Wednesday, March 15, 2023

Lair of the Sand Stalkers

Sand Stalker Sentry Post (#13/31; #72/365)

"This musty chamber is full of rubble and debris. In the centre of the room, a tall, scrawny creature looking like a humanoid camel is busily sharpening a sword on a grindstone. It looks up at your entrance and spits in the dust. 'Prepare to die!' it snorts at you, and advances bearing a razor-sharp sword."

Contents: The creature is a Sand Stalker, which is a type of new monster resembling a scrawny, camel-headed humanoid, and they originally appeared in The Demon Spider, by Ian Livingstone. 

This one is guarding the entrance to the main Sand Stalker lair and despite its aggressive intentions, can be bribed to leave the Heroes alone for 1GP, or for 2GP will let them use the grindstone. It will take them to the Sand Stalker leader, assuming the Heroes have a convincing reason, for 5GP. The Sand Stalker is also bored and happy to gossip about the rest of level 1 or 2 of the Found Tombs of Arvakaten - use the rumours table in the various Tavern sections. 

If there is a fight and the battle is going badly, the Sand Stalker will utter a yodelling cry, summoning 2-4 of its kin from the Dozing Chamber (see below).

Anyone using the grindstone can add +1 to the Damage Roll for their next battle. This only applies if the grindstone remains here and is maintained by the Sand Stalkers using secret processes involving various cacti and different types of sand and dust. Moving it, or removing the Sand Stalkers, will cause it to lose this ability.

Stats:

1 SAND STALKER: SKILL 8, STAMINA 7, Sword (+1 to Damage Roll), Light Armour (leather scraps)

The Sand Stalker has 1-6GP and a vial of Xhoss poison. This is made from a type of upland desert cacti, and can be smeared onto a bladed or pointed weapon. Anyone wounded by such a weapon must immediately Test their LUCK or be rendered unconscious for 10-60 minutes. It lasts for one battle only.

 Shooting Gallery (#14/31; #73/365)

"This is a long chamber lit by flickering torches. At the far end, a straw bale studded with arrows, hangs from the ceiling on a rusty chain. At this end, several scrawny camel creatures were taking pot-shots at the target with bows and untipped arrows, but at your entrance, turn to face you, arrows nocked in bows. 'What do you lot want then?' they snarl as one."

Contents: This makeshift shooting range is currently being used by 2-4 Sand Stalkers for target practice. This means they are using untipped (and unpoisoned) arrows (-1 to the Damage Roll) to save on arrowheads.

They can be bribed to leave the Heroes alone for 1GP. If bribed, they may suggest a wager on who is the best shot in the shooting gallery; all shooters must contribut 2GP to the pot, and take shots in turn until only 1 archer is left; the winner will take the pot.

They will take Heroes to the Sand Stalker leader, assuming the Heroes have a convincing reason, for 5GP. The Sand Stalkers are also bored and happy to gossip about the rest of level 1 or 2 of the Found Tombs of Arvakaten - use the rumours table in the various Tavern sections. 

If there is a fight and the battle is going badly, the Sand Stalkers will utter yodelling cries, summoning 2-4 of their kin from the Dozing Chamber (see below).

Stats:

2-4 SAND STALKERS: SKILL 8, STAMINA 7, Long Bow and untipped Arrows (-1 to Damage Roll), Sword, Light Armour (leather scraps).

Each Sand Stalker has 1-6GP and a vial of Xhoss poison. This is made from a type of upland desert cacti, and can be smeared onto a bladed or pointed weapon. Anyone wounded by such a weapon must immediately Test their LUCK or be rendered unconscious for 10-60 minutes. It lasts for one battle only.

 Dozing Chamber (#15/31; #74/365)

"This large room is a living quarters of some sort, and reeks with the musty stench of large hairy animals. Half of the room is given over to numerous pallets and bundles of dried straw, the other half has a rectangular table, and a couple of benches."

Roll a die. On a 1-2:

"Sleeping on the straw pallets are half a dozen cameloid Sand Stalkers, snoring their heads off and dead to the world. Their weapons and armour are dumped on the floor next to each pallet."

On a 3-6:

"Seated at the table are half a dozen cameloid Sand Stalkers, drinking from shot glasses and playing a game of dice. They look up bleary-eyed at your approach."

Contents:  

These Sand Stalkers are all tribal warriors from the herd that lairs on this level of the Found Tombs, using their down time to either sleep off a grog-inspired hangover, or gamble on a game of Orc-Eye (see the Tenth Anniversary Yearbook, pp. 111-112).

If the Heroes are being escorted to see the herd-chief, they will be jeered on the way there, and invited to play a game of Orc-Eye on the way back. The stake is 1GP per game.

If the Heroes are obviously hostile intruders, the Sand Stalkers will attack, but more polite Heroes, may be able to bargain for passage with a hefty bribe or a game of Orc-Eye or two.

If the Sand Stalkers are sleeping, the Heroes may attempt to sneak through the chamber, but attempting to murder the Sand Stalkers in their sleep will wake at least one of them up, who will raise the alarm.

Stats:

2-7 SAND STALKERS: SKILL 7, STAMINA 7, Sword or Spear, Light Armour (leather scraps). (all Sand Stalkers are drunk and have had their SKILL reduced by 1)

Each Sand Stalker has 1-6GP and a vial of Xhoss poison. This is made from a type of upland desert cacti, and can be smeared onto a bladed or pointed weapon. Anyone wounded by such a weapon must immediately Test their LUCK or be rendered unconscious for 10-60 minutes. It lasts for one battle only.

On the table are a pile of 23GP, a pair of bone dice, 3 Green Spikeball cacti (can also be used as thrown grenades; see The Titan Herbal, p. 38), and a bottle of Seaman's Grog (see Encyclopedia Arcana: Volume 1, p. 59), with 8 clay shot glasses. 

The pallets are empty but anyone searching through them has a 4 in 6 chance of contracting fleas (-1 SKILL due to itchy bites until they next take a full bath).

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