On Western Venatia – Part Three

Six more encounters from Western Venatia.

Part One | Part Two

0303. A clan of fourteen ubue dwell here herding ill-tempered sheep with onyx horns. The ubue dwell in a large, dry cavern, trapping the entrance with falling stones (save or 3d6 damage). The ubue sleep with their sheep in the main cavern, with a smaller, higher cavern serving as the lair of their chief, a robust figure of abject savagery called Kin-Toka-Rok. The ubue have visited the Gallery of Bones in [0308], losing two of their number there and re-sealing the cave.

Treasure: 1,600 sp, 1,350 gp, a brass locket worth 100 gp (hold a rolled up piece of paper with the word “ZAMAX” written in elven) and 2 casks of olive oil (12 gal., 100 lb each, worth 60 gp each).

| Ubue: HD 3; AC 6 [13]; Atk 3 slams (1d6); Move 9; Save 14; CL/XP 3/60; Special: Argue.

| Kin-Toka-Rok: HD 5; AC 5 [14]; Atk 3 slams (1d8); Move 9; Save 12; CL/XP 5/240; Special: Argue.

0308. The Gallery of Bones is a large, low-ceilinged cavern sealed by massive boulders. Centuries ago, when the legions of Nomo were marching into the Rooky Wood, they encountered a plague that there physics and priests could not counter. As company after company of men succumbed, their commander, Valbestos, made a decision. He gathered the afflicted in this cavern and sealed it with a landslide as he listened to the dying men screaming for mercy. The cavern is now filled with bones, old military equipment (shorts swords, darts, spears, shields, chainmail and leather armor) and four allips, the tormented, undead souls of the lead legionnaires.

| Allip: HD 4 (20, 20, 18, 16 hp); AC 5 [14]; Atk 1 strike (no damage, 1d4 points of wisdom lost); Move Fly 6; Save 13; CL/XP 7/600; Special: Drains wisdom, hypnosis.

0313. Ystam is a tiny village of trappers constructed atop a granite dun at the intersection of two rushing streams flanked by wolfberry bushes. The trappers have carved a rugged little stair from their village to the canyons below. The village is surrounded by a little stone wall patrolled by a garrison of elves from the tower of Elbernulph [0113]. The garrison numbers 20 elf warriors in chainmail and armed with claymores. The village is ruled by Elbernulph’s reeve Cirioch. The villagers are supported by a blue eyed armorer named Arthaa. Cirioch dwells in a short, stone tower attached to a more traditional wattle-and-daub, two-story cottage. His house is protected by ten skeletons that he controls using a gold medallion. The villagers live in little huts and are often visited by a druid called Talotam, who leads them in secret worship of Diana. The Chimereans demand the worship of Vulcanus of the Mailed Fist, the patron deity of Galardis. A work gang of Azer are presently constructing a fortified chapel of Vulcanus. The villagers resent the elves and the arrival of their “foreign” deity.

| Cirioch, Elf Lvl 2: HP 12/7; AC 4 [15]; Save 13/14; CL/XP 3/60; Special: Elven chainmail, two-handed sword, dagger, spellbook, medallion allows him to command undead.

0326. A carcolh dwells in a lofty cave in this hex, sending its tendrils far into the countryside in search of prey. The carcohl is described in more detail in NOD #4 or on the Land of Nod blog. Treasure is pushed to the fringes of the cave, the refuse of past meals.

Treasure: 310 ep, 430 gp, a little limestone idol of the arch-demon Furfur worth 165 gp, a brass urn worth 1,000 gp and dust of sneezing and choking in a leather pouch.

| Carcolh: HD 9 (49 hp); AC 4 [15]; Atk 1 or more tentacles (1d4 + grapple) or 1 bite (2d6); Move 9; Save 6; CL/XP 11/1700; Special: Tentacles, swallow whole.

0335. A waterfall of reddish water pours from a cliff into a wide, shallow pool. The pool is inhabited by a fossergrim, the spirit of the waterfall. Behind the waterfall is a large, conical cave that leads into a damp, slimy tunnel (saving throw to avoid falling and sliding down the tunnel). This tunnel empties into a muddy cave with two exits. The left-hand exit leads upward to a series of caverns that eventually open to the top of the cliff above, and show signs of having once been well traveled by animal caravans. The right-hand exit leads to a winding tunnel and the cavern of Harzh, a youngish green dragon just beginning to build her horde and roosting on three large, beryl eggs. Harzh can neither speak or cast spells.

Treasure: 2,820 gp, a large rock crystal worth 900 gp and 3 pounds of zedoary in a wooden box (worth 320 gp per pound).

| Harzh: HD 8 (32 hp); AC 2 [17]; Atk 2 claws (1d6), bite (2d10); Move 9 (Fly 24); Save 8; CL/XP 10/1400; Special: Breathes poison.

0346. A cove here holds a pool of water. A rusty iron door blocks access to another cavern holding the remains of Grindir, a pirate lord from Tremayne who passed away almost 80 years ago. The door is trapped but not locked, and is cold to the touch. If opened, three spears in a triangular formation springing up from the ground to skewer thieves. The skeleton of a thief lies before the door. The actual tomb holds the body of Grindir in a black, silk coat and still adorned with jewelry. The corpse and most of the cavern are covered in yellow mold. A moonstone worth 35 gp is lodged in the corpse’s eye socket.

Treasure: 2,000 sp, 640 ep, 640 gp and a turquoise worth 155 gp.

| Yellow Mold: HD n/a; AC n/a; Atk 1d6 damage + spore cloud; Move 0; Save n/a; CL/XP 3/60; Special: Poisonous spore cloud, killed by fire.

3 thoughts on “On Western Venatia – Part Three

Comments are closed.