Caarth Chamber of Repose (#19/31; #78/365)
"This large room is a sleeping chamber of some sort, and reeks with a weird bitter acrid smell. Half of the room is given over to strange bowl-shaped pods, lined with green leaves, and the other half features a weapon rack, a practice dummy that has been hacked apart and much repaired, and a bench with seats, featuring piles of small rectangular stone tablets."
Roll a die. On a 1-2:
"Sleeping in the leaf-lined bowls are half a dozen Caarth snake people. At least you think they are asleep; their eyes are wide open but they remain completely unmoving. Their weapons and armour are dumped on the floor next to
On a 3-6:"Practicing duels with scimitars and spears are several Caarth snake people, while several others sit at the bench, holding and looking at some of the stone tablets."
Contents: A small colony of Caarth have established themselves as an observation post in the second level of the Tombs; their leader having researched the same legends as Espereth (see #29) concerning the artefact known as the Hammer of Bisu, and wishes to acquire it for the Caarth. The Caarth can communicate in their own language, Desert Nomad, and broken Allansian, but cannot be bribed, and will attack if the Heroes are hostile or attempt to move beyond this room.
All Caarth are members of various competing religious orders however, and a canny scholar may exploit the differences between the cults and sects to foment strife among the Caarth, though this will take excellent Caarth language skills and probably some use of magic. For more information on the Caarth, see Out of the Pit (p. 24) and Titan (pp. 86-89).
the Caarth are sleeping, the Heroes may attempt to sneak through the
chamber, but attempting to murder the Caarth in their sleep will wake all of them up, who will grab their weapons and defend themselves.
3-8 CAARTH WARRIORS: SKILL 10, STAMINA 11, Scimitar, Longbow and Quiver full of Arrows, Medium Armour (lightweight metal and leather cuirass)
The Caarth's weapons are poisoned with contact venom; they add +1 to the Damage Roll.
The Caarth have 1d6 GP each on them. See #2/#61 for determining individual cult allegiances.
The weapon rack contains 3 scimitars and 2 spears (all unpoisoned); the tablets are a series of standard Caarth myths and religious works in the twisted script of the Caarth and worth 10-60GP to a collector.
Shrine of the Serpent Gods (#20/31; #79/365)
"This low-ceiling chamber has a long stone bench adorned with brass statues and burning candles. In front of the statues are various clay bowls of offerings. In the ceiling of the chamber is an enormous hole, perhaps leading to a cave of some sort."
Contents: This is the temple of the Caarth and features brass statues of their seven major gods. Each statue is around half a metre high and is worth 10-60GP to a collector of Caarth artefacts. The statues of the gods are (successful Religion Lore to identify):
- Sith: Snake Demon Lord of all Caarth. Idol: Serpent-headed giant woman with six arms and the body and tail of a snake.
- Vermistra: The Snake Goddess. Idol: An immense viper, coiled to strike.
- H'ssghkull: Mother Goddess of the Caarth. Idol: Viper-headed human female.
- S'hghkull: Father God of the Caarth. Idol: Cobra-headed human male with four arms.
- Sussussurr: Prince of snakes, son of Vermistra. Idol: A huge python, coiled to strike.
- Xiarga: Horned Serpent of Chaos. Idol: A horned, winged serpent, belching flames.
- Trabaten: Dark Lord of Torture and Exenteration. Idol: A tall man with scaly skin and a bloody knife.
GREAT SERPENT, Temple Guardian: SKILL 9, STAMINA 13, Attacks 2, Very Large Bite, Medium Armour (see Beyond the Pit, p. 117). The Great Serpent is a mutant, and has two heads and is covered in horns and spikes.
In the serpent's lair are several crushed skeletal corpses. Searching these yields 5SP, a dried serpent skin, a throwing dagger, a small shield, and a small Black Pearl (worth 10GP).
Snake Pit! (#21/31; #80/365)
"This small chamber is devoid of decoration and contents. A single exit leads away from the wall opposite you."
The floor is trapped; anyone walking across it causes it collapse on
hinges into a shallow pit full of a colony of yellow-orange Sand Vipers - this
requires a Test for Luck to avoid for everyone in the room. After
one hour, the floor resets itself; sealing anything in the pit until
the trap is triggered again. The Caarth regularly feed the Sand Vipers with small desert rodents.
6 SAND VIPERS, SKILL 5, STAMINA 12, Attacks: 6, Venomous Bite (does 4 STAMINA damage), Light Armour. (See Out of the Pit, pp. 106-107). Each successful hit of 2 STAMINA damage kills 1 Sand Viper, reducing the Attack score by 1.Scattered across the floor are numerous rodent skeletons, several human skeletons, 2-12 SP, and a rusty iron mace.