Abyssal Larva Adherer Aerial Servant Aberrant Abomination
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Lairs Web Enhancement The lairs present here were written by names of traders to use the tunnel are set every so often hold the ceiling Jeff Harkness, Gary Schotter and John Stater. in place. Lanterns hang every 100 yards to light the path. A group of travelers entered the tunnel a week ago but never came out. Three people later found an abandoned cart at the tunnel’s halfway point, but no people. Rumors are flying that the Root Run is haunted. Fear has halted the trade route, and the trade group that maintains the tunnel is Aberrant offering a 500 gp reward for the safe return of the missing travelers. Cyst Fist’s Pass The reward won’t ever be collected. The missing traders met a gruesome fate when an abyssal harvester broke through a hole in reality as they A small troop of 16 aberrants from the Cyst Fist Tribe have set up a camp passed. The grasping tentacles dragged the victims into the Abyss where at the crest of the mountain pass. Their leader is the biggest of the tribe, a they were devoured. The abyssal harvester currently has four of its thick mountain of a creature named Furgristle. This group has journeyed down tentacles stretched across the tunnel’s passage to snare new victims. The from their caves higher up in the mountains to raid and pillage, hoping tentacles appear to be tree roots in the semi-darkness until they rise to to bring back items to help the tribe get through the coming winter. attack. The entire group is wary and alert for danger after coming so close to civilization, and have laid out an ambush along the path leading to their encampment. The path leading through the dense temperate forest is eerily quiet, with the sounds of the wind through the evergreens creating an occasional whistle. Abyssal Larva Hiding in the trees at the ambush point are 4 aberrants, each camouflaged The Maggot Pits with branches and leaves covering their deformed hides. Two aberrants swing large logs suspended by vines down at the PCs to knock them from This 70-foot-diameter circular room is a charnel house of gore. Twenty their horses or to sweep them off their feet (1d6 points of damage). When the decaying bodies hang from the 40-foot-high ceiling on rusted, barbed logs hit, the remaining 2 aberrants charge the PCs from the front. chains. Transparent tubes wind among the chain links and siphon fluids The area around the campsite consists of discarded boulders, demolished from the corpses. These tubes drape over 10-foot-tall wooden vats filled wagons, crates, barrels and other refuse taken during their raids. This with congealing blood. debris forms an extremely crude wall around the camp. Makeshift tents Beneath the hanging bodies, millions of squirming maggots fill a made from overlapping canvas and torn leathers surround a large fire pit 30-foot-wide pit in the center of the room. More maggots drop from the sitting in the center of the camp. A partially eaten horse impaled on a hanging bodies into the pits below. The central pit is 10 feet deep, and spit sits above the sputtering fire. A crow’s cage hanging from a high filled to floor level with maggots. Stone steps descend to the maggot pit’s post contains a halfling dressed as a jester. Furgristle keeps the “little floor, although using the steps nauseate those who try (save avoids). human” as a pet because the halfling’s acrobatics makes the aberrant In the maggot pit are 3 abyssal larva that spew a stream of maggots at laugh. Eight aberrants remain in the camp at all times, while 4 others intruders before rising to attack. A magic-user summoned the creatures to walk the perimeter. protect himself. He feeds the hanging bodies to the creatures after he has drained their blood for his gruesome experiments. Abomination The Old Hermit’s Castle Adherer It Could Use a Little Salt The adventurers wander into a creepy jungle valley, thick with vegetation but bearing wide paths that local guides claim were made by In a subterranean gallery draped with sticky fungal ropes and made elephants. Rising above the jungle there are the ruins of an old castle, one unbearably warm and humid by a hot spring that spews polychromatic owned, the guides say, by a weird old hermit. The hermit was a magician salts a gang of 1d3+1 adherers has made its home. They keep their treasure of some ability who specialized in unnatural crossbreeds. in a sealed urn of terracotta which they have lowered into the spring – it is The castle sits upon a rocky hill covered with green vines and shrubbery. now encrusted by the salts and difficult to discern from the uneven floor A nest of 1d6 tigrilla lives on the slopes of the hill. A troupe of 1d4+4 of the pool created by the spring. Moreover, retrieving it is tricky without owlephants and several owlbears dwell in the valley. a couple 10-ft poles. The adherers are rarely (2 in 6 chance) in their little The castle looks as though it was destroyed in an explosion. Those hideout, spending most of their time wandering the underworld looking exploring the place will feel a sinister presence (the phantom of the for treasure-laden victims to carry home, where they are dismembered magician, see phantom entry in this book). Under the rubble, one might and boiled in the spring for a grisly repast, their treasure added to the urn. find a partially collapsed staircase to the castle’s dungeons. The dungeons In time, the adherers hope to collect a fitting tribute to some demon lord, consist of a large common room connected to a laboratory on one side that they can request a release from their tortured existence. and storage rooms and cells on the other. One of the cells holds two human skeletons and a bloody bones (see entry in this book). The storage rooms hold copper vats, some in need of repair, bottles of reagents and phosphorescent liquids (poisonous to touch or taste) and other odds and Aerial Servant ends of a magicians laboratory. The laboratory’s steel door is blown off its hinges and the laboratory is completely destroyed. The Tomb of Zexus When the archimage Zexus undertook the construction of his tomb, he plotted a petty revenge on the lords of elemental air who had most ungenerously done him wrong during his climb to the heights of wizardry. So Abyssal Harvester it was that he summoned an aerial servant with all the ordinary perambulations The Root Run Vanishings and enticements and put it to the task of constructing a fitting tomb for one as grand as Zexus Yellow-Eyed. In due time, the tomb was constructed from The Root Run Tunnel is a winding, six-mile underground trade route. massive slabs of precisely fitted marble. Zexus induced his servant to follow The tunnel is 20 feet wide and its dirt ceiling varies from 12 to 20 feet. him into the tomb and place the last stone merely as a test. The slow-witted Thick redwood roots stick through the ceiling like giant twisted serpents. elemental saw no trickery, for surely the mage yet lived and would not seal A flagstone entry goes for about a mile in from each tunnel entrance, himself into a tomb willingly. Alas, this was exactly the intention of Zexus, before turning into a smooth dirt floor. Crossbeams engraved with the for a slow, persistent curse had been withering his body for ages. The tomb 1 Lairs Web Enhancement sealed, the aerial servant found itself standing in the middle of a cunningly 60-ft long taken up by a stepped pool that gets as deep as 5-ft. Drains designed magic circle, unable to do anything while the mage slumped down trickle water into the pool from a number of lead pipes capped by copper in a silver chair, died and over the course of a hundred years mouldered away. grotesques set into the walls, which are further ornamented by panels of The servant remains in the tomb, invisible and waiting only for the great speculum, a highly reflective alloy of copper and tin. A clogged drain in slab to be moved and a toe to step over the threshold, breaking the circle and the bottom of the pool, covered by a copper grill, allows water to slowly releasing it to take its century of impotent rage out on the toe’s hapless owner. escape the pool for lower levels of the underworld. Over time, the pool has acquired a thick layer of algae and a cluster of 1d4+2 algoids that lurk just beneath the surface. The floor of the pool is littered with their accumulated treasures, which they sometimes use as bait – leaving a few Afanc coins or a nice gem resting on the edge of the pool. The corpses of felled The One That Got Away adventurers are layered with algae and, eventually, join the cluster. The merchant ship Helene’s Grace recently sailed into the port city of Borenstown, its keel splintered and its hull battered. The ship sits in port, listing badly against a redwood pier that juts into the Reaping Sea. Sailors Al-mi’raj swarm over the ship, patching holes and repairing a splintered mast. All You’ve Been Warren-ed look fearfully to the sea, watching for danger. Helene’s Grace has been on the run for three days after an afanc On a green and pleasant pasture crossed by a lazy stream thick with attacked it in the open sea.