIANTHROPE
Armor Class: The base creature’s natural armor
increases by +3. It retains this bonus regardless of its
“Therianthrope” is an inherited template that can be
form.
added to any normal non-dire animal of Small or larger
size that has at least 1 Hit Die (referred to hereafter as
Attack: Same as the base creature in animal and
the “base creature”).
hybrid form. Natural attacks are lost when the creature
169
Gora McGahey (order #19251)



ANCIENT KINGDOMS: MESOPOTAMIA
is in human form. The creature can use and manipulate
for a number of minutes equal to the creature’s HD if it
melee and ranged weapons in hybrid or human form.
fails a Will save. A therianthrope is immune to its own
Damage: Same as the base creature in animal or
sleep gaze and the sleep gaze of other therianthropes.
hybrid form. Natural attacks are lost when the creature
Lethargy (Su): By speaking or singing, the
is in human form.
therianthrope can slow all creatures within 60 feet that
Special Attacks: A therianthrope retains all the
hear it if they fail a Will save. The slow effects last 1d4
special attacks of the base creature regardless of its form
rounds + 1 round per HD of the therianthrope (thus, a
(unless noted otherwise) and gains one of the following
5 HD therianthrope can slow opponents for 1d4+5
special attacks. Each special attack can be used in any
rounds). This is a sonic, mind-affecting effect. Whether
form (unless noted otherwise). Additionally, for every 3
or not the save is successful, an affected creature is
HD the base creature has, it gains one additional special
immune to that therianthrope’s lethargy for one day. A
attack. Alternately, the creature can add +1 to the save
therianthrope is immune to its own lethargy gaze and
DC of a current special attack in lieu of taking an
the lethargy gaze of other therianthropes.
additional special attack (at every 3 HD).
Fear (Su): This special attack can only be taken by
Note that a therianthrope can only possess a single
therianthropes of Medium or larger size. This special
gaze attack. Saving throws have a DC of 10 + 1/2 the
attack cannot be taken if the therianthrope has the fear
therianthrope’s HD + the therianthrope’s Charisma
special attack (see below).
modifier, unless noted otherwise.
When in animal or hybrid form, the therianthrope
Weakness Gaze (Su): Any creature within 30 feet that
can, by making a loud sound appropriate to its natural
meets the creature’s gaze suffers 1d4+1 points of Strength
animal form (roaring, barking, braying, and so forth),
or Dexterity damage (the ability damage type is chosen
emit fear in a 200-foot spread (+10 feet per HD of the
when the therianthrope is created and can never be
creature). All creatures that hear this sound must suc-
changed). A successful Fortitude save negates the dam-
ceed on a Will save or become panicked for 2d4 rounds.
age. This ability can be used twice per day and one more
This is a sonic, mind-affecting fear effect. Whether the
time per day per 3 HD of the therianthrope. A
save is successful or not, an affected creature is immune
therianthrope is im-
to that therianthrope’s fear for one day. A
mune to its own
therianthrope is immune to its own fear effect
weakness gaze and
and the fear effect of other therianthropes.
the weakness gaze
Ability Damage (Su): This special
of other
attack can only be taken by
therianthropes.
therianthropes of Medium or
Sickness Gaze
larger size. This special attack
(Su): Any creature
cannot be taken if the
within 30 feet that
therianthrope has the fear spe-
meets the creature’s
cial attack (see above).
gaze is sickened for a
When in animal or hybrid
number of minutes
form, the therianthrope can,
equal to the
by making a loud sound ap-
therianthrope’s HD.
propriate to its natural
Creatures that successfully
animal form (roaring,
save cannot be affected by
barking, braying, and the
that therianthrope’s gaze for
like), deal 1d4+1
one day. A delay poison or neu-
points of Intelli-
tralize poison spell removes the
gence, Wisdom, or
effects from the sickened crea-
Charisma damage to
ture. Creatures that are
creatures within 30
immune to poison are unaf-
feet that hear it (+10
fected, and creatures resistant
feet per two HD of
to poison receive their normal bo-
the creature). The
nus on their saving throw. A
ability damage type is
therianthrope is immune to its own
chosen when the
sickness gaze and the sickness gaze
therianthrope is created
of other therianthropes.
and can never be
Sleep Gaze (Su): Any crea-
changed. This ability
ture within 30 feet that meets
can be used twice per
the creature’s gaze falls asleep
day and then one addi-
170
Gora McGahey (order #19251)



APPENDIX B: REVISED MONSTERS
tional time per day per 3 HD of the therianthrope.
shift with it and is absorbed into its animal form. Magic
A successful Will save negates the ability damage.
items do not function while in this form. When a
This is a sonic, mind-affecting effect. Whether the save
therianthrope shifts back into human or hybrid form,
is successful or not, an affected creature is immune to
equipment (including magic items) returns to normal
that therianthrope’s ability damage attack for one day.
form and function normally.
A therianthrope is immune to its own ability damage
Damage Reduction (Ex): A therianthrope has damage
effect and the ability damage effect of other
reduction 5/magic. It retains this special quality regard-
therianthropes.
less of its form.
Silence (Su): The therianthrope can create silence as a
Darkvision (Ex): A therianthrope gains darkvision to
standard action in a 20-foot radius around its form. This
a range of 60 feet. It retains this special quality regardless
ability replicates the spell of the same name (caster level
of its form.
equals the therianthrope’s HD).
Abilities: Increase from the base creature as follows:
Special Qualities: A therianthrope retains all the
Str +2, Dex +4, Con +2, Int 10 + 1d4, Wis +0 (mini-
special qualities of the base creature and gains those
mum 10), Cha 10 + 1d4.
listed below.
Skills: Therianthropes have a +4 racial bonus on
Change Shape (Su): A therianthrope can shift form as
Listen, Search, and Spot checks. Otherwise same as the
a standard action as though using the polymorph self
base creature. In animal form, therianthropes have a
spell. All therianthropes can also assume a human form
+10 racial bonus to Disguise checks (as they are nearly
(appearing as a normal human
indistinguishable from a normal animal of their type).
with somewhat feral features) or
Feats: A therianthrope gains Simple Weapon Pro-
a hybrid form with prehensile
ficiency, Light Armor Proficiency, and Medium Armor
hands and animalistic features. Hu-
Proficiency (usable when in human or hybrid form).
man or hybrid form has a size equal
Environment: Same as the base creature.
to that of the base creature (i.e., a
Organization: Solitary, pair, gang (2–5), or some-
Small therianthrope assumes a hu-
times troupe (1–2, plus 4–10 normal animals of its
man or hybrid of Small size). Upon
type).
assuming either form, the therianthrope
Challenge Rating: Up to 5 HD, same as the base
regains hit points as if having rested for
creature +1; 5 or more HD,
one day. A slain therianthrope reverts to
same as the base creature
its animal form, although it remains dead.
+2.
Separated body parts retain their human
or hybrid form.
Treasure: Standard.
When a therianthrope shifts into animal
Alignment: Any evil.
form from human or hybrid form, any
Advancement: By charac-
equipment (including magical items)
ter class.
171
Gora McGahey (order #19251)



ANCIENT KINGDOMS: MESOPOTAMIA
TRAPPER
Huge Aberration
Huge
COMBAT
Hit Dice:
Hit
12d8+51 (105 hp)
Initiative:
+5
Trappers wait until their prey is almost centered on
Speed:
10 ft. (2 squares)
their body (usually near the trunk or chest they form to
Armor Class:
Armor
19 (–2 size, +1 size, +10 natural),
lure prey in) before they strike. A trapper attacks by
touch 9, flat–footed 19
folding and wrapping its body around its prey and
Base Attack/Grapple:
Base
+9/+27
smothering and squeezing until either it or its opponent
Attack:
Buffet +17 melee (1d8+15)
is dead.
Full Attack:
Full
Buffet +17 melee (1d8+15)
Space/Reach:
15 ft./15 ft.
Smother (Ex): A trapper can try to wrap a creature up
Special Attacks:
Special
Smother
to one size smaller than itself in its body as a standard
Special Qualities:
Special
Amorphous, damage reduction 10/
action. The trapper attempts a grapple that does not
slashing or piercing, darkvision 60
provoke an attack of opportunity. If it wins the grapple
ft., resistance to cold 10, resistance
check, it establishes a hold and deals buffet damage each
to fire 10
round the hold is maintained. Additionally, the oppo-
Saves:
Fort +8, Ref +5, Will +10
nent must hold its breath or begin to suffocate. A
Abilities:
Str 30, Dex 12, Con 19, Int 14, Wis 15,
grabbed opponent can hold her breath for 2 rounds per
Cha 14
point of Constitution. After this period of time, the
Skills:
Hide +11*, Listen +19, Move Silently
+16, Spot +19
character must make a DC 10 Constitution check in
Feats:
Alertness, Blind-Fight, Improved Ini-
order to continue holding her breath. The save must be
tiative, Skill Focus (Hide), Toughness
repeated each round, with the DC increasing by +1 for
Environment:
Underground
each previous success.
Organization:
Solitary
When the character fails one of these Constitution
Challenge Rating:
Challenge
7
checks, she begins to suffocate. In the first round, she
Treasure:
Standard
falls unconscious (0 hit points). In the following round,
Alignment:
Always neutral
she drops to –1 hit points and is dying. In the third
Advancement:
13–22 HD (Huge); 23–36 HD (Gar-
round, she suffocates.
gantuan)
Level Adjustment:
Level

Attacks that hit an engulfing trapper deal half their
damage to the monster and half to the trapped victim.
The trapper is thought to be a distant relative of the
Amorphous (Ex): Trappers have no clear front or
lurker above (see that entry). Unlike its
back and therefore cannot be flanked. They are likewise
cousin, however, the trapper mimics
immune to critical hits.
the floor of a building, dungeon, or
Skills: *Trappers have
other structure. By manipulating its
a +12 racial bonus on
body structure while covering the
Hide checks when
floor, it can form a box that
in areas of natu-
resembles a small trunk or
ral or worked
chest.
stone.
172
Gora McGahey (order #19251)



APPENDIX B: REVISED MONSTERS
WIZARD’S SHACKLE
Diminutive Magical Beast
Spell Drain (Su): A wizard’s shackle drains spells
Hit Dice:
Hit
1/2d10 (2 hp)
when attached to an arcane spellcaster. Each round the
Initiative:
+0
wizard’s shackle remains attached, it drains 1d6 levels of
Speed:
5 ft. (1 square)
prepared spells or unused slots, beginning with the
Armor Class:
Class:
14 (+4 size), touch 14, flat-footed 14
highest level spell or slot available. For example, on a
Base Attack/Grapple:
Base
+1/–16 (+4 when attached)
roll of 4 against a 5th-level wizard, a wizard’s shackle
Attack:
Bite +5 melee (1d2–5 plus spell drain)
drains four levels of prepared spells. The wizard cur-
Full Attack:
Full
Bite +5 melee (1d2–5 plus spell drain)
rently has one 3rd-level spell, two 2nd-level spells, and
Space/Reach:
1 ft./0 ft.
three 1st-level spells prepared. The wizard’s shackle
Special Attacks:
Special
Attach, spell drain
drains the 3rd-level spell and one of the 1st-level spells
Special Qualities:
Special
Arcanesense 30 ft., blindsight 10 ft.,
(determined randomly).
sealed mind
Saves:
Fort +2, Ref +2, Will +0
A creature drained of spells or slots can attempt a DC
Abilities:
Str 1, Dex 10, Con 11, Int 1, Wis 11, Cha
12 Intelligence check with a +2 bonus to notice that
2
something is wrong (though unless he searches his body,
Skills:
Hide +15, Listen +1
he might still overlook the wizard’s shackle). Once a
Feats:
Weapon Finesse
wizard’s shackle has drained at least 4 spell levels, it
Environment:
Any
detaches and crawls away to digest its meal. Lost spells
Organization:
Colony (2–5) or swarm (6–11)
can be relearned normally.
Challenge Rating:
Challenge
1/8
Arcanesense (Su): A wizard’s shackle can automati-
Treasure:
None
cally detect the location of any arcane spellcaster within
Alignment:
Always neutral
30 feet. This functions as a detect evil spell but there is no
Advancement:

chance the wizard’s shackle is stunned and it is not
Level Adjustment:
Level

blocked by stone, lead, or other material.
The wizard’s shackle is a 6-inch long, leech-like
Blindsight (Ex): Wizard’s shackles have no visual
creature. Though it is small in size, it is greatly feared by
organs but can ascertain all foes
spellcasters, for its bite drains arcane magic from a
within 10 feet using
caster’s mind. In some rare instances, evil spellcasters
scent and vibration.
have harvested these monsters and set them loose in an
enemy spellcaster’s tower or laboratory. The wizard’s
Sealed Mind:
shackle is gray-green in color, 6 inches long, and
Immune to mind-
resembles a leech.
influencing spells
and effects.
COMBAT
A wizard’s shackle attacks from ambush. It favors
hiding on ledges, bookshelves, doors, and other such
places where it can drop on spellcasters that pass under-
neath it. A wizard’s shackle injects an anesthetic when
it bites, so it is possible that its bite goes unnoticed
(DC 12 Intelligence check to notice).
Attach (Ex): If a wizard’s shackle hits with a
bite attack, it latches onto the opponent’s
body. An attached wizard’s shackle is effec-
tively grappling its prey. The wizard’s shackle
loses its Dexterity bonus to AC and has an
AC of 14, but holds on with great tenacity.
Wizard’s shackles have a +20 racial bonus
on grapple checks (already figured into
the Base Attack/Grapple entry above).
An attached wizard’s shackle can be
struck with a weapon or grappled itself.
To remove an attached wizard’s shackle
through grappling, the opponent must achieve
a pin against the wizard’s shackle.
173
Gora McGahey (order #19251)


ANCIENT KINGDOMS: MESOPOTAMIA
Legal Appendix
This printing of Ancient Kingdoms: Mesopotamia is done under
Designation of Product Identity: The following items are hereby
version 1.0a of the of the Open Game License, below, and version 5.0
designated as Product Identity as provided in section 1(e) of the
of the d20 System Trademark License and version 4.0 of the d20
Open Game License:
System Trademark Logo Guide.
1. The name "Necromancer Games" as well as all logos and
Notice of Open Game Content: This product contains Open
identifying marks of Necromancer Games, Inc., including but not
Game Content, as defined in the Open Game License, below. Open
limited to the Orcus logo and the phrase "Third Edition Rules, First
Game Content may only be Used under and in terms of the Open
Edition Feel" as well as the trade dress of Necromancer Games
Game License.
products;
Designation of Open Game Content: All text containing game-
2. Any and all Necromancer Games product names referenced in
related content within this module—excluding any text on the
the work;
inside or outside of the front or back cover or on the Credits page—
3. All artwork, illustration, graphic design, maps, and cartogra-
is hereby designated as Open Game Content, subject to the Product
phy, including any text contained within such artwork, illustration,
Identity designation below. Any questions regarding the Open Game
maps or cartography;
Content within this module should be directed to Clark Peterson at
4. The proper names, personality descriptions and/or motivations
clark@necromancergames.com.
of all characters, groups, named monsters, deities and/or places
Use of Content from Necropolis, Tome of Horrors and Tome of
unique to this book, but not their stat blocks or other game mechanic
Horrors II is by permission and is not Open Game Content unless
descriptions (if any);
such content is also contained in the System Reference Document.
5. Any other content previously designated as Product Identity is
hereby designated as Product Identity and is used with permission
and/or pursuant to license.
OPEN GAME LICENSE Version 1.0a
7. Use of Product Identity: You agree not to Use any Product Identity,
The following text is the property of Wizards of the Coast, Inc. and is
including as an indication as to compatibility, except as expressly licensed in
Copyright 2000 Wizards of the Coast, Inc. ("Wizards"). All Rights Reserved.
another, independent Agreement with the owner of each element of that
1. Definitions: (a) "Contributors" means the copyright and/or trademark
Product Identity. You agree not to indicate compatibility or co-adaptability
owners who have contributed Open Game Content; (b) "Derivative Material"
with any Trademark or Registered Trademark in conjunction with a work
means copyrighted material including derivative works and translations (in-
containing Open Game Content except as expressly licensed in another,
cluding into other computer languages), potation, modification, correction,
independent Agreement with the owner of such Trademark or Registered
addition, extension, upgrade, improvement, compilation, abridgment or other
Trademark. The use of any Product Identity in Open Game Content does not
form in which an existing work may be recast, transformed or adapted; (c)
constitute a challenge to the ownership of that Product Identity. The owner
"Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly
of any Product Identity used in Open Game Content shall retain all rights, title
display, transmit or otherwise distribute; (d) "Open Game Content" means the
and interest in and to that Product Identity.
game mechanic and includes the methods, procedures, processes and routines
8. Identification: If you distribute Open Game Content You must clearly
to the extent such content does not embody the Product Identity and is an
indicate which portions of the work that you are distributing are Open Game
enhancement over the prior art and any additional content clearly identified
Content.
as Open Game Content by the Contributor, and means any work covered by
9. Updating the License: Wizards or its designated Agents may publish
this License, including translations and derivative works under copyright law,
updated versions of this License. You may use any authorized version of this
but specifically excludes Product Identity; (e) "Product Identity" means
License to copy, modify and distribute any Open Game Content originally
product and product line names, logos and identifying marks including trade
distributed under any version of this License.
dress; artifacts; creatures characters; stories, storylines, plots, thematic ele-
10. Copy of this License: You MUST include a copy of this License with
ments, dialogue, incidents, language, artwork, symbols, designs, depictions,
every copy of the Open Game Content You Distribute.
likenesses, formats, poses, concepts, themes and graphic, photographic and
11. Use of Contributor Credits: You may not market or advertise the
other visual or audio representations; names and descriptions of characters,
Open Game Content using the name of any Contributor unless You have
spells, enchantments, personalities, teams, personas, likenesses and special
written permission from the Contributor to do so.
abilities; places, locations, environments, creatures, equipment, magical or
12. Inability to Comply: If it is impossible for You to comply with any of
supernatural abilities or effects, logos, symbols, or graphic designs; and any
the terms of this License with respect to some or all of the Open Game Content
other trademark or registered trademark clearly identified as Product identity
due to statute, judicial order, or governmental regulation then You may not
by the owner of the Product Identity, and which specifically excludes the Open
Use any Open Game Material so affected.
Game Content; (f) "Trademark" means the logos, names, mark, sign, motto,
designs that are used by a Contributor to identify itself or its products or the
13. Termination: This License will terminate automatically if You fail to
associated products contributed to the Open Game License by the Contribu-
comply with all terms herein and fail to cure such breach within 30 days of
tor; (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format,
becoming aware of the breach. All sublicenses shall survive the termination of
modify, translate and otherwise create Derivative Material of Open Game
this License.
Content; (h) "You" or "Your" means the licensee in terms of this agreement.
14. Reformation: If any provision of this License is held to be unenforce-
2. The License: This License applies to any Open Game Content that
able, such provision shall be reformed only to the extent necessary to make it
contains a notice indicating that the Open Game Content may only be Used
enforceable.
under and in terms of this License. You must affix such a notice to any Open
15. COPYRIGHT NOTICE
Game Content that you Use. No terms may be added to or subtracted from this
Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
License except as described by the License itself. No other terms or conditions
System Reference Document Copyright 2000-2003, Wizards of the Coast,
may be applied to any Open Game Content distributed using this License.
Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker,
3. Offer and Acceptance: By Using the Open Game Content You indicate
Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, based on
Your acceptance of the terms of this License.
original material by E. Gary Gygax and Dave Arneson.
4. Grant and Consideration: In consideration for agreeing to use this
Original Spell Name Compendium Copyright 2002 Clark Peterson; based
License, the Contributors grant You a perpetual, worldwide, royalty-free, non-
on NPC-named spells from the Player’s Handbook that were renamed in the
exclusive license with the exact terms of this License to Use, the Open Game
System Reference Document. The Compendium can be found on the legal
Content.
page of www.necromancergames.com.
5. Representation of Authority to Contribute: If You are contributing
Ancient Kingdoms: Mesopotamia Copyright 2004, Necromancer Games,
original material as Open Game Content, You represent that Your Contribu-
Inc.; Author Morten Braten.
tions are Your original creation and/or You have sufficient rights to grant the
Creature Catalog website (http://www.enworld.org/cc), Copyright 2002,
rights conveyed by this License.
Scott Greene, based on original material by Tom Moldvay.
6. Notice of License Copyright: You must update the COPYRIGHT
The Witch’s Handbook, Copyright 2002, Green Ronin Publishing; Au-
NOTICE portion of this License to include the exact text of the COPYRIGHT
thor Steve Kenson.
NOTICE of any Open Game Content You are copying, modifying or distrib-
Nyambe: African Adventures, Copyright 2002, Trident Inc. d/b/a Atlas
uting, and You must add the title, the copyright date, and the copyright
Games; Author Christopher W. Dolunt.
holder's name to the COPYRIGHT NOTICE of any original Open Game
Content you Distribute.
174
Gora McGahey (order #19251)



APPENDIX B: REVISED MONSTERS
175
Gora McGahey (order #19251)



ANCIENT KINGDOMS: MESOPOTAMIA
176
Gora McGahey (order #19251)