Tuesday, July 5, 2011

Mu-Pan - Eastern Encounter IV (or IIII if you prefer)

4219. Dragon’s Gorge: Dragon’s Gorge is deep and wide, with walls of granite covered with knotty pines that grow on precarious ledges, some at odd angles. A small stream now flows through the gorge, spilling into an area of geysers and hot springs that themselves feed into a long, deep lake. The lake is inhabited by a gold dragon called Mongiyn, an ancient wyrm that enjoys the medicinal qualities of the lake.

Caves in the sides of the gorge are home to a tribe of 60 lizard men and their 70 mates, 20 hatchlings and 40 eggs. The lizardmen look like geckos and are incredibly adept climbers. Their cave homes are shallow and small, consisting mostly of a fire pit and nest. The lizardmen arm themselves with throwing clubs and stone knives. They serve the dragon loyally as guardians of the valley. The chief, a being called Karn, acts a warrior and shaman, having learned magic spells from Mongiyn. He carries a large wicker shield and staff and decorates himself with hawk feathers.

4242. Didi Lair: The wooded hills here are resplendent with waterfalls and towering pines. One of these small waterfalls hides the entrance to a wondrous community of strange subterranean dwellers. Behind the waterfall there is a cavern with a large, green pool. The pool flows into a subterranean system of canals and burrows inhabited by many houses of didi, an underground race skilled in the medicinal arts. In their burrows, they keep large archives of medical knowledge, dried and fresh herbs and other powders and extracts useful in the medical arts. The quest of every didi is the elixir of life.

A didi is a small humanoid that looks like a skeleton with pale skin stretched over the bones. Their skin is covered with velvety, platinum blond hair. Didi have over-large heads with long, pointed ears. Despite their hideousness, they are a kind people, assuming you can win their trust.

| Didi: HD 1d4; AC 3 [16]; Atk 1 dagger (1d4); Move 9 (S12); Save 18; CL/XP 1/15; Special: Magic resistance (30%), spells (confusion, continual flame, dimension door, mirror image, ventriloquism, protection from evil 10-ft radius).

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