The Long Caverns

The long caverns are river-cut limestone caverns. The walkways and open areas are filled with misshapen, wet, bumpy stalactites and stalagmites, but the walls are smooth and worn.

Inside the long caverns, as elsewhere in the valley, no creature need eat for sustenance. They may eat as normal, but they do not need to. This includes the player characters. Without a sky or hunger, they may lose track of time, knowing it only by when they grow tired.

How much the creatures of the Long Caverns know about the valley is up to you, but they could certainly tell some strange stories about the things they’ve seen pass through the caverns. Those from Dead Rome or beyond the crossroads know that Kelelmien has an entrance to the crossroads, because they passed through it.

Languages and factions

Most creatures that have been here a while will speak a limited pidgin of Barcelas, Orcish, and Camprye.

Creatures

Faction

Languages

Barcelasians

Barcelas

Barcelas

Carathaxians

Barcelas

Barcelas, Carathax

Karuat

Karuat

Camprye

Kelelmien

None

Many

Mad Elf

Barcelas

Barcelas, Elvish

Orcs

Orcs

Orcish (Giant-kin), Anglish

Tenon

Haikiutl

Haikiutl

Xolome

Haikiutl

Haikiutl, Camprye

There is a delicate balance of power within the caverns. Everyone is suspicious of strangers or newcomers. But they are also desirous of gaining allies whenever newcomers appear. This is a competitive, closed ecosystem, with each faction competing for space and power, and all for no obvious purpose beyond space and power.

Wandering encounters

In the caverns, wandering encounters will usually occur with cavern creatures. Occasionally, valley creatures will brave the skeleton gauntlet, however. Encounters in the caverns occur 40% of the time every two hours. Most of the creatures are at least familiar with the other creatures in the caverns: overall, the caverns are a small place. Creatures in the caverns (and in the valley) are generally wary about any new, unknown creatures they meet.

d100

Encounter

Number

See Area

Origin

Statue

01-11

Carathaxian

1d4

Cavern 8

Barcelas

12-19

Karuat

1d6

Cavern 2

Highland

1-2

20-25

Xolome

1d10

Caverns 17, 18

Haikiutl

3-5

26-39

Crazy Crabs

1d6

Caverns 12, 13

Dead Rome

6-11

40-46

Buzzflies

2d12

Dead Rome

12

47-56

Saurians

1d4

Cavern 15

Barcelas

13-15

57-61

Orcs

1d8

Caverns 3, 4, 5

Highland

16-18

62-66

Pigasi

1d4

Valley 6

Araman

19

67-68

Xolome

1d10

Valley 7

Haikiutl

20

69-77

Hop Lizards

1d12

Valley 5

Araman

78-97

Stone statue

Special

roll again, d20

98-99

Tenon

1

Cavern 7

Haikiutl

00

Cirkegrad

1

House

Barcelas

As in the valley, Cirkegrad is only encountered when the Blue Sun is not at home. She occasionally goes to visit the Carathaxians or Kelelmien. The others have learned not to attempt to harm her, or even to look at her, and the skeletons are set to allow her safe passage.

The statues are creatures that threatened Cirkegrad and were turned to stone by her. Half the time, only one statue will be encountered. The rest of the time, roll the appropriate encounter number for that creature.

There will also be mice and other small animals in the caverns.

Buzzflies

A high-pitched whine grows quickly. Reflections of green and blue glint at the edge of your light; buzzing and whirring, an amorphous metallic cloud moves towards you; it moves closer and you see a swarm of iridescent green insects flying rapidly and erratically. They swarm around you. Their wings rip into your faces and arms, drawing blood and tearing skin. And then they recede, buzzing, into the distance.

These creatures from the ocean of Dead Rome make no lair but instead buzz and careen about the caverns and the valley trying to find their way home. Their buzzing backwings are sharp and constantly cutting. A swarm of buzzflies flying through a forest will leave a trail of flying leaves and cut foliage behind them. A swarm flying through a group of adventurers will leave blood and torn flesh behind it.

Buzzflies shine a shimmering iridescent green, and in a flying swarm can appear as an iridescent cloud until they are within several yards.

Buzzflies: (Fantastic: 1/2; Move: 14; Attack: wings; Damage: 1d4)

There are a total of forty-seven buzzflies throughout the cavern and valley.

Braziers and skeletons (1)

Flickering flames from bronze braziers dimly light the stalactites and stalagmites of this huge cavern. Over a dozen skeletons line the dripping rock walls on all sides ahead of you.

The skeletons will stand and attack as soon as anyone enters. They will not give chase, but will attack anyone except the Blue Sun, Cirkegrad, or a designated messenger (such as the White Rabbit) so designated by the Blue Sun. Travelers with those individuals are also safe. Destroyed skeletons reform at midnight.

As you step inside, you hear a scrape against stone. The skeletons stand away from the walls and raise their swords.

The entrance to the valley is 300 yards down the long thin cavern to the south.

19 Skeletons: (Undead: 1; Survival: 5 each; Move: 10; Attack: sword; Damage: 1d8; Defense: 3; Special Defenses: pointed weapons do 1 pt, slashing weapons do half damage)

This huge open area is off-limits to both cavern and valley creatures. No creature is allowed to make this cavern their home. Creatures will occasionally rush past the skeletons to reach the other side. An evasion roll is required to rush past once the skeletons begin moving.

Karuat Lair (2)

The splashes of dripping water echo throughout the cavern. Tall creatures, with beaks and huge claws, walk like humans. They clatter at you, raising sword and claw against you. Pale stalagmites rise from a dark pool behind them.

This relatively undesirable space is settled by seven Karuat. The Karuat are from the underground of Highland. They came by way of the lake below Illustrious Castle. They are lost, and do not understand how they arrived here.

One of the Karuat uses a magical +2 long sword, +4 vs. dragons. Kelelmien is aware of this, and schemes to acquire the sword, or at least destroy it. The sword is Menvarae from the Dwarves of the Eastern continent. Kelelmien lets them keep it for the moment because he prefers that Menvarae not be held by a stronger creature.

There is a hole above the pool which leads up two hundred yards to the side of the Great Mountains far north and west, in Fading Highland. Only someone skilled in climbing could even hope to use it. Worse, the world looks like Highland, but is a different world, closer to the edge of “reality”, winding down. This is the least-used entrance to the caverns, but occasionally small animals come through it.

Karuat: (Fantastic: 3; Survival: 22, 18, 16, 20, 20, 17, 18; Move: 9 walking, 6 water; Attack: 2 claws or sword; Damage: d4/d4 or by weapon; Defense: 6)

Orc Lair (3, 4, 5)

These Orcs entered through the tree in various locations in the Deep Forest. They were sent into the caverns by the Blue Sun. The Orcs are the strongest contingent in the caverns, but not the smartest. They tend to stand alone in any fights.

They sometimes try to take over the passage leading between the entrance and Kelelmien’s cavern. When they do this, the others combine against them, as this is an important travel route.

There are three chieftains, each leading a “tribe” of normal Orcs. Each tribe keeps to their own circle for living space, but interacts daily with the other tribes.

The Fat Maggot Orcs (3)

Gigliva leads these Orcs. He is probably the most approachable of the three chiefs. He has five Orcs under his command. Though still evil, he is almost Dwarvish in demeanor.

Orcs (Fantastic: 2+1; Survival: 11, 10, 14, 17, 8; Move: 12; Attack: spears; Damage: d6; Defense: 3)

Gigliva (Fantastic: 2+1; Survival: 17; Move: 12; Attack: spear; Damage: d6+2; Defense: 4)

The High Orcs (4)

Balgor is the High Chief of these small tribes. He leads seven Orcs, some of whom were originally part of the other tribes. He carries a Ring of Reflection. See the appendix for a full description of the spell-reflecting ring. He also wields a somewhat battered scimitar, which he took from the ruins of a pyramid in the Deep Forest. His pouch contains the orc’s treasure of 198 shillings, and he is never without it.

Orcs (Fantastic: 2+1; Survival: 11, 15, 13, 15, 16, 14, 10; Move: 12; Attack: spears; Damage: d6; Defense: 3)

Balgor (Fantastic: 2+1; Survival: 16; Move: 12; Attack: spear or scimitar; Damage: d6+1 or d8+1; Defense: 4)

The Roach and Skull Orcs (5)

Gelobus leads only three Orcs, but he and his remaining followers are especially cruel and frightening. Gelobus carries the Roach Sword (see appendix), which itself is a frightening weapon in combat.

These Orcs decorate their part of the cavern with skulls, and candles jammed into them. They try to conserve the candles by not burning them, but they’re scary enough unlit. If the Orcs expect non-Orc company or are meeting with the other Orcs, they’ll light the candles. There are currently seven skulls with candles and several skulls without candles.

One of the skulls that doesn’t have a candle hangs from the west wall of the cavern. It is haunted by an evil spirit that can talk. It can detect any living creature within twelve yards, and knows the relative strength and moral code of such creatures. It will warn Gelobus about any approaching creatures. If the Orcs are killed, it will try to convince any reasonably powerful creature to take it, though it is likely to betray any good “owner” as soon as possible. It knows the caverns fairly well.

Orcs (Fantastic: 2+1; Survival: 15, 13, 16; Move: 12; Attack: spears; Damage: d6+1; Defense: 3)

Gelobus (Fantastic: 2+1; Survival: 16; Move: 12; Attack: Roach Sword+2; Damage: d8+2; Defense: 4)

Skull: (Level 2; Survival 11; no attacks; Defense +4)

Dangerous Treasure (6)

Hairy masks hang above a hide or cloth table. Interspersed among the masks are nets with trinkets or other colorful things hanging on the nets.

The altar is hide wrapped around long bones. Beneath the altar is a woven reed basket filled with:

Four Haikiutl icons guard the passage back to the Haikiutl shrine. These masks will fly, screech, and bite. They are under the mental control of Tenon (area 7) and will also attack anyone who takes anything from the nets (including a mask).

Biting Masks: (Level: 3; Survival: 14, 19, 15, 5; Move: 15; Attack: bite; Damage: 1d4; Defense: 6)

In a fight, Tenon will likely arrive from area 7 within one to four rounds.

Haikiutl Shrine (7)

A rock slab, covered in dully-painted hides and curious skulls, juts out of the cavern wall in a thin alcove at the other end of this cave.

A creature with a feathery tail whirls around, and you see a human face wrapped in a bird’s plume, its front covered in a bony, slatted carapace, painted in strange colors and designs.

The “creature” is Tenon in full battle dresss. Tenon is a Haikiutl warrior. He wears the ring of the unveiled world (see appendix), which makes him blind but very difficult to surprise. Because he is blind but wears the ring, his combat penalty due to lack of vision is only one.

Tenon is Ordered Evil, and a worshiper of the untold story. He was thrown into these caves by his tribe, but has made a world for himself here. He interacts with the Orcs and the Xolome most, but with everyone as necessary. He sometimes pretends to madness when it benefits him.

In a fight, Tenon will first want to extinguish any light sources that he knows about (remember that he can’t see them). He is most likely to use the ring’s once-a-day power of dead night.

Once there’s darkness, he will wade into battle using his enhanced senses, ready to run under cover of darkness if he decides it necessary.

Tenon carries two obsidian daggers, which he can throw, and one spear (he can also throw the spear but is unlikely to, since it is his best weapon).

Tenon can also command the Haikiutl masks from area 6, if they have not already been defeated. They will arrive at the beginning of the round after he calls for them.

On the rock altar are two obsidian cups (worth 60 shillings each), and a jade globe, cracked in nine places and held together by a reddish-brown amber-like substance. The globe is six inches in diameter, has a bulk of 10, and is worth 250 shillings.

Tenon: (Warrior 5; Survival: 40; Move: 11; Attack: daggers or spear; Damage: d4+1 or d6+1; Defense: 5)

Tenon wears the equivalent of studded leather; rows and rows of wooden and bone rods that make up his “bony, slatted carapace”.

Spider Lair (8)

Creatures stand in line with spears and clubs held in four arms, and their four legs on the ground, like spiderous centaurs.

Each creature carries several spears, ready to throw them towards you. One speaks in a rasping voice, in a language you do not understand. Casegtas! Casatesiosica!

(If one of the characters speaks Barcelas or the cavern pidgin, they will understand the language. “Who are you, and what do you want?”)

The Carathaxians are the same as the Sakmat of the Encounter Guide. They were slaves in the world of Barcelas, much as Cirkegrad was. They speak the Barcelasian tongue natively, and Cirkegrad is comfortable speaking with them. This grants them some extra cachet in the caverns.

The Carathaxians avoid the Barcelasians whenever possible. However, because of their shared language and culture, they will work together when conflict spreads through the caverns.

If the Carathaxians are aware of an approaching group, the adults will grab spears and clubs and stand in two rows. If they feel the need, they will move themselves and their young into the darkness of cavern area 9 and make their stand from the darkness..

There are eight adults and five young.

There are 966 silver pieces in five urns in the back of the room; these are from Carathax in the world of Barcelas.

Carathaxian Spiders: (Fantastic: 1, Warrior 1; Survival: 10, 14, 11, 11, 16, 10, 5, 11; Move: 12; Attack: spear or club; Damage: d4 or d6, twice; Defense: 6)

The adults each carry three weapons. Four of them have three spears, and four of them have two spears and a club. When they attack, they will throw one of their spears at their enemies and fight with the remaining two weapons. They attack with two weapons at a time. They wear the equivalent of cloth armor.

Darkroom (9)

There is a permanent magical darkness in this area that blocks all light, including from light spells but not including sunlight spirit manifestations. It also does not block underground vision. The Carathaxians often use this for tactical purposes, at least when fighting creatures that do not have underground vision.

The ground here has as much stalagmites as the rest of the caverns. An Evasion roll or Perception roll is required to avoid losing 1d4 survival while crossing this room.

Black Lake (10)

A mess of bones and metal litters this cavern. Coins glitter in your light. In the center, a small pond is shrouded in a rising miasma. A brooding figure, tall, bat-like wings rolled around it, sits lost in thought or sleep on a far rock.

Over ten feet tall, it uncurls its slithery tail and turns towards you.

The lake is comprised of poisonous grey water. The creature is a Wyvern. The wyvern is cursed with ravenous hunger, despite not needing anything to eat while in the caves. She sleeps as often as she can on a huge promontory in the center of the lake. But she is very alert, and it is difficult to sneak into her cavern undetected. Unlike the other denizens of the cavern, she may not leave her post. She can travel to anywhere within this area, but may not leave this area.

There are many coins of many denominations scattered about the bones and rusted armor and weapons here: 9,093 copper coins (pennies), 1,705 silver coins (shillings), and 568 gold coins (pounds). The wyvern has made no attempt to collect them or pile them. They come from Highland, Barcelas, Rome at the Crossroads, Byzantium, and any other places or times you’d like them to come from.

Some of the bones are of Karuat, some of humans, and of course other creatures from the cavern.

There is a tunnel under the water that is an exit from this pocket domain. It leads to the underground lake beneath Illustrious Castle. Anyone who spends a round or more in the poisonous water may be affected by the poison: it is strength 2, action time one round, and its effects are to lose one survival point per round. After leaving the pond, the effects will cease.

Wyvern: (fantastic: 6; Survival 27; Move: 20 flying/13 walking; Attacks: claws, bite, or tail; Defense: +6; Damage: 2d6 or 1d6+poison)

Dragon Lair (11)

The bones of myriad creatures, familiar and strange, line the cavern walls and floor leading to a large wooden door. The door is banded in iron and blacked with age.

Bones and shards of bones crackle beneath your feet as you walk towards the door. A great brass ring hangs at the center, and above it three iron bars cover what may be a sliding pane.

The door opens inward; the hinges are on the inside. If they knock, Kelelmien will first open the sliding window.

The small pane slides open, revealing more iron bars behind it and a well-kept cavern beyond the bars. Coins glint from the cavern’s walls as a pale man steps in front of the window.

“Welcome, visitors!” he says. His scraggly white hair lies almost clear atop his long face. He peers at you through a monocle held in his right eye. From it hangs a brass chain.

He steps aside again, disappearing from view. The door opens slightly inward, then opens fully.

Your host is a tall, gangly man, perhaps late middle-aged, with white hair and a monocle around his neck. His green and yellow robe is luxurious, hanging in folds about his thin frame. He rubs his hands together.

“Do you come for questions?” he says, “or passage? Regardless, there is a fee. Come in, come in!”

The room is about 30 yards high. It is lit by dim eternal flames on roman-style lanterns throughout the cavern.

Kelelmien, an albino dragon, guards two exits (or entrances, depending on your point of view).

Kelelmien normally maintains the form of a tall, gangly, late-middle-aged man, pale, with scraggly white, almost clear, hair. He wears the monocle of Petar on a gold chain.

Kelelmien is a numismatist, or a collector and cataloguer of coins. One wall of the cavern is a display of one each of the type of coins he has collected. He has coins from Crosspoint, Black Stag, Great Bend, Byzantium, Ancient Rome, modern Rome, China, Venus, Europa United, and Arcade. He has almost a full collection of Astronomer zodiac coins, missing only a Pisces and a Taurus.

Kelelmien charges ten coins or ten sheets of paper for passage through his cavern, per person, whether it be from the exits to the caverns, from one exit to another, or from the caverns to an exit. He also will charge up to ten coins or sheets for information. Kelelmien keeps track of everything that passes through this cavern. He has a library filled only with his own journals, each categorized and cross-referenced so that he knows where each bit of information came from and which coins came with the person who brought that information.

Kelelmien knows, for example, that this is currently the year 2021 Anno Domini in Highland, and that the people of Highland think it is only the year 1991. He knows that the Cataclysm occurred sometime between the year 989 and 1013 A.D. Probably around 1007 A.D.

Kelelmien provides no information without payment. However, he will not accept payment for things that he does not know, and will be happy to inform them of this. He will engage any friendly party in conversation. Except for being a stickler for payments, a real obsessive-compulsive with regards to information, and having the ability to shoot shards of glass as a breath attack, he’s kind of a nice guy.

Kelelmien will accept any coin for payment, and will be willing to bargain for coins he definitely does not have. He will tend to not accept the same coins twice from the same person, however. If they pay with silver on one trip, he will require gold, copper, or some other coin the next time through. The value of the coins doesn’t matter, only how unique they are. He always accepts sheets of paper, as he always needs something to write on.

Kelelmien (lesser dragon: 7; Ordered; Move: 12/24; Attacks: claw and bite; Defense: +7; Damage: 2d6/2d4; Special Attacks: shards, command)

His shards do 6d6 points damage, or 3d6 on a successful Evasion roll, to any in their path: forty yards long, one yard at Kelelmien’s mouth and ten yards wide at the end.

Doors

Kelelmien has built doors to isolate him from the riff-raff throughout the long caverns. Each door is thick wood and bone, with a small window five and a half feet up which he can open to look out and see who is knocking.

Treasure

Kelelmien has a marvelous treasure horde, including a library of meticulous notes covering one thousand, nine hundred, and twenty-six years. The notes also carefully catalogue his coin collection and everything else he has acquired, including who he acquired it from, when he acquired it, where he thinks they are from, and, if it was acquired by killing them, where their bones are.

In an alcove away from the display area there is a huge armoire of dark, solid wood. It has six hundred and twenty five small drawers. It is worth 1,500 shillings and weighs 400 pounds on its own. It holds:

1. The Amulet of the World Snow

2. a red glass vial of potion of shrinking: decrease size, 4th level: 50% size, for 20 minutes; scratched with a Roman numeral CXXIV by Kelelmien to match it to his records (it is from the Blue Sun)

3. a blue crystal vial of poison, strength 2, action time 1 round, damage 1d8; marked with the Barcelasian symbol for poison

4. 2,676 copper coins

5. 1,531 bronze coins

6. 1,626 silver coins

7. 595 electrum coins

8. 740 gold coins

9. 60 platinum coins

10. two matching silver necklaces (1,000 shillings each) from Barcelas

11. six leaf-shaped gold brooches (500 shillings each) from Venethtlas

12. two matching electrum rings (200 shillings each) from Rome at the Crossroads

13. three matching gold-braided platinum rings (800 shillings each) from Hamokera

14. seven different turquoise bracelets (5 shillings each) from the Haikiutl

15. one thin ruby bracelet (60 shillings) from Byzantium

16. one thin emerald bracelet (130 shillings) from Rome at the Crossroads

17. one pearl-inlaid bracelet (80 shillings) from Byzantium

18. one cursed scroll of blindness (see appendix)

The coins are all of varying denominations.

Displayed on the walls of the cavern, there are:

1. four hundred coins, each unique, worth in total about 300 shillings

2. one golden helmet (900 shillings) from Byzantium

3. seven swords in varying styles worth about two to four times normal

4. six shields in varying styles worth two to four times normal

5. five full suits of plate armor in varying styles, worth two to four times normal

Next to the chest, and near his writing desk, he has three hundred and fifty five books, each consisting of approximately a hundred and fifty sheets of paper, detailing exactly where all this stuff came from as well as what he learned from the creatures which brought the stuff. Each book weighs about four pounds.

Exits

There are two exits from the pocket domain here. The northeastern one leads to Dead Rome, the southern one to the west side of the Great Barrier, and the lands of the Haikiutl. The tunnels are about four feet wide, five to seven feet tall. They aren’t straight, but they don’t wind about much. They are filled with crazy crabs.

Kelelmien is the chosen guardian of the gates, but there are small holes in the cavern beyond those doors which lead to other parts of these caverns. These small tunnels let the crazy crabs, hop lizards, and buzzflies get past Kelelmien.

There is a 20% chance per hour of encountering 1d6 crazy crabs in these tunnels.

Quotes

“Coin collector? Pfah! I am a numismatist, not some mere bagger of coins.”

“Out? Out is such an interesting word. It means so many different things.”

“Kaiser came looking for a shortcut to Egypt, but was unwilling to pay the price. He and his army now line the walls of these halls as a warning to other bargain-seekers.”

“Why would I want to go there when I have so much to do here?”

Strange Lobsters (12, 13)

These crazy crabs crawl through the tiny holes in the wall from the hall to Dead Rome. The crazy crabs are very aggressive; little is required to set them into a feeding frenzy.

Crazy Crab Pond (12)

Snick-a-snack, snick-a-snack. The noise grows louder as the cavern widens. Snick-a-snack-plop.

The very walls of the cavern are exuding strange creatures, huge crabs with snapping claws. They fill the dark pool as they come out of small holes in the cavern walls. Then they crawl out of the pool, scuttling randomly across the floor, but seeming to swarm in unison at the same time.

There will be 2d8 crazy crabs here when the group first comes into this room. Each round, d8 more will enter from the holes and d8 will leave through the holes, though there will never (except perhaps during a fracas) be more than thirty crabs here.

Crazy Crabs: (fantastic: 1+2; Move: 6; Attacks: 2; Defense: +4; Damage: 1d6)

There is a 20% chance that a swarm of buzzflies (see encounter chart) will be attracted to the commotion in d6 rounds after any combat or loud noises begin.

Crazy Crab Maze (13)

Snick-a-snack. Snick-a-snack. You hear the strange snapping noises grow louder, and you hear cracks and scrapes, as you move past the rocks jutting downwards and upwards around you.

Strange scuttling things, crabs or crawdads or lobsters, misshapen, huge, scrape about a wide opening in the cavern. One crawls away into a tiny hole in the wall; another sticks its head out and then falls to the ground, rolling over and onto its mis-matched feet.

The stalactites and stalagmites are especially thick here, making combat with any swinging weapon difficult; with especially long weapons (such as two-handed swords or battle axes) it is essentially impossible. With normal slashing or swinging weapons, there is a penalty of two on any attacks. Pointed weapons, such as spears, have no such penalty.

There will be 2d4 crazy crabs here when the group first comes into this room. Each round, d4 more will enter from the holes and d4 will leave through the holes, though there will never (except possibly during a fracas) be more than fifteen crabs here.

Crazy Crabs: (Fantastic: 1+2; Move: 6; Attacks: 2; Defense: +4; Damage: 1d6)

Barcelasians (14, 15, 16)

The great Saurians of Barcelas control this corner of the cavern system. They are the most powerful faction within the caverns. There are sixteen saurians.

They guard and keep the mad Venethtlas Elf, who they see as divine.

Saurians: (Fantastic: 4; Moral Code: Ordered, Move: 12/15; Attacks: 2 or weapon; Defense: +5; Damage: 1d6+2 or weapon, Special Defense: +2 death rolls)

Barcelas Lair (14)

Usually there will be three to ten saurians here. Some will be sleeping, others playing odd games with stones and hole-filled boards. There are many beautifully-weaved blankets, faded and ragged with age, towards the back of the cavern and around the edges, and a few hanging from the walls. They don’t show any specific scene. They are filled with geometric patterns of many colors.

Barcelas Crossroads (15)

As you step through the pointed rocks, you see two tapestries hang from the stone sides of the cavern. The tapestries are faded with age and damp, but if you look closely you see greenish creatures with long tails, like lizards walking upright, swords and shields in hand fighting creatures of four arms, spider-like creatures with fangs and multiple weapons and shields each. They meet on a shore, with a mountain in the distance casting its shadows upon the sparse lands.

There is a 25% chance that there are one to four saurians here moving from one cavern to the other; and this should be checked every ten minutes.

Barcelas Circus (16)

Most likely there will be a public fight going on between two saurians, with several other saurians looking on and talking. Unless the characters make a lot of noise, they aren’t likely to be heard.

You hear a strange commotion as of a babble of squeaking and guttery noise; you hear the knock of wood against wood, raspy whistles, and movement.

Two great lizards are beating on each other with long, thick sticks. Around the edges a mass of creatures shine green and blue in your light: huge lizards, walking upright, watching the fight and talking amongst themselves in a strange speech. Their bulbous eyes turn towards you. The fight stops.

Tell me you got the fucking golf shoes!

Besides the two fighters, there will be three to ten saurians watching the fight.

Mad Venethtlas Elf (17)

A wet warmth billows out of the darkness. Within, your light reflects off of myriad points as if from a broken mirror, or from dust in sunlit shafts.

As your vision adjusts, you see huge bubbles, and tiny bubbles, rising from a frothing pool. Within each shiny sphere, you catch a glimpse of unnatural movement, until the inevitable burst as each showers warm rain upon you.

Bereden of Venethtlas has long forgotten his race and his name. He guards the thin fume of reality that bubbles up from the hot spring in this area of the caverns. Within each shimmering bubble is a vision of another world and place. The mad Elf can control the movement of the bubbles; if a bubble engulfs a person or a group, they will be sent to the place viewed in the bubble.

Bereden: (Prophet: 3; Moral Code: Ordered; Survival: 17; Move: 10; Attacks: hand; Damage: d3; Defense: +1; Special attacks: spirit manifestations, reality bubbles)

Bereden will not attack physically. He may call on spirit manifestations, but he is likely to send attackers on a random journey through reality. Anyone he targets for a bubble must make an Evasion roll or be sent to the world depicted. He can target one bubble per round.

He can call on spirits of Order, Prophecy, and Prophet. He will normally have a third-level spirit of Order, a third-level spirit of Prophecy, and a second level spirit of Prophecy.

Empty (18)

This empty area may provide a bit of respite, although it is at a crossroads between the saurians of 15, the orcs of 12, and the crazy crabs of 21. The saurians and orcs don’t like to meet each other, and the crabs don’t often travel.

Xolome Lair (19)

Six xolome, led by a chieftain and two guards, have been driven to this section of the caves. These xolome are from Haikiutl. They call themselves the Moldwater Tribe. They all wear the equivalent of cloth armor, except for the guards and chieftain, who wear the equivalent of leather.

Moldwater (Fantastic: 1-1, Fighter: 2; Ordered Evil; Survival: 10;Movement: 8; Attack: spear; Damage: 1d4; Defense: 4)

Xolome Guards (Fantastic: 1-1, Fighter: 1; Ordered Evil; Survival: 5, 7; Movement: 8; Attack: spear; Damage: 1d4; Defense: 4)

Xolome (Fantastic: 1-1; Ordered Evil; Survival: 1, 6, 4, 1, 3, 3;Movement: 8; Attack: spear; Damage: 1d4; Defense: 3)

These xolome can be very conciliatory if given the chance. Their tactics against stronger opponents will generally be to toss spears and then run through the small holes in the caverns. These will allow them to hide until it is safe to return.

Their holes go deep but do not (yet) connect with the holes that the crazy crabs use.

The Moldwater Tribe carry the story of how Xolome learned to settle in caves and water was forced to flow.

When we were new to the world, when Moon was still whole, Water knew neither purpose nor direction.

We moved from cave to cave searching for water free from mold. From the center of the world we moved upwards, for water knew nothing except to grow moldy in the presence of the people. From cave to cave we moved, whenever water changed from dark and cold to moldy and warm. Throughout our travels we met many stories, and these you may meet also.

Finally, we began to run out of places to go. At the edges of our caves, Sun began to heat and dry the world. So Tel-a-mec went to Moon Still Whole to ask advice.

“We are at the edge of the world,” said Tel-a-mec. “Water grows moldy and warm once again. Where shall we go?”

“Water is lazy,” said Moon. “Water should go from cave to cave, not you. I shall give you dark spears to beat Water.”

“Water is strong,” said Tel-a-mec. “It strangles us and cannot itself be hit. How can we fight it?”

“Water is lazy,” said Moon. “In Mud River you will find fish. Spear the first fish that you see. When you go to water, eat the fish raw. As fish are immune to Water’s stranglehold, so shall you be, and you will defeat water. Water is lazy.”

Tel-a-mec took the dark spears of Moon and left. At Mud River he saw a line of silvery fish swimming from Moon to Sun. With Moon’s dark spear he took the first of the fish.

“We return to Deep Cave,” said Tel-a-mec to the people. “But you must do as I say. First we will talk. Then we will fight.”

Tel-a-mec had the people eat the silvery fish, then he handed them Moon’s dark spears. They marched upon Moldy Water in Deep Cave.

“Why do you come to me armed, hero of the people?” asked Moldy Water. “May we not sit peacefully, you and I, and talk? Come, sit by my banks, and air your grievances.”

So Tel-a-mec signed to his warriors to wait, and he sat beside Moldy Water.

“We have moved from cave to cave,” said Tel-a-mec. “But it is water’s job to move from cave to cave. You are lazy. You sit here and grow fat and warm, while we grow sick, and see the burning Sun.”

“I, lazy?” cried Moldy Water. “Here is how lazy I am.”

And Moldy Water covered Tel-a-mec, and tried to strangle him, but Tel-a-mec had eaten first of the silvery fish, and was safe.

Tel-a-mec took his dark spear and thrust it into Moldy Water. Water fled back into its bed. Tel-a-mec’s warriors sprang from the shadows and with Moon’s dark spears beat Moldy Water back. Moldy Water screamed and swirled, and finally ran from cave to cave through the secret passages only Water knows.

And because of that fight, Water moves from cave to cave while the People choose the best cave they can and remain until they feel like leaving.