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Legends of the Known World part 1

by Irving Galvez from Threshold Magazine issue 32

The Chort

Deep in the heart of the dark and foreboding forests of Karameikos, there lurks a malevolent creature known as the Chort. This demonic being is known for its cunning and deceptive nature, often appearing in the guise of a lost traveler or a friendly stranger, only to reveal its true form and terrorize its victims in all manner of ways.

The Chort is a powerful demon with the ability to shape-shift and to summon lesser demons and spirits to do its bidding. It can cause natural disasters such as floods, earthquakes, and storms, or bring disease and famine to the land. Its powers of deception are legendary, and it is said that none can resist its trickery and guile.

Those who have encountered the Chort speak of its fearsome appearance, with its horns, glowing eyes, and leathery wings. It is said to be able to move with supernatural speed and agility, striking with razor-sharp claws and a gaping, fanged maw.

The Chort is a constant threat to the people of Karameikos, preying on travelers and villagers alike. It is said to be responsible for a rash of disappearances and mysterious deaths that have plagued the region in recent years. Those who have survived encounters with the Chort speak of its eerie laughter and mocking taunts, haunting them long after their brush with this malevolent creature.

Despite its terrifying reputation, there are some who believe that the Chort can be defeated. Legends speak of holy water and of silver weapons that can weaken or banish the demon, or of brave heroes who have faced the Chort in mortal combat and emerged victorious. However, such tales are few and far between, and most people in Karameikos live in fear of the Chort and the havoc it can wreak upon their land.

As adventurers journey through the forests of Karameikos, they should be wary of the Chort and its many tricks and traps. They may encounter the demon disguised as a helpless traveler or an innocent animal, luring them into danger with its honeyed words and promises of aid. Or they may find themselves in the midst of a sudden and violent storm, summoned by the Chort to obscure their vision and hinder their progress.

Whether they seek to defeat the Chort once and for all, or simply to survive its wrath and continue on their quest, adventurers in Karameikos must be prepared to face one of the most powerful and malevolent creatures in all the land.

Stats

Name: Chort

Type: Demon

Hit Dice: 8+1 (for a total of 9 HD)

Armor Class: -1 (due to its demonic nature)

Attack: 2 claws (1d6) and 1 bite (2d6)

Special Attacks: The Chort can use its powers of deception to trick characters into making deals or breaking taboos, leading them into traps or other dangerous situations. It can also cause natural disasters such as floods, earthquakes, and storms, or bring disease and famine to the land.

Special Abilities: The Chort is a shape-shifter, able to take on various forms and appearances to suit its purposes. It can also summon lesser demons and spirits to do its bidding.

Weakness: The Chort has a weakness to holy water and silver weapons.

Alignment: Chaotic Evil

Movement: 40 feet per round (on foot)

Treasure: The Chort may possess valuable treasures or magical items that it has acquired through trickery or deceit.

Sample spell list for the Chort:

1st level: Charm person, detect magic, entangle, magic missile

2nd level: Alter self, detect invisibility, fog cloud, shatter

3rd level: Lightning bolt, suggestion, water breathing

4th level: Control weather, hallucinatory terrain, polymorph other

5th level: Animate dead, contact other plane, feeblemind

La Tarantola

Long ago, in the bustling cities of the Republic of Darokin, there lived a powerful merchant prince named Caruso. Caruso was a shrewd businessman who had amassed great wealth and power through his trading ventures. However, despite his success, Caruso was known for his arrogance and greed, and many feared and despised him.

One day, while traveling through the countryside on business, Caruso encountered a group of villagers who were being terrorized by a giant spider known as the Tarantola. The spider had been attacking the villagers and their livestock, causing great fear and destruction.

Caruso, seeing an opportunity to further his own interests, offered to help the villagers defeat the Tarantola in exchange for their loyalty and support. The villagers, desperate for help, agreed to Caruso’s terms, and the merchant prince set about devising a plan to defeat the spider.

Caruso gathered a group of adventurers and equipped them with the finest weapons and armor that money could buy. He then led them into the countryside to confront the Tarantola. The battle was long and grueling, but eventually, the adventurers were able to defeat the spider and drive it away.

The villagers were overjoyed at their victory, and they hailed Caruso as a hero. However, as time passed, they began to realize that Caruso had not helped them out of the goodness of his heart, but rather to further his own interests. They soon discovered that Caruso had been using the Tarantola as a means of manipulating the villagers and consolidating his power over them.

Enraged by Caruso’s deceit, the villagers rose up against him and drove him out of their village. Caruso, humiliated and defeated, fled back to the city, never to be seen again. Legend has it that the Tarantola, sensing Caruso’s treachery, had cursed him before it was driven away, causing him to suffer misfortune and failure for the rest of his days.

To this day, the Tarantola is still feared and respected by the people of the Republic of Darokin. It is believed that the spider is a symbol of the dangers of greed and ambition, and that those who seek to use its power for their own gain will ultimately be brought low by their own hubris.

Stats

Name: Tarantola (Gargantuan)

Armor Class: 3

Hit Dice: 24

Attacks: Bite (4d8), Claws (4d6)

Special Abilities: Poison, Web, Hypnotic gaze (see below)

Movement: 120' (40')

No. Appearing: 1

Save As: Fighter 24

Morale: 11

Size: The Tarantola is 10 feet tall and15 feet long, like almost 2 humans tall and 3 humans long.

Poison: The Tarantola’s bite is poisonous. Victims who fail their saving throw vs. poison take 12d6 points of damage.

Web: Once per day, the Tarantola can use its web to immobilize a single target within 60 feet. The target must make a saving throw or be trapped in the web for 1d6 rounds.

In combat, the Tarantola would likely use hit-and-run tactics, striking quickly with two of its legs during a jumping attack and then retreating to avoid taking damage. It may also use its web attack to immobilize a particularly dangerous opponent, or to distract a group of adventurers while it attacks from behind.

One weakness of the Tarantola is its susceptibility to fire. Adventurers who are able to set the Tarantola ablaze or use fire-based attacks against it may be able to deal extra damage or even incapacitate the creature.

Another possible weakness of the Tarantola is its hypnotic gaze. While the Tarantola may be able to use its gaze to paralyze its prey, it may also be susceptible to mesmerizing effects itself. Adventurers who are able to use spells or abilities that cause confusion or disorientation may be able to disrupt the Tarantola’s focus and render it vulnerable to attack.

The Black Shuck

In the Five Shires, Black Shuck is a spectral hound that is said to roam the countryside at night. It is described as being the size of a large pony, with shaggy black fur and glowing red eyes that pierce the darkness. Its howls can be heard from miles away, and its presence is said to be a bad omen, foretelling death and disaster.

According to local legends, Black Shuck is a cursed creature, bound to roam the earth until it can fulfill a task assigned to it by a powerful wizard. This task is said to be impossible, and Black Shuck is doomed to wander the land until the end of time. Some say that Black Shuck is a messenger of the dark powers that dwell beneath the earth, and that its howls are a call to arms for the forces of evil.

Despite its malevolent reputation, Black Shuck is sometimes said to be a protector of the innocent. It is said to have saved people from danger on occasion, and some legends suggest that it can be appeased with offerings of food or drink.

Players might encounter Black Shuck while traveling through the Five Shires, perhaps as they are passing through a haunted forest or crossing a desolate moor. The creature could be a harbinger of danger, warning the players of an impending threat, or leading them into a trap. Alternatively, it could be a powerful ally, aiding the players in their quest or providing valuable information about the dangers that lie ahead.

Stats

Name: Black Shuck (Spectral Hound)

Armor Class: -2

Hit Dice: 8

Attacks: Bite (2d6), Claw (1d6)

Special Abilities: Spectral Form, Fear Aura, Summon Hounds

Movement: 180' (60')

No. Appearing: 1

Save As: Fighter 8

Morale: 10

Spectral Form: Black Shuck is a spectral creature that is immune to non-magical weapons. It can move through solid objects and is unaffected by normal barriers such as doors or walls.

Fear Aura: Black Shuck radiates an aura of fear that affects all creatures within 60 feet. Victims who fail their saving throw vs. spell are paralyzed with fear for 1d4 rounds.

Summon Hounds: Once per day, Black Shuck can summon a pack of spectral hounds (1d6) to aid it in battle. The hounds are identical to Black Shuck, with the same immunities and spectral form but without the fear aura and summon abilities.

Black Shuck would be a powerful opponent for adventurers, with its spectral form and fear aura making it difficult to defeat. Its ability to summon a pack of spectral hounds would also make it a formidable opponent, capable of overwhelming even a well-prepared party.

To defeat the Black Shuck, adventurers would need to use magical weapons or spells to damage it. They would also need to be prepared for its fear aura, which could leave them vulnerable to attack. Clever players might try to find a way to disrupt Black Shuck’s summoning ability, or to use its spectral form against it by luring it into a place where it is unable to move through solid objects.

Defeating the Black Shuck may require adventurers to identify and disrupt the source of the creature’s power. Legends and myths may provide clues about the creature’s nature, and knowledgeable NPCs could offer insights into its origin. The creature could be bound to the physical world by a curse or some other supernatural force, which would need to be uncovered and disrupted in order to defeat it.

Adventurers may need to perform a ritual or spell, find and destroy a cursed object, or use their knowledge of the creature’s weakness to weaken its hold on the world. By finding and disrupting the source of the creature’s power, adventurers may be able to banish Black Shuck from the Five Shires and save the people from its malevolent influence. With bravery, cunning, and determination, they could triumph over the spectral hound and restore peace to the land.