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The Treasure Map The Trick: The adventurers come across the withered corpses of another adventuring party.. The deceased party still has its gear and even some magic items, so obviously

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The Treasure Map

The Trick: The adventurers come across the withered

corpses of another adventuring party A treasure map is

clutched in one skeletal claw The deceased party still

has its gear and even some magic items, so obviously

this is a real case of death by misadventure—the bodies

weren’t even looted

The Trap: The adventurers follow the map to an

awful underground cavern complex full of perilous

hazards and monsters, and many are killed

The Finale: The zoogs drag out the newly-dead

corpses from the caverns, perhaps eat one or two of

the victims, scavenge the most useful magic items,

and “re-seed” the trap with the new cadavers, placing

the treasure map in the hands of one of the deceased

party members They also make sure that the magic

items they leave as bait are not useful in their cavern

complex For example, if the complex contains undead,

they might leave a wand of charm person, since that spell

is ineffective against undead The trap is particularly

cruel in the way it instills a false sense of security

The Rotten Log

The Trick: In an especially creepy and dense part

of the forest, filled with fluttering zoogs, the trail is

blocked by a huge rotten log Upon close inspection,

the log is filled with poisonous spiders

The Trap: All the adventurers have to do to avoid

the spiders is to leap gracefully over the log, so they do

Unfortunately, the log’s actual purpose is to conceal the

deep pit just behind it The leaping adventures fall right

into the hole, which is also filled with poison spiders,

spikes, or whatever the zoogs’ inventive imagination

came up with Sleep poison is particularly useful, as

the first adventurer who falls into the pit may not be

able to warn those coming second

The Finale: Usually, only one adventurer jumps

into the pit, but the others are likely to get bitten by

the spiders while they try to rescue their comrade Eventually, the poisoned, weakened party is vulnerable

to other traps and tricks down the line Though the trap is designed to weaken rather than slay, unlucky or unwary parties might even suffer losses from it

Relations Fundamentally, zoogs are pack ambush predators, and have no cultural or biological bias against eating sentient beings Because of this, they are often feared and avoided On the other hand, they are not relentlessly hostile, and have useful lore, magic, and artifacts, so their hard-won friendship can be quite valuable

Folk who live near zoog woods naturally avoid the trees, and sometimes even try to erect fences against the forest Such efforts don’t keep the zoogs away, but they at least render it less likely that an animal or a child will wander by mistake into zoog territory

No other civilized race is allowed to live as a group within a zoog wood Zoogs do not typically “share” their forest with a tribe of elves, though a single dryad

or perhaps a family of half-orcs might be tolerated, particularly if they are beneficial to the zoogs If it is

a large forest, sometimes part of the area is the zoog wood, and the rest might be owned or dominated by some other group

Adventurers Zoogs are curious and inventive and they value practical knowledge, so it’s not uncommon for zoogs

to venture outside their woods in search of this When this happens, the zoogs, being small and physically weak, tend to join a party of the big people Given their size, even some gnomes and halflings are big by zoog standards

Zoogs can prove highly useful members of an adventuring party Their delicate hands render them excellent magicians and rogues, and the ancient lore

Ngày đăng: 24/10/2022, 14:16