Encounter List



To determine what confronts you roll a 1d10 if you are on level one, 2d10 if you are on level two, or 3d10 if you are on level three, then click on the corresponding number below.

1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30



1. No Encounter

You could have sworn that there was something ahead, but no attack comes. In the distance you hear the shifting of stone and the muffled clatter of rocks as they fall from some high place. You can only surmise that it is the falsity of echoes, and the oppressive darkness that has put you on edge. Without any further hesitation you move on...

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2. Shambler

Combat value: 13
Endurance: 20
Aversions: None
Special rules: +1 to player CV for all attacks with axe.
Difficulty modifiers: -2 to creature CV if fought on uneven ground. Minor blows that cause only 1 point damage have no effect on creature EP.
Creature motivation: Persistent

It is not only the spectral remains of the Oera'dim that find themselves drawn to the deep ruins of Traebor. There have been many Men, including Brethren of the Deep Guild, that have found an unforeseen death in the dark halls of this delving. Unlike the Hordim however, death finds Men who have tarried too long below ground caught within a twilight world, one where they can only linger in a state of mindless decay. Such Men are known as Shamblers, and have proven just as aggressive as any other denizen of these ruins.

Shamblers take a -2 penalty to CV if fought on uneven ground. As they are already dead and feel no pain or fatigue, they must literally be cut to pieces before they will end an attack. Because of this, minor wounds have no effect on creature endurance points. Only a blow of 4 endurance points will bring you closer to winning combat. Within the Deep Guild such creatures are considered the hardest to overcome as they take a great deal of energy to subdue.

It you wish to retreat rather than fight, you will find Shamblers are a persistent foe that require two successful luck tests to avoid. The choice is now yours. You may flee before the face of this threat, or stand your ground and fight.

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3. Needle Flies

Combat value: 13
Endurance: 14
Aversions: Light stone, Shield stone, Force stone
Special rules: -1 to player CV for every combat round lost
Difficulty modifiers: +1 to creature CV if fought in small rooms and passageways.
Creature motivation: Territorial

In the light of day a traveller of the wilds of Arborell will never encounter Needle Flies. For those who must delve deep into the ruins of the Ancients these flying predators are a constant threat. Found in swarms of hundreds these fist-sized insects attack any creature unlucky enough to cross their path. Equipped with a long needle-like proboscis they stab at their victims, injecting a quick working toxin that rapidly overwhelms them. If you must fight your way through such a swarm any lost combat round will result in a 1 point reduction in your CV. If you survive the fight the reduction in CV will apply for the remainder of that level within the ruins.

Needle Flies have aversions to Light, Shield and Force stones. The creature aversion rules apply as usual to Light stones, but if you have a Shield or Force stone you may use it to keep the swarm at bay. If you have such a talisman in your possession you can attempt to activate it. If you are successful you can walk through the swarm and find your way out of the room or passage without harm. If you are unsuccessful you will be forced to fight.

Needle Flies are territorial insects. If you decide to retreat rather than fight your way through you will need to test you luck attribute. A successful test will see you finding another way. A failed test will put the swarm upon you, and it will be a fight you will not be able to avoid. The choice is now yours. You may flee before the face of this threat, or stand your ground and fight.

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4. Oerdaaki Roots

Combat value: 14
Endurance: 30
Aversions: None
Special rules: +2 to all player attacks if using axe
Difficulty modifiers: Oerdaaki roots only attack if disturbed. See below for special encounter rules
Creature motivation: Ambivalent

The Oerdaaki are huge vine-like entanglements that spread over wide areas of swampland. In taking root they force powerful tendrils deep into the earth, and in doing so sometimes reach hundreds of metres below ground. The roots of the Oerdaaki are strong, prehensile limbs that reach out for any sustenance that might be found in the deep ruins. It is best that they be avoided if possible.

Oerdaaki have no aversions but are particularly susceptible to axe blows. If these roots are encountered they will only attack if disturbed. If you choose to try and pass beyond their tangle test your luck attribute first. If you are successful they have not been disturbed and you may continue on your way. If you fail the test the roots will strike out for you, and only a fight will see you free of them.

Oerdaaki are completely ambivalent opponents. They cannot follow, so if you choose to withdraw there is no requirement to test your luck attribute. The choice is now yours. You may flee before the face of this threat, or stand your ground and fight your way through.

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5. Mantis Beast

Combat value: 15
Endurance: 18
Aversions: Calling stone
Special rules: +1 to player CV if fought with warhammer.
Difficulty modifiers: None
Creature motivation: Territorial

It is not only the spectral remains of the Oera'dim that find their way into the dark halls of Traebor. Many creatures become lost in the deep ruins, and once there are altered by the proximity of EarthMagic. The Mantis Beast is one such creature. It is believed that these gargantuan insects scavenge the corridors and chambers of Traebor, and are not averse to killing anything that may provide a satisfying meal. Most can grow to more than four metres in length and develop an especially colourful, and thick, exoskeleton. The armour plates that can be taken from the body of these creatures are highly prized by the Oera'dim, and are considered valuable as personal adornment.

The Mantis Beast has a striking aversion to the Calling stone. If you have one in your possession and decide to use it, the Beast will retreat to a distance but then follow you for as long as it remains unmolested. The advantage to having a Mantis Beast in tow is that during the next combat you must fight the Mantis will instinctively defend the Calling stone. For the duration of that combat the Player's CV will be increased by 10 points. The Mantis will however, make a hasty retreat after the fight is done, and the insect will not be seen again.

If you do not have a Calling stone then you must either fight or retreat yourself. All the normal rules apply in determining the success of your chosen course.

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6. No Encounter

Carefully you edge forward, your sword held firm as you search the shadows. You are sure something moved in the dark veil of the gloom before you, but there is nothing there. For a short time at least you can relax...

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7. Shondalak

Combat value: 15
Endurance: 12
Aversions: None
Special rules: +1 for player CV if fought with spear.
Difficulty modifiers: None
Creature motivation: Persistent

The Shondalak is the most powerful natural predator that can be encountered in the ruins of Traebor. Unlike all other creatures it is immune to the powers of EarthMagic and is a formidable opponent. These creatures are bear-like animals that stand between two to three metres at the shoulder. Possessed of pure black hairy coverings, and remarkably tough armoured shoulders and neck, they attack their prey with a set of long razor-sharp claws that retract into thick muscular paws. It is considered by most that they are also intelligent and highly cunning. More than one of your brethren has been ambushed by a Shondalak and few have lived to tell the tale.

The Shondalak has no creature aversions but is vulnerable to attacks made with spears. The choice is now yours. You may flee before the obvious ferocity of this beast, or stand your ground and fight.

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8. Molgoth

Combat value: 16
Endurance: 14
Aversions: Light stone, Calling stone
Special rules: +1 to player CV if fought with spear of any type. +1 to player CV for all attacks with axe.
Difficulty modifiers: -1 to creature CV if fought in small room or passageway.
Creature motivation: Territorial

The Molgoth is a bat-like monstrosity that finds its home in all the dark places of the world. Most Molgoth found below ground measure a wing-span of less than 6 metres, but there are some that can grow to more than 30 metres. Luckily for you the one you have found is not nearly that big. With a wing-span of 9 metres, and standing 3 metres tall it is a formidable opponent, one you should consider carefully before fighting.

The Molgoth is a Territorial creature that cares only if you remain on its ground. If you choose to retreat from its territory test your luck attribute once. If you are successful the creature has seen you off and will not pursue. If you are unsuccessful then the creature will run you down and you will be forced to fight.

As a natural denizen of the deep ruins, the Molgoth has aversions to Light stones and Calling stones. The usual creature aversion rules apply. The choice is now yours. You may flee before the power of this winged monster, make use of the right Sharyah if you have it, or stand your ground and fight.

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9. Mantis Beast

Combat value: 15
Endurance: 18
Aversions: Calling stone
Special rules: +1 to player CV if fought with warhammer.
Difficulty modifiers: None
Creature motivation: Territorial

It is not only the spectral remains of the Oera'dim that find their way into the dark halls of Traebor. Many creatures become lost in the deep ruins, and once there are altered by the proximity of EarthMagic. The

Mantis Beast is one such creature. It is believed that these gargantuan insects scavenge the corridors and chambers of Traebor, and are not averse to killing anything that may provide a satisfying meal. Most can grow to more than four metres in length and develop an especially colourful, and thick, exoskeleton. The armour plates that can be taken from the body of these creatures are highly prized by the Oera'dim, and are considered valuable as personal adornment.

The Mantis Beast has a striking aversion to the Calling stone. If you have one in your possession and decide to use it, the Beast will retreat to a distance but then follow you for as long as it remains unmolested. The advantage to having a Mantis Beast in tow is that during the next combat you must fight the Mantis will instinctively defend the Calling stone. For the duration of that combat the Player's CV will be increased by 10 points. The Mantis will however, make a hasty retreat after the fight is done, and the insect will not be seen again.

If you do not have a Calling stone then you must either fight or retreat yourself. All the normal rules apply in determining the success of your chosen course.

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10. No Encounter

Your heart races as you wait for the attack to come, but there is nothing before you. Earnestly you peer into the gloom, your grip upon your weapon all the tighter as you try to fathom what it was that put you on alert. In that moment you realise that there is nothing there but the dark, and somewhere ahead the end of your quest...

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11. Morg (Dreya'dim Swarm)

Combat value: 13
Endurance: 10
Aversions: Light stone, Healing stone
Special rules: Spirit creature. +1 to player CV if holding a Sharyah of any type
Difficulty modifiers: This is a Persistent foe that requires 2 successful luck tests if you choose to run rather than fight.
Creature motivation: Persistent

In the world above the Morg of the Horde are known for their small, emaciated bodies and their ruthless cruelty. It is said that any creature who strays into their path can look forward to a long, tortured death. In the deep ruins of Arborell it is not the Morg however, but their entrapped spirit forms that will be encountered, and they are every bit as cruel in death as they are in life. Any creature of the Horde that does not find its way to the Underworld is inevitably caught by the power of the Dreya Tree and becomes a Dreya'dim. The Morg of the Dreya'dim Swarm are drawn to the sources of EarthMagic that can be found below ground, and when they are close enough take on a physical form similar to that they have in life, but grotesquely twisted and aggressive in nature. Once seen by a Dreya'dim Morg a player cannot readily escape them.

They are however, vulnerable to all normal weapons, and more so if you have a Sharyah of any type in your possession. Aversions include both the Light stone and the Healing stone, and if you have them an intuition test will determine if the creature will flee or stand its ground. In this dark place the choice is now yours. You may flee, force the Dreya'dim away with a Sharyah, or stand your ground and fight.

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12. Arachnari Scout

Combat value: 16
Endurance: 18
Aversions: Light stone, Shield stone
Special rules: -1 to player CV if fought with short sword or dagger
Difficulty modifiers: None
Creature motivation: Territorial

There is nothing more terrifying in the ruins of Arborell than to encounter an Arachnari foraging for food. These powerful spider-like creatures live in vast Hives but regularly leave to search the tunnels and halls for food, whether it be carrion or the living.

An Arachnari Scout is a difficult adversary at any time. Measuring some 2 metres in length the Arachnari have no fear of the dark, nor any hesitation in attacking any Dungeon Crawler they may find in the deep ruins of Traebor. If possible they are a creature better avoided. Avoiding them can be difficult though. These huge Arachnids guard their territory fiercely and will pursue you whilst you remain within it. If you choose to retreat rather than fight test your luck once. If you are successful the creature will let you leave, but you will have to turn back and find another way. If you fail the attribute test then the Arachnari must be fought for it has caught you and only its death will see you safely on your way.

Arachnari have an aversion to Light and Shield stones. Before any combat with such an opponent apply the creature aversion rules. If you are lucky the Arachnari will retreat of its own accord.

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13. Warbeast

Combat value: 16
Endurance: 20
Aversions: Light stone, Healing stone
Special rules: +2 to player CV for all attacks with axe.
Difficulty modifiers: +1 to creature CV if fought in small room or passage
Creature motivation: Persistent

It is said that the Warbeasts of Arborell were bred by the Mutan of the Clavern'sigh as tools for the execution of prisoners. Many of these animals escaped the bonds of their masters and some have found their way into the ruins of Traebor. These ugly dog-like beasts are heavily muscled brutes and incredibly tough to kill. They are a persistent foe that if given the chance will hunt you down.

Warbeasts have strong aversions to Light and Healing stones but fight with greatest effectiveness in enclosed spaces. A Warbeasts CV must be increased by 1 if encountered within either a small room or passageway of any type. If you wish to withdraw from such an encounter you will need two luck tests to escape.

The choice is yours. You may flee before the face of this threat, use a Sharyah to force it away, or stand your ground and fight.
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14. Hresh (Dreya'dim Swarm)

Combat value: 14
Endurance: 13
Aversions: Light stone, Healing stone
Special rules: None
Difficulty modifiers: None
Creature motivation: Persistent

The Hresh were created by the ancient Trell as weapons of war, and since the destruction of the Ancients have maintained the discipline and rigour of their martial heritage. In the world above the Hresh are the mainstay of the Armies of the Horde. Humanoid in shape and size they are uncommonly proficient as warriors and are more than a match for any Man they may encounter.

In the confines of the great ruins of Arborell can be found the spectral remains of such warriors. Most find their way upon death to the Underworld and the fate that awaits them there. Those who do not become drawn to the dark places of the world and find no peace, wandering the halls and passageways of these ruins, looking for combat and a path to the Gates of Hallen'draal. As in life they are merciless combatants who will not stop until they see you dead, or are given the release that can be found in an honourable death.

Hresh of the Dreya'dim Swarm are persistent foes who require two successful luck tests to be able to retreat from. They have aversions to both Light and Healing stones and such talismans can be used against them if either are in your possession.

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15. Arachnari Scout

Combat value: 16
Endurance: 18
Aversions: Light stone, Shield stone
Special rules: -1 to player CV if fought with short sword or dagger
Difficulty modifiers: None
Creature motivation: Territorial

There is nothing more terrifying in the ruins of Arborell than to encounter an Arachnari foraging for food. These powerful spider-like creatures live in vast Hives but regularly leave to search the tunnels and halls for food, whether it be carrion or the living.

An Arachnari Scout is a difficult adversary at any time. Measuring some 2 metres in length the Arachnari have no fear of the dark, nor any hesitation in attacking any Dungeon Crawler they may find in the deep ruins of Traebor. If possible they are a creature better avoided. Avoiding them can be difficult though. These huge Arachnids guard their territory fiercely and will pursue you whilst you remain within it. If you choose to retreat rather than fight test your luck once. If you are successful the creature will let you leave, but you will have to find another way. If you fail the attribute test then the Arachnari must be fought. It has caught you and only its death will see you safely on your way.

Arachnari have an aversion to Light and Shield stones. Before any combat with such an opponent apply the creature aversion rules. If you are lucky the Arachnari will retreat of its own accord.

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16. No Encounter

Within the gloom you feel something brush past your arm and you react immediately. In the darkness your weapon arcs about you striking nothing. For an instant you wait, ready for the attack to come, but find instead the solitude of empty shadows and a few clinging spiderwebs. There is nothing here...

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17. Sand Lurker

Combat value: 14
Endurance: 18
Aversions: Calling stone
Special rules: +1 to player CV if fighting with sword.
Difficulty modifiers: +1 to creature CV if fought in small room
Creature motivation: Ambivalent

Sand Lurkers are large slug-like beasts that hide within areas of loose ground and wait for their next meal to come their way. These creatures are ambush predators and it is their nature to use long tentacled limbs to grasp out for their prey. A Dungeon Crawler caught within this grasp only has one option. They must cut themselves free and for that purpose a sword is best. Any player who loses a combat round to one of these creatures is considered to be entangled within its grasping limbs and must cut themselves free. Any following combat round won by a player will release the Sand Lurker's hold and the player may then continue the fight or retreat. To get past the Sand Lurker however, will require killing it. These creatures are ambivalent and require no luck test to retreat from.

Creature aversions include the Calling stone. If you have one of these Talismans, and are successful in using it, the Sand Lurker will not attack you. It will remain in its lair and you will be able to pass beyond it without molestation. A choice must now be made. Will you try and force it away with a Calling Stone, retreat from its flailing limbs, or fight your way through?

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18. Jotun (Dreya'dim Swarm)

Combat value: 17
Endurance: 14
Aversions: Light stone, Healing Stone
Special rules: +1 to player CV if fought with spear
Difficulty modifiers: None
Creature motivation: Persistent

Of all the creatures of the Oera'dim it is the Jotun that are the most feared. These giants of the cold wastelands are both strong and intelligent, and possessed of great natural cunning. In life they stand more than 3 metres tall, sport ornate tattooing on their deep ochre skin, and adhere to a code of honour difficult for Men to understand. Their weapon of choice is the long handled warhammer and such weapons are highly prized amongst their number.

The Jotun that will be found within the ruins of Traebor are the spectral remains of these creatures, somehow lost on their way to Hallen'draal, and drawn by the powers of EarthMagic into the depths of the ruins. Jotun have aversions to Light and Healing stones and are a persistent foe that will require two successful luck tests to withdraw from. It has long been found also that the most effective weapon against these giants is the spear or cavalry lance. A player using such a weapon will have a +1 advantage to their CV for the duration of the combat.

The choice is yours to make. Will you fight this creature, force it away with a Sharyah, or retreat and find another way?

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19. No Encounter

In the shadows you wait, all your senses on alert. You are sure you heard something moving in the gloom ahead but now there is nothing. Carefully you advance a few paces and listen intently for any hint of danger. All that comes to you is the muffled rumouring of the stone about you and the steady drip of water. There is no danger here...

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20. Reaver

Combat value: 17
Endurance: 30
Aversions: Calling stone
Special rules: +1 to player CV for all attacks with warhammer. +1 to player CV for all attacks with axe. Instant kill on throw of double six using either of these weapons.
Difficulty modifiers: -2 to creature CV if fought in small room or passage
Creature motivation: Territorial

The Reaver is one of the most widespread predatory creatures in Arborell. Found from the cold wastes of the north to the temple complexes of the Durn it is a frequent foe for Dungeon Crawlers. These scorpion-like predators prefer the easy meal that comes from carrion or the infirm, but will fight if the need requires it. Most grow to more than 6 metres in length and have pincers that can range from 1 to 2 metres. Unlike scorpions however, they do not possess a flexible tail and stinger. Instead their tails are weighted with outgrowths of heavy bone that are rarely used in combat.

The warhammer is the preferred weapon for combat against a Reaver. The creature's hard exoskeleton has only one real weakness, being a soft area around its tentacled eyes between its pincer arms. A strike crushing these eyes renders the beast unconscious and it can then be easily dispatched. Any throw of a double-six during combat will have achieved this aim and the victory will be yours immediately.

If you choose to run from such a creature test your luck attribute once. If you are successful the Reaver will let you go, content to have sent you on your way. If you fail this test however, the Reaver is hungry and sees you as its next meal. If this is the case you will have to fight. As is the rules for such combat you must fight at a disadvantage of -1 to your combat value for the duration of the combat.

To fight a Reaver is a bold choice indeed, but it is yours to make if you wish. Alternatively you may see greater merit in finding another way or using a Sharyah to force it out of your path. Whatever you do, it is best that you act without hesitation.

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21. Clinging Mist

Combat value: 18
Endurance: 4
Aversions: Light stone, Shield stone
Special rules: Can be dispelled with a Flash Charge.
Difficulty modifiers: -2 to player CV regardless of weapon used in combat.
Creature motivation: Ambivalent

There are no scholars in the knowledge of Men that can say what the Clinging Mists might be. First encountered within the halls of Askendis these mists envelop their victims and quickly suffocate them to death. Although nothing but vapours they can be fought with normal weapons, however a -2 penalty applies during the course of the combat.

Clinging Mists have aversions to both Light and Shield stones. If you have either of these talismans in your possession you may use the aversion rules to force the Mists to withdraw. If you have neither of these Sharyah, but you do have a Flash Charge it may be used either before, or during, a combat to dispel the Mists. There are no special rules for this, the combat will simply end in your favour when you adjust your character sheet for the use of the charge.

Clinging Mists are ambivalent. If you choose to retreat from a room that has such an entity within you will not be pursued.

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22. No Encounter

In the gloom you think you see something but no attack comes. For a moment you wait, sure that there is danger lurking in the darkness, however you relax when you realise that it is just the shadows playing tricks with your senses. There is nothing here. It is time to move on.

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23. Jotun (Dreya'dim Swarm)

Combat value: 19
Endurance: 10
Aversions: Light stone, Healing Stone
Special rules: +1 to player CV if fought with spear
Difficulty modifiers: None
Creature motivation: Persistent

Of all the creatures of the Oera'dim it is the Jotun that are the most feared. These giants of the cold wastelands are both strong and intelligent, and possessed of great natural cunning. In life they stand more than 3 metres tall, sport ornate tattooing on their deep ochre skin, and adhere to a code of honour difficult for Men to understand. Their weapon of choice is the long handled warhammer and such weapons are highly prized amongst their number.

The Jotun that will be found within the ruins of Traebor are the spectral remains of these creatures, somehow lost on their way to Hallen'draal, and drawn by the powers of EarthMagic into the depths of the ruins. Jotun have aversions to Light and Healing stones and are a persistent foe that will require two successful luck tests to withdraw from. It has long been found also that the most effective weapon against these giants is the spear or cavalry lance. A player using such a weapon will have a +1 advantage to their CV for the duration of the combat.

The choice is yours to make. Will you fight this creature, force it away with a Sharyah, or retreat and find another way?

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24. Temple Guardian

Combat value: 20
Endurance: 1
Aversions: Light stone, Force stone
Special rules: Will shatter on first combat round lost.
Difficulty modifiers: +2 to player CV if fought with hammer.
Creature motivation: Persistent

It has never been determined how it was that the ancient Trell were able to animate stone, but in the ruins of Traebor it is possible to encounter such wonders and rue the meeting. Temple Guardians were made many millennia ago for the sole purpose of protecting the sacred temples of the Ancients. Made of black crystal, and formed as hooded robed warriors, they are mindless automatons dedicated to the death of any they might find in their ruins. They cannot be reasoned with.

Temple Guardians are powerful foes, but the effects of extreme age have left them brittle and susceptible to the blows of normal weapons. If fought they will shatter at the first combat round lost, the trick to do so before they kill you.

These stone warriors have aversions to both Light and Force stones and will retreat from any player who possesses either. It is important to note that these creatures are Persistent foes, and if you endeavour to retreat from them it will require two luck tests to be successful. With this in mind the choice is now yours to make. Will you fight this Guardian, force it away with a Sharyah, or retreat and find another way?

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25. Sentinel

Combat value: 20
Endurance: 4
Aversions: Force stone
Special rules: +3 to player CV if using warhammer
Difficulty modifiers: -1 to player CV if fought in large room or cavern
Creature motivation: Ambivalent

Unlike Temple Guardians that roam the halls of Traebor at will Sentinels remain stationary, their prime motivation the security of something hidden close at hand. It has been the experience of the Guild that Sentinels possess the same characteristics as Temple Guardians but do not move from the proximity of their charge. They are almost as brittle as Guardians but are slightly stronger, however a solid hit will usually bring one down.

Sentinels have a creature aversion to Force stones, and although they cannot retreat from their position, they will let anyone holding an activated Force stone to pass by them unmolested. If you wish to retreat from a Sentinel there is no requirement for a luck test. Their nature will not allow them to pursue you.

If you do defeat a Sentinel you may search for what they have been guarding. Throw a 1d10. What you find will be dependent on the following table:


 
1
  You have found a Trap. Throw 1d10 and consult the Traps list.
 
2
  You find nothing.
 
3
  You have found a Trap. Throw 1d10 and consult the Traps list.
 
4
  You have found a Light stone.
 
5
  You have found a Healing stone.
 
6
  You have found a Scrying stone.
 
7
  You have found a Shield stone.
 
8
  You have found a Calling stone.
 
9
  You find nothing. Whatever had been hidden here has already been taken.
 
10
  You have found a Force stone.

If you find one of the Sharyah read the information given for that talisman in the reference given for each. All of these stones have their uses in the game and will prove valuable under the right circumstances.

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26. No Encounter

Carefully you search the shadows ahead of you for some sign of danger. All your senses tell you that there is something moving in the gloom, and with no wish to wait for the attack you move forward. Long experience has taught you to trust your gut feelings but there are some things that are unknown to Men, and one of them lurks in the darkness here. It is out of the air above you that the reason for your disquiet falls to earth, and it is not what you expect.

With a tingling chill you feel the air about you grow cold, and as you peer into the dark there comes a bluster unlike any you have experienced before. From high above a blanket of frigid air falls into the space about you, wrapping itself into a tight vortex of swirling dust and debris. Startled by the apparition you step back, and with your movement it advances upon you. Before you can raise your weapon the wind reaches you and then flows around you into the shadows beyond, leaving you chilled and none the wiser of its nature or purpose.

Caught unawares by the strange entity you remain quiet listening for any sign that it will return. It does not. You take a moment to rub the feeling back into your arms and then move on.

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27. Sentinel

Combat value: 20
Endurance: 4
Aversions: Force stone
Special rules: +3 to player CV if using warhammer
Difficulty modifiers: -1 to player CV if fought in large room or cavern
Creature motivation: Ambivalent

Unlike Temple Guardians that roam the halls of Traebor at will Sentinels remain stationary, their prime motivation the security of something hidden close at hand. It has been the experience of the Guild that Sentinels possess the same characteristics as Temple Guardians but do not move from the proximity of their charge. They are almost as brittle as Guardians but are slightly stronger, however a solid hit will usually bring one down.

Sentinels have a creature aversion to Force stones, and although they cannot retreat from their position, they will let anyone holding an activated Force stone to pass by them unmolested. If you wish to retreat from a Sentinel there is no requirement for a luck test. Their nature will not allow them to pursue you.

If you do defeat a Sentinel you may search for what they have been guarding. Throw a 1d10. What you find will be dependant on the following table:


 
1
  You have found a Trap. Throw 1d10 and consult the Traps list.
 
2
  You find nothing.
 
3
  You have found a Trap. Throw 1d10 and consult the Traps list.
 
4
  You have found a Light stone.
 
5
  You have found a Healing stone.
 
6
  You have found a Scrying stone.
 
7
  You have found a Shield stone.
 
8
  You have found a Calling stone.
 
9
  You find nothing. Whatever had been hidden here has already been taken.
 
10
  You have found a Force stone.

If you find one of the Sharyah read the information for that talisman in the reference given for each. All of these stones have their uses in the game and will prove valuable under the right circumstances.

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28. Thrall (Dreya'dim Swarm)

Combat value: 19
Endurance: 12
Aversions: Light stone, Healing stone
Special rules: Spirit creature. +1 to player CV if holding a Sharyah of any type
Difficulty modifiers: This is a Persistent foe that will require 3 successful luck tests if you choose to run rather than fight
Creature motivation: Persistent

The Thralls of the Dreya Tree are the spirit remains of the ancient Trell'sara who once held dominion over Arborell. Humanoid in shape and size, they are depicted in all the ruins of the world as robed, faceless beings, as soulless as the cruel lives they once lived.

In the ruins of Arborell they are the Dreya Tree's Guardians, protecting those things the Dreya Tree covets for itself but cannot take into the Underworld. As spirit creatures they have a natural aversion to both Light and Healing stones, and fight at a disadvantage when any Sharyah is held in your possession. Like all the Dreya'dim they are a Persistent foe, but unlike all other creatures that can be found below ground, require three successful luck tests to retreat from.

What shall you do? Stand against this remnant of the ancient world, or decide instead that it will be best to retreat from its malevolence? If you have a Light or Healing Stone in your possession it may prove better to try and force it from your path. The choice is yours to make.

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29. No Encounter

From somewhere within the gloom ahead you sense the vaguest of movement. Carefully you ready your weapon and stand firm, sure that an attack will come. About you the air is still, and as you wait you can hear the muffled scrape of talons upon bare stone, but they are distant, too far away to be able to determine what might own them. For a short time you wait but no attack comes, the sounds of movement fading into the quiet. If there is something out there it will have to wait. Quickly you recover your composure and move on...

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30. Water Elemental

Combat value: 20
Endurance: 50
Aversions: Shield stone, Force stone
Special rules: -2 to creature CV if fought in small rooms or passages. +1 to creature CV if fought in large room or cavern.
Difficulty modifiers: None
Creature motivation: Territorial

It is said that Water Elementals are survivors of the ancient world, of a time before the Trell'sara or the Oera'dim. Why they still walk the dark places of the world is unknown to mortal Beings, but to be confronted by one is to court an almost certain death.

Water Elementals are constituted mostly of water, but absorb huge amounts of dirt and debris into their forms to provide themselves with the means to kill their intended victims. In the height of their ferocity they take on a grotesque humanoid shape equipped with oversized arms and hands and thick, formless legs. For all their power however, they are susceptible to the normal weapons carried by the brethren of the Deep Guild, and can be defeated if one has both skill and luck on their side.

These creatures of the ancient world have aversions to both Shield and Force stones and are Territorial foes. It is best that a Dungeon Crawler thinks twice about combating such an adversary. The opportunity to retreat, or to use a talisman to force them to retreat should not be discounted. What you do however, is a choice that it yours to make.

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The Torchlight Text Edition is the intellectual property of the author, Wayne F Densley, and all rights are reserved by him. Any questions regarding this title, or any other book in the Chronicles of Arborell series can be answered by emailing the author at densleyw@shoal.net.au