Gorva Lair
RoomDCC 87 · p.11
Open source p.11Area 3-3 – Gorva Lair
The floor of this chamber is covered with fallen stone and masonry. A wide crack in the floor emits sounds of flowing water, and a moss-like substance with slowly writhing tendrils grows along the length of the fissure, which extends up the rear wall and into the ceiling.
If any PCs approach within 5 feet of the crack, the two gorva within select a target and cooperate to harpoon it and pull it down into the crack until it expires, keeping the body between them and the party. Once the target is dead, they creep deeper, out of sight, to wait for it to ripen and for the rest of the party to leave.
Gorva (2): Init ; Atk harpoon missile ( plus poison); AC 15; HD ; hp 13 each; MV 30’; Act ; SP harpoon tether (DC 20 Str check to break free), poison (DC 15 Fort save or additional damage, plus hp damage per round until healed); SV Fort , Ref , Will ; AL N.
Area 3-4 A&B – Feral Korgu Nest: A high chamber opens before you, a blue-green glow limning its walls. From the ceiling, baglike pods depend like dark fruits from a vine. To the northeast, you see a partly-open door leading into a room beyond.
This is a nest of korgu and their young (3-4A). If they have been warned by their guards, the party should arrive at an empty room. If not, 10 climb from their sleeping hammocks to the ceiling and attempt to hide in the shadows. Six move into the other room (3-4B) and bar the door from within (DC 20 Pick Lock check). The room is a nursery, and the korgu die to the last to defend their young.
Korgu (up to 16): Init (75% chance to surprise if hiding); Atk claw melee () or acid missile (); AC 14; HD ; hp 10 each; MV 40’ or climb 30’; Act ; SP amphibious, boneless; SV Fort , Ref , Will ; AL N.