The Long Caverns: Wandering encounters

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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 Location Origin Statue
01-20 Stone statue Special roll again, d20 20%
21-34 Crazy Crabs 1d6 Caverns 12, 13 Dead Rome 6-11 14%
35-45 Carathaxian 1d4 Cavern 8 Barcelas 11%
46-55 Saurians 1d4 Cavern 15 Barcelas 13-15 10%
56-64 Hop Lizards 1d12 Valley 5 Araman 9%
65-72 Karuat 1d6 Cavern 2 Highland 1-2 8%
73-79 Buzzflies 2d12 Below Dead Rome 12 7%
80-85 Xolome 1d10 Caverns 17, 18 Haikiutl 3-5 6%
86-90 Orcs 1d8 Caverns 3, 4, 5 Highland 16-18 5%
91-95 Pigasi 1d4 Valley 6 Araman 19 5%
96-97 Xolome 1d10 Valley 7 Haikiutl 20 2%
98-99 Tenon 1 Cavern 7 Haikiutl 2%
00 Cirkegrad 1 House Barcelas 1%

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 are also mice and other small animals in the caverns.

Wandering encounters: 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.

  1. Languages and factions
  2. The Long Caverns
  3. Braziers and skeletons (1)