Episode 33: Abzu


Miria, Kale, & Edryk cross the shimmering plane of Amber, and then into the darkness of Abzû, beset on all sides by monsters and mysteries.

This episode includes a classic Dungeons & Dragons monster: the Aurumvorax, reproduced here based on the stats in the AD&D2e Monstrous Manual for Swords & Wizardry.

I did take liberties with the speed of the aurumvorax to make it more of a threat and more weasel-like.

Aurumvorax

The Aurumvorax or gold-gorger is an eight-legged weasel-like creature about 12′ long. It can burrow through solid rock. The aurumvorax eats gold, which it processes in order to produce teeth, claws, and fur of naturally shaped gold, and its flesh is infused with the metal.

Aurumvorax: HD: 12; AC: 0 [19]; Att: bite (2d4 + grab); SV: 3; Special: grab, bludgeoning resistance; MV: 24 or Burrow 3; AL: Neutrality; ML: 11; No. Appearing: 1; CL/XP: 15/5,800

  • Grab: When an Aurumvorax hits with its bite, its target must make a saving throw or be grabbed. Once an aurumvorax grabs a foe only death can make it let go. At the beginning of each round, the aurumvorax deals 8 bite damage automatically, anc makes 2d4 claw attacks on the target that deal 2d4 damage each,
  • Bludgeoning Resistance: An Aurumvorax takes half damage from bludgeoning attacks.
  • Pelt: An aurumvorax pelt is worth 17,400gp

The Amber Random Encounter Table

3d6 category Encounter # Mein
3 Weirdness Chaos Shock Troops* special Marching to war
4 Weirdness The Yearning** n/a Weeping
5 Intelligent Titan (Lawful) 1 Creating Beauty
6 Intelligent Jaani 2d3 Wandering
7 Intelligent Arcane 1 Trading
8 Humanoid Elves 2d10 Exploring
9 Monster Arumvorax 1 Foraging
10 Monster Archon 1d3 Guarding
11 Monster Griffon 1d6 Hunting
12 Monster Leucrotta 1d3 Plotting
14 Humanoid Paragons† 2d10 Patrolling
14 Supernatural Sprite 2d4 Frolicking
15 Supernatural Sirine 1d3 Resting
16 Supernatural Demon, Greater 1 Destroying
17 Atmospheric Sight of the Palace‡ n/a Blessing
18 Atmospheric Scar of Chaos⁰ m/a Researching

Notes

*Chaos Shock Troops: roll 1d6: 1-2: 3d6 Orcs, 3-4: 3d6 Gnolls, 5: 3d10 beast men; 6: 1d6 Ogres; led by an evil fighter level 2d4+2.

**The Yearning: All mortals must make a save or feel compelled to rest, stay, and seek service at the castle. They become blissful, being automatically surprised by later encounters, and at -2 to attacks and damage until they leave Amber. If all members of the party fail, they will seek to serve at the castle.

Paragons: Nearly perfect divine reflectiosn of humanity. Generate an adventuring party but all statrs are at 2d4+10, maximum hit points, magical equipment. Loyalty to the Prunces of Amber

Sight of the Palace: A view of the crystal palace of Amber.

Scar of Chaos: A rent in reality caused by wars to rule amber. Roll for an encounter from another random plane.

Music in this Episode

Original Music:

  • “The Colonists’ Shanty” by Brian C. Rideout

From the Free Music Alliance:

  • King Edward by Mister Smith (CC-BY) from the Free Music Archive

From Pixabay: