Swords Against Madness

Episode 33: Abzu

Swords Against Madness

Show Notes

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

3d6categoryEncounter#Mein3WeirdnessChaos Shock Troops*specialMarching to war4WeirdnessThe Yearning**n/aWeeping5IntelligentTitan (Lawful)1Creating Beauty6IntelligentJaani2d3Wandering7IntelligentArcane1Trading8HumanoidElves2d10Exploring9MonsterArumvorax1Foraging10MonsterArchon1d3Guarding11MonsterGriffon1d6Hunting12MonsterLeucrotta1d3Plotting14HumanoidParagons†2d10Patrolling14SupernaturalSprite2d4Frolicking15SupernaturalSirine1d3Resting16SupernaturalDemon, Greater1Destroying17AtmosphericSight of the Palace‡n/aBlessing18AtmosphericScar of Chaos⁰m/aResearching

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.

⁰Scar 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:

“Cyberpunk Futuristic City” by INPULSMUSIC

“Powerful Stylish Rock (Motivational Indie Rock Trailer)” by Sound for You

“Gritty Blues Riff” by Catch-22 Music

“Massive 90s Trip-Hop” Musinova

“Dead Sci-Fi Ambient” by Everything is Dead

“Dark Ambient Soundscape” by DELOsound

“Danger” by SergePavkinMusic

“Acidcore” by Jumping Bunny

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