This post, the first in my, uh, cat scat series, is inspired by, and dedicated to, the lovely Magdalena, the two-headed tortoise who captured the hearts of millions around the world. The bicephalous eagle was inspired by the heraldic animal- I have quite a few neighbors of Albanian descent, and the double-headed eagle features prominently on bumper stickers and car window decals.
This particular micro-biome should be located in a region of "rough" area, or possibly a range of hills near a desert. The terrain is roughly suggested by the North American Badlands. All of the following should be considered open content pursuant to the guidelines of the Open Game License
The terrain of this region is characterized by broken rocky terrain, cris-crossed by numerous gullies. The flora is adapted to arid conditions, with scrub brush dominant. Whether due to chaotic influence, or the lingering influence of deleterious magic, much of the vertebrate life of the region is afflicted (or blessed) with bicephaly. The region is normally shunned by humankind due to the evil reputation of the place, but occasional punitive missions are undertaken by the nomads of the surrounding lands, though most of these peoples have strict taboos against women entering the area (due to an intuitive fear that the curse hanging over the region could effect human embryos). Other human groups that may be found in the area are adventuring bands or dervish warbands on a crusade to combat the evil denizens of this land.
Random Encounter Table:
2. Giant 2-Headed Troll (1-2)
3. Eagle, 2-Headed (1-3)
4. Bicephalous Dog (2-24)
5. Ettin (1-4)
6. Bird, Flightless (rhea sized), Bicephalous (1-12)
7. Badger, Bicephalous Giant (2-5)
8. Camel, Bactrian- Bicephalous (1-12)
9. Mammal, Small- Bicephalous (typically harmless herbivorous rodents/insectivores)
10. Reptile, Small- Bicephalous (typically harmless 2-headed snakes or lizards)
11. Tortoise, Giant 2-Headed (1-3)
12. Men, Nomad (5-30)
13. Snake, Giant- Amphisbaena
14. Men, Dervish (7-28)
15. Men, Adventuring Party
16. Hydra, 6 Headed
For bicephalous versions of regular animals, merely add another bite attack, but subtract 3” movement due to motor functions being controlled by two heads (an initiative penalty might also be in order). The bicephalous tortoises are barrel-sized, inoffensive herbivores with 3 HD, movement 3”, AC 2, and an ability to bite (defensively) for 1-3/1-3 damage.
One Hex Horror: Shrine of the Ettin God.
This pilgrimage site, dedicated to the god of the ettins, is located by a low tor- it is suggested a party’s approach to this vicinity be made in a gully, so the visibility is limited. As the party rounds a bend, the gully opens up, within 500’ of the tor, and the party is greeted by a grisly sight:
Peering around the bend in the gully, you see that it widens into a desolate dale perhaps a quarter of a mile in width. Dominating the skyline at the end of the dale is a small, flat topped tor. Closer at hand is a gruesome sight- the desiccated corpse of a large humanoid is propped up by a crude cairn of fieldstone. Affixed to the right shoulder of the corpse with a wooden stake is the head of a smaller humanoid. Gazing past this grisly greeter, one can see several additional corpses, in varying states of decomposition, marred in similar manner.
These corpses are the remains of victims sacrificed to the ettin god. The tenets of the ettin religion include persecution of monocephalic creatures. To honor the ettin god, sacrificial victims are “perfected” by having second heads attached to their bodies. An examination of the corpses in the vicinity reveals that the “composite” sacrifices in the area are made from various humanoid species- humans, ogres, orcs, dwarves…
In the dale, there is a 1 in 10 chance per turn that a wandering monster may show up:
1-4. Ettin “pilgrims” (1-3) coming to the shrine to make obeisance
5. Pack of death dogs (2-8) seeking sustenance
6. Giant 2-headed trolls (1-2) on pilgrimage to shrine
At the base of the tor, there is a cave in which the ettin shaman dwells. The ceilings of the cave are approximately 15’ high in the centers of cavern areas 1., 2., and 5., and approximately 12’ in the center of the other chambers.
1. Vestibule: This area is inhabited by a pack of 14 bicephalous dogs (h.p. 17, 16, 14, 14, 13, 12, 12, 12, 10, 9, 9, 9, 8, 6) , which are considered to be sacred animals. These creatures are fiercely loyal to the shamans but will attack all others who enter the cave. During the course of combat, there is a 35% chance per round that either of the shamans will hear the combat and come to aid the dogs the following round.
2. Sanctuary: This cave is used in religious services- there is a flat, blood-stained boulder, approximately 6’ x 4’ x 3’ in the center of the cave which serves as an altar. A crude stone axe, used to decapitate captives (the ettins use clubs as melee weapons), rests alongside the altar. In a crude bag made of camel hide, is an assortment of miscellaneous objects- a tortoise shell, various animal skulls, bits of oddly shaped stone (including a chunk of lapis lazuli worth with a base value of 20 g.p.)- used to perform divinations of dubious utility. The first-level shaman (h.p. 56, spell cure light wounds) is typically in this area, performing various minor rituals and routine shrine maintenance.
3. Guardian: An amphisbaena (h.p. 34) serves to guard the adjacent holding pen. This horror was originally tamed by the senior shaman using a snake charm spell, and has subsequently become accustomed to the presence of the shamans, who feed it on a regular basis. It will attack any monocephalic foes with great ferocity. Among the various bones of small animals, there is a 150 g.p. opal.
4. Holding Pen: This area is blocked off by a large boulder which takes a strength of 20 (singly or combined) to move. Future sacrificial victims are kept in this area. Currently in the pen are a badly beaten ogre (current h.p. 7) and a dwarf who was captured while prospecting for gold (LN, level 3 fighter, average stats, h.p. 16). While these two individuals have no love for each other, they maintain an uneasy détente in the face of their common enemy.
5. Living Quarters: The two ettin shamans use this area as a dining area, and the junior shaman sleeps here. Although the ettins have a midden outside their abode, they are indifferent housekeepers, so there is a small scattering of bones (camel, human, flightless bird) around this chamber. In the pile of dirty furs that the junior shaman uses for bedding, there is an ill-used giant weasel pelt which could still fetch 150 g.p. if salvaged), and a “hoard” of 157 silver pieces.
6. Senior Shaman’s Room: The senior shaman (3rd level, fights as 11 H.D. 69 h.p., cure light wounds, cause fear, chant) resides in this alcove. He is immensely strong (+1 to damage rolls) and unrelentingly vicious. Among the furs which he uses as bedding, there is a +2 cloak of protection and a cache of 83 copper pieces, 62 silver pieces, and three gems (500 g.p garnet, 100 g.p. spinel, and a 50 g.p. bloodstone).
Let's Talk Hit Points
4 weeks ago