Manns Tunnels

Cave 1:

Spike-pit trap, also an alarm trap.

Cave 2:

A number of broken sarcophagi lie here. Bones litter the floor of the cave.

Skelpion (WC)

A number of skeletons have been put together into a form resembling a scorpion. Four sets of legs support a frame made of spines and ribs. Three skulls form the face, and arms are bound together to form the sting, with a glinting dagger held in the hand.

Attributes: Agility d8, Smarts d4 (A), Spirit d6, Strength d10, Vigor d8
Skills: Athletics d10, Fighting d8, Notice d6, Stealth d6
Pace: 5; Parry: 6; Toughness: 13 (4)
Special Abilities
Armor +3: Bone Hide
Claws: Str+d6, Grapple on a Raise
Low Light Vision: The Skelpion ignores penalties for Dim and Dark Illumination.
Multiattack: The Skelpion can attack with its sting and its claws with no penalty. When it grapples with its claws, it can attack with its tail at no penalty.
Size 3: The Skelpion is the size of an large crocodile.
Sting: Str+d4
** Undead:** +2 to Toughness and Recover from Shaken, ignore additional damage from called shots, ignore 1 point of wound penalties, don't breathe or eat, don't bleed out, can only be healed with magical healing.

Bone Spiders

Someone has constructed a spider from human and animal bones.

Attributes: Agility d8, Smarts d4 (A), Spirit d6, Strength d10, Vigor d6
Skills: Athletics d6, Fighting d6, Notice d6, Stealth d8
Pace: 6; Parry: 5; Toughness: 8 (1)
Special Abilities
Armor +1: Bone Hide
Bite: Str+d4
Low Light Vision: Bone Spiders ignores penalties for Dim and Dark Illumination.
** Undead:** +2 to Toughness and Recover from Shaken, ignore additional damage from called shots, ignore 1 point of wound penalties, don't breathe or eat, don't bleed out, can only be healed with magical healing.

Cave 3

The corpse of an elephant has been dragged into the cave. It is chopped into multiple sections, and it looks like something has been tearing at the flesh. Chained orcs and lizardpeople are being forced to butcher it further under the watch of a ghul mage (Seth's master).

There are three tunnels leading away from this one.

Ghul Wizard

A ghul narrows his eyes as he sees the group appear, and then smiles widely. "Ah, my 'familiar.' I see you've made some friends. Would you like to learn a new trick?"

Attributes: Agility d6, Smarts d6, Spirit d8, Strength d8, Vigor d8
Skills: Athletics d6, Fighting d8, Magic d6, Notice d6, Persuasion d8, Stealth d6, Taunt d10
Pace: 6; Parry: 6; Toughness: 8 (2)
Edges: Arcane Background (Magic), Power Points (15)
Powers: Dispel, Havoc, Light/Darkness, Sound/Silence, Wall Walker
Gear: Boiled Leather Jacket (+2), Short Sword (Str+d6), 2 Throwing Knives (Str+d4)
Special Abilities:
Bite: Str+d6.
Opportunist: When the Ghul gets a raise on a Test, it can make an attack on that target as a free action. It can only do this once per turn.
Shapeshifter: Ghuls can take the form of any humanoid creature whose corpse they've eaten. No matter what shape they take, however, they always have the hooves of an ass for feet.

Flesh Golem

Slabs of flesh detach themselves from the bits of elephant sliced from the carcass and build themselves into a humanoid shape which lurches forward.

Attributes: Agility d6, Smarts d4 (A), Spirit d6, Strength d10, Vigor d10
Skills: Athletics d6, Fighting d8, Notice d6
Pace: 6; Parry: 6; Toughness: 9 (2)
Edges: Frenzy
Special Abilities:
Armor +2: Flesh.
Slams: Str+d6; Disease.
Low Light Vision: No penalties for dim or dark lighting.
Blindsense: Can sense and approximately pinpoint things within 2", attacks using blindsense are made at -2.
Disgusting: All living creatures within 6" must make a Vigor roll or suffer a level of Fatigue. The Fatigue lasts until the creature draws hearts for initiative while more than 6" away. A successful Vigor roll renders a creature immune for a full day.
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Construct: +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.
Physical Resistance: -2 damage from physical attacks, except those caused by slashing weapons.

Cave 4

Tendrils reaching across trying to pull people into a deep pit full of teeth. Dramatic Task time! Recommended skills: Athletics, Occult, Survival.

Cave 5

This cave slopes downward to a shallow pit with a pool of liquid covering a cache of weapons and treasure. The floor is slick. A notice roll at -2 will let players realize this, otherwise they will slip down to the center, where there pool of liquid is revealed to be four oozes laying on top of one another.

Ooze Demon

Attributes: Agility d6, Smarts d6, Spirit d6, Strength d10, Vigor d10
Skills: Athletics d6, Fighting d6, Notice d10
Pace: 6; Parry: 6; Toughness: 9 (2)
Edges: Frenzy
Special Abilities:
Armor +2: Unholy Ooze.
Slams: Str+d6, +2 Acid Damage
Low Light Vision: No penalties for dim or dark lighting.
Blindsense: Can sense and approximately pinpoint things within 2", attacks using blindsense are made at -2.
Immunities: Electricity, acid, sleep, poison, shapechanging and paralysis.
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
Amorphous: Half damage from piercing weapons, cannot be grappled.

Cave 6

A dark altar. It shows a history of Majin Sherar, from minor demon until his rise to dark god. It ends with him eating the sun as his followers dance beneath him.

Looking at it for more than a minute triggers a Spirit check. Breaking it gives the bearer Grudge against priests of Majin Sherar; +1 damage both ways.

Cave 7

More prisoners. Birdfolk with their wings cut off. They're being forced to repair armor and other goods for the ghuls. In the ceiling, there are stranglevines, waiting for any of them to slow.

Cave 8

Six int-eaters.

Int-Eaters

This strange creature has massive claws on its front legs and a long, tubular snout. A thin, flickering tongue reaches out towards you.

Attributes: Agility d6, Smarts d6 (A), Spirit d8, Strength d6, Vigor d8
Skills: Athletics d6, Fighting d6, Notice d8
Pace: 6; Parry: 5; Toughness: 6
Edges:
Special Abilities:
Claws: Str+d6
Int-Eating: A successful called shot to the ear allows the Int-Eater to lower the target's Smarts by one die step, or two with a raise. It gets a +4 to this attack, for a total of -2. This lowering lasts one hour. A character whose Smarts drops below d4 is unconscious until they heal. This simultaneously increases the Int-Eater's Strength and Toughness by one die.

Cave 9

Series of blocks over a thirty-foot chasm. Athletics to jump across as part of movement, otherwise it's done as an action. Eight ghuls and two dreadbats.

Dreadbats (WC)

These demonic bats are the size of men. Eyes narrow and mouths turn up in obscene smiles showing far too many teeth.

Attributes: Agility d10, Smarts d6, Spirit d6, Strength d6, Vigor d8
Skills: Athletics d6, Fighting d8, Notice d8
Pace: 6; Parry: 5; Toughness: 6
Edges:
Special Abilities:
Bite: Str+d6
Overthrow: On a raise, make an opposed strength check to push 1" per success.

Cave 10

Group of ghuls with one holding an int-eater.

Cave 11

Gloves. Dozens and dozens of them (a hundred, in fact). They're all much too large to fit on a normal hand.

Ten tiny little demons in elegant clothes are folding them, pressing them, and cleaning them. They will first try to take the party's clothing to clean it, and then attack if they're refused.

Demon Butlers

//These small, elegantly dressed demons look up and scowl, before pulling out needles, pen knives, and other tiny weaponry.

Attributes: Agility d10, Smarts d6, Spirit d6, Strength d4, Vigor d6
Skills: Athletics d6, Fighting d8, Notice d8, Serving
Pace: 6; Parry: 5; Toughness: 6
Edges:
Special Abilities:
Arcane Resistance: -2 on rolls to cast spells on them, +2 to resist.
Daggers: Str+d4
Cleaning: Remove the buffs from an adjacent creature
Soap: Create a square of slippery terrain.
Right Behind You, Sir: One Demon Butler per round can instantly teleport behind a target that's in sight, coughing politely to announce their presence.

Cave 12

The Hekatonkheire!

Hecatoncheir (WC)

This giant stands at the center of the room. Its head almost scraps the ceiling, and jutting tusks sprout from its mouth. Its most notable feature are the dozens of arms sprouting from under its crude leather armor. It roars at you as it raises all of its fists in anger.

Attributes: Agility d6, Smarts d6, Spirit d8, Strength d12+2, Vigor d10
Skills: Athletics d6, Common Knowledge d8, Fighting d12, Intimidation d10, Notice d6
Pace: 8; Parry: 8; Toughness: 13 (2)
Gear: Leather Armor (+1)
Edges: Brute, Counterattack
Special Abilities:

  • Fists: Str+d6.
  • Hundred Hands: When the hecatoncheir gets a raise on a Fighting attack, it gets a free attack on another target, in addition to the normal +1d6 damage. This extra attack must be against a target the giant has not attacked during its current turn.
  • Multiattack: The hecatoncheir can make two Fighting attacks with its fists as a single action.
  • Size 4 (Large): The Hecatoncheir is nearly fifteen-feet-tall.
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