2B. GN O L L HUNT ERS
The rest of the gnoll hunters race through these caverns
in search of the hook horrors. Unless they are drawn
elsewhere, four gnolls and a gnoll pack lord are here.
TREASURE
The gnoll pack lord carries two bloodstones worth 50 gp
each and a brown tourmaline worth 100 gp.
- CORNER E D
The fleeing hook horrors make their way here, where
mey wait in ambush for any creatures that follow them.
The passage is narrow enough that Medium creatures
must move single file through it. The cave appears to
be a dead end, and the hook horrors fight to the death
against any creatures that enter.
Characters who take the time to search the cave s pot
a hole in the 10-foot-high ceiling (marked Con the map),
"hich requires a successful DC 12 Strength (Athletics)
check to climb up into. It leads to area 4.
4. HooK HoRROR NEST
The sandy floor of this cavern holds a clutch of four
1-foot-diame ter eggs with rocky outer shells, all half-
buried in a shallow pit. These are hook horror eggs, and
any character that touches an egg can feel it trembling.
Each hour, there is a 10 percent chance that one of
the eggs hatches. The infant hook horror that e merges
imprims on the first creature it sees. It thereafter
follows that creature around like its parent, demanding
to be fed. 1f the characters manage to keep the hook
horror alive, it eventually reaches adulthood after
s ix months. Track its growth using the Hook Horror
Maturation table.
HOOK HORROR LAIR: GENERAL fEATURES
As characters explore the hook horror lair, keep in mind
the fo llowing features.
Light. The tunnels are completely dark, which doesn't
hinder e ither the gnolls or the hook horrors.
Tight Passages. Tunnels marked " P" on the map are
narrow enough that Large creatures such as the hook
horrors must squeeze through them, spending 1 extra foot
of movement for every foot of passage. Medium or smaller
creatures can move through such areas normally.
CHAPTER 2 ) INTO DARKNESS
33
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