6.40. Tempest: This hex is situated between an icy and steamy tunnel. These air currents create swirling, damp winds that smell of salts. The tempest prevents flying and increases the chance of surprise to 1-3 on 1d6. Near the center of the cavern there is a virtual forest of copper poles, some up to 1 foot in diameter and 50 feet in height, that crackle with static electricity.
Dwelling among these poles and feeding on whatever game enters the tempest – but mostly on slimy fungus that gathers on the posts – are hook beasts. These weird creatures look something like bipedal, hulking, wingless turkeys with large hooks – something like the claws of a sloth – in place of hands. Encounters with them occur on a roll of 1-4 on 1d6 in this hex. Inside their gizzards one might find thunderstones – small rocks that, when slammed against a hard surface erupt in a thunderous noise that causes deafness (save to avoid) and stuns people within 30 feet for 1 round.
HOOK BEAST: HD 6; AC 3 ; Atk 2 hooks (1d6); Move 12; Save 11; CL/XP 6/400; Special: None.
8.32. Bakery: A family of ten ubues dwells here in a deep cave. The smell of burning coal is in evidence as people approach, the smell coming from a large fire pit kept ever ablaze before the entrance to their cave. The ubue run their lair as a road-house. They provide a pallet of furs, a pungent blood wine and thick pasties made out of what-ever meat happens to turn up – usually dire corbies and bats. Any group that passes by is informed that the ubue claim the right to cull one of their animals or members for their pantry. The ubue have a treasure of 250 sp, 340 ep, 190 gp and a coral oil lamp (100 gp). A night’s stay in their cave costs 5 gp per person.
UBUE: HD 3; AC 2 ; Atk 3 clubs (1d8) or 3 strikes (1d6); Move 9; Save 14; CL/XP 3/60; Special: Multiple personalities.
11.26. Sorrowful Ogres: A band of thirty ogres has made camp here. Mercenaries, they were recently defeated by a large force of duergar and are now nursing their wounds. Their commander, a bull-necked lout called Dagum, has be driven round the bend by this defeat. He has become even more violent and erratic than normal for an ogre, and the others seek a cure – for they know he cannot easily be defeated by them.
DAGUM, DEMON OGRE: HD 10 (48 hp); AC 2 ; Atk 2 claws (1d10); Move 15; Save 6 (3 vs. mind effects); CL/XP xxx; Special: Resistance to acid, cold, fire and electricity (50%).