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Realm of Thought
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Author: Eric Noah
Homepage: http://members.home.net/noahrpg/
System: D&D Planescape
Type: Scenario
Category: Fantasy
Requirements:


PCs appear in Ilsensine’s Realm of Thought and must fight their way to the surface.

Note:  You'll want to review the brief notes about The Realm of Thought presented in the original Planescape boxed set, and you'll need to use the psionics rules with this adventure.

Summary:  PCs appear in Ilsensine’s Realm of Thought and must fight their way to the surface.

Adventure Background:  This area of the Realm of Thought is devoted to the enslavement of wandering petitioners and adventurers who are lured from the Outlands.  A mind flayer called Qoxar the Insurmountable takes great pleasure in capturing these hapless souls, devouring their brains, and
making them into the mindless zombies that serve Ilsensine.

Qoxar occasionally works with slavers such as tso, ogre mages or beholders, who bring him tasty morsels from across the planes.

Special Conditions of Ilsensine’s Realm of Thought:  Intruders hear the constant whisper of evil and domination in their brains.  Until they are within a mile of the surface entrance, PCs must make a Wisdom check every few hours or go insane.  The insanity will pass within a few more hours if the insane PC can pass a half-Wisdom check.  Use the Alienist chart on p. 88 of Spells & Magic, focusing on delirium, disorientation, attraction/obsession, phobia (mind flayers), paranoia, amnesia (spells wiped, all skills lost for the duration, save vs. death at end of insanity or permanently lose one proficiency), delusional insanity (that he is being controlled by the brain-god).

Because its position in the Outlands, no spells of 8th or 9th level will function in the Realm of Thought; however, all of the god-brain’s powers work normally.

Encounter Locations:

1.  Entry Pit.  PCs find themselves chest deep in god-knows-what sorts of rancid entrails and dung.  Wallowing in this filth is a mutant neo-otyugh with pinkish exposed brain matter poking out through its tough hide:

 Neo-Otyugh (mutant):  AC 0 (-1); MV 6; HD 12; hp 72; D 2-12/2-12/1-3; SA Grappled opponents suffer 2-4 points of damage per round. Otyughs' bite attacks gain a +2 bonus to the attack roll when biting grappled opponents. Neo-otyughs use their victims as shields, bettering their Armor Class by 1.  Neo-otyughs may also force attackers to hit the grappled character with a successful attack roll of its own (vs. the grappled character's AC); to do this the neo-otyugh forgoes its squeeze attack. Characters with a Strength of at least 18 can struggle for one round and automatically break free; others must make a successful open doors roll to escape.  Bite is 90% likely to infect the character with a debilitating (80%) or fatal (20%) disease; psionics; SD immune to disease, telepathy; XP 7000.   Psionic summary:  PS 14; mind thrust/no defenses; cause decay, death field, poison, double pain.  Tactics:  will initiate psionic powers and launch physical attacks in the same round.

Once the creature is disposed of, PCs get a good look at their surroundings.  They immediately sense the presence of hundreds or thousands of whispering voices in their heads.  PCs who concentrate can make out a few of the voices -- ominous bass whispers of domination and dread.  PCs must make a save every few hours or go insane (see above).

2.  Typical Tunnel.  The tunnels throughout the place are of a slick, moist chittinous substance.  Dangling ropes of mucous hang from the ceilings, and soft pink glowing bulges in the walls and floors appear occasionally.  The bulges are actually part of the god-brain.  Touching them causes the incessant voices to increase in volume, and there is an underlying promise of revealed knowledge.  Hurting the bulges instantly sends a mental shockwave that causes 3d6 electrical damage and effectively lowers Intelligence and Wisdom by 4 for 2-8 hours.

PCs are likely to see scurrying insects like giant centipedes, large white crickets, and so forth, and they also discover pale, deadly mushrooms here and there.

3.  Cranium Rats.  This low-ceilinged irregular cavern is home to a few dozen cranium rats.  They use ESP to determine what the party wants (for instance, an exit from the Realm of Thought), then use false sensory input to create an illusion of that very thing.  Once lured into the cavern, PCs will be swarmed and attacked.

The ceiling varies from about 5’ to as low as 3’.  Crawling PCs always lose the initiative and attack at a -2 to hit and damage unless using size S weapons.

45 Cranium Rats:  AC 6; MV 15; HD 1; hp 7 ea; THAC0 19; D d4; SA psionics; SD save as 18th level Fighter, resistance to area effect spells (1 rat killed per die of damage delivered); XP 4000 (for defeating the swarm).  These creatures swarm parts of the realm in scores, and are favored creatures of Ilsensine.  They differ from the standard cranium rat in that they receive psionic powers rather than spells.  Every 5 rats generate 2 points of Intelligence.  At full strength, they can use the following powers:  ESP, false sensory input, attraction, aversion, mindblast (as mind flayer).  For every 5 rats killed, they lose on power starting with the mind blast.  When down to 20 rats they try to escape.

4.  Wandering Zombies.  At this widened part of the tunnel, PCs can see several humanoids slowly approaching.  They are all well-preserved corpses; closer examination reveals holes in the skull where brains have been extracted.  These are the eyes and ears of Ilsensine, and they attack living intruders on sight.

8 Psionic Zombies:  AC 7; MV 6; HD 2; hp 16 each; THAC0 19; D d8; SA psionics -- can initiate any psionic power (but is instantly destroyed upon doing so); SD undead immunities, 10% magic resistance; SW attacks last (psionic attacks are at normal initiative); XP 175.  These are the “petitioners” of Ilsensine’s realm, lifeless husks who attack living beings and channel the god’s psionic powers (destroying the zombie immediately).  Psionics will be initiated in this order: mass contact, mindlink (Ilsensine talks to one PC), domination (dominated PC is ordered to abandon his fellows and given directions to the main chamber where Qoxar is), invincible foes, domination (another PC -- try to subdue the rest of the group).  As each power is initiated, one poor zombie’s head explodes in a shower of gore.

5.  Umber Hulks.  Two charmed guardians roam this hallway at this point.  They eagerly attack intruders.

Umber Hulks (2):  AC 2; MV 6; HD 8+8; hp 53; THAC0 11; D 3-12/3-12-1-10; SD cause confusion (save at -2 negates); XP 4000.  Confusion:
 D10 Roll     Action
   1              Wander away (unless prevented) for duration of spell
 2-6             Stand confused for one round (then roll again)
 7-9            Attack nearest creature for one round (then roll again)
 10              Act normally for one round (then roll again)

6.  Hole in the floor.  There is a well-worn hole in the chittinous floor of the tunnel.  A cross tunnel can be seen about 20’ down.  This would also be a good place for some saving throws for insanity, and sights like giant crickets or centipedes.

7.  Cave in.  Again, emphasize the wildlife -- crickets, centipedes, blobby mushrooms.

8.  Grand Cavern.  This high ceilinged cavern is ringed with the glowing bulges seen in the tunnels.  The voices in PCs’ heads increase in volume and everyone should make their saving throw versus insanity.

Lurking in the shadows are a dozen more psionic zombies, who shuffle out to attack intruders.

12 Psionic Zombies:  AC 7; MV 6; HD 2; hp 16 each; THAC0 19; D d8; SA psionics -- can initiate any psionic power (but is instantly destroyed upon doing so); SD undead immunities, 10% magic resistance; SW attacks last (psionic attacks are at normal initiative); XP 175.  These are the “petitioners” of Ilsensine’s realm, lifeless husks who attack living beings and channel the god’s psionic powers (destroying the zombie immediately).  Psionics will be initiated in this order: mass contact, mindlink (Ilsensine talks to one PC), domination (dominated PC is ordered to abandon his fellows and the black tentacles part, allowing just this PC to pass by), repeat.  Only if Ilsensine rolls a 20 on the power check does the power fail; normal saves apply, however.  PCs who avoid being dominated are detonated, aged, caught in a death field, or affected by other powers as desired.  As each power is initiated, one poor zombie’s head explodes in a shower of gore.

Over 40 rubbery black tentacles block the stairs.  This passage leads several miles down into the
depths of Ilsenine’s Realm.  Unless PCs are dominated, they will be forbidden to pass by the tentacles.  Each tentacle is 10’ long, AC 4, 30 hp, THAC0 10, does 2d4 on hit and victim must save vs. spells (DX applies) to avoid being caught and squeezed for 3d4 per round until released.

9.  Insanity check.
 

10.  Mind Flayer Quarters.  While currently unoccupied by the mind flayer, the quarters are guarded by several shriekers who summon several umber hulks to deal with intruders.

a.  A group of 4 shriekers does its thing if light or sufficient noise approaches.  They’ve been trained to ignore the mind flayer and umber hulks.  Hulks from areas b and c arrive immediately to attack intruders.

b & c.  These two alcoves hold a total of 4 sleeping umber hulks.  They savagely attack intruders if awakened.

Umber Hulks (4):  AC 2; MV 6; HD 8+8; hp 53; THAC0 11; D 3-12/3-12-1-10; SD cause confusion (save at -2 negates); XP 4000.  Confusion:
 D10 Roll     Action
   1              Wander away (unless prevented) for duration of spell
 2-6             Stand confused for one round (then roll again)
 7-9            Attack nearest creature for one round (then roll again)
 10              Act normally for one round (then roll again)

d.  The central feature of this room is an extra-large, extra-glowing brain-like bulge in the floor.  PCs who approach get the feeling that if they just touch it they could gain a great deal of insight or learn some piece of knowledge completely unknown.  All who touch it must save vs. mind-influencing spells at -4.  Success and failure are outlined below:

In Either Case:  Hundreds of millions of bits of info pass through the brain of any PC touching the bulge; they only remember ones relevant to themselves, however.  Sample bits of knowledge:
 

  • There is a portal to Sigil located in the wine cellar of the Green Bramble Inn (PC also gets a mental map showing where this inn is located -- nearby on the Outlands).
  • Ilsensine's rival, the god Maanzecorian, is going to be slain by some powerful being very soon.
  • Primus is dead.
  • Raja Khan wants to steal Demonbane for his mistress, Kaliva.
  • The Will of the One is about to change the City of Doors forever.

Success:  roll d20
1-10  Gain one of the following psionic wild talents:  object reading, deflection, clairvoyance, poison sense, blast feedback [new], true sight.
11-20  Learn a new spell (if a spellcaster -- use spells from Planewalker's Handbook or Spells and Magic -- try 4th level Ultravision, 3rd level Lesser Sign of Sealing, or 2nd level Protection from Poison, all from S&M) or a new skill (weapon proficiency or a skill like Endurance or Hunting for warrior, the “escape bonds” skill for rogue, psionic devotion for psionicist, illithid track for rraakkma member.)

Failure:  roll d20
1-10  Instantly go insane as outlined above, but no save; lasts until removed from the Realm of Thought or until suitable magic is used.
11-13  Drained of 2 points Wisdom and Intelligence until the Realm of Thought is left behind.
14-18  Shocked into a comatose state for d4 days.
19-20  Dominated by Ilsensine and ordered to attack party.

e.  A comatose human, a dead dwarf, and an insane elf are prisoners in this room, blocked by four black tentacles (see f below).  The human is as good as dead and cannot be cured of his condition, but the elf could be revived (she’s catatonic).  She’s a petitioner of the Seelie Court who wandered onto the Outlands during some wild party; she got lost and ended up being captured by some slavers and brought here.  The elf maiden, named Ehryna, is useless in combat but will be eternally grateful for her release.

f.  Eight black tentacles block the way to Qoxar’s room.  Each tentacle is 10’ long, AC 4, 30 hp, THAC0 10, does 2d4 on hit and victim must save vs. spells (DX applies) to avoid being caught and squeezed for 3d4 per round until released.

g.  Qoxar’s quarters.  Dominated by piles of pillows, plush rugs, and three wooden chests:

#1 is locked and trapped with poison gas (2 r, Death/30).  Contains 3,800 gp and 300 pp, as
well as a wand of magic missiles with 36 charges.
#2 is locked.  Opening it summons an ooze elemental that attacks intruders (see below for stats).  Contains an amulet versus undead (6th level), and six potions, all labeled in illithid: vitality, health, human control (humans), human control (elves), human control (dwarves), human control (halflings).
#3 is locked and trapped with poison gas (2r, causes blindness for d4 hours).  Contains three scrolls:  wizard scroll containing charm person, hypnotism, suggestion, sleep; psionicist notes that, if read and studied, grant the user a permanent one-time bonus of 10 PSPs; protection from water.

Ooze elemental:  AC 0; MV 36; HD 8; hp 39; THAC0 13; D 2d8; SA multiple tendrils, constriction (strike and constrict in one round, continue constricting plus strike with another ooze tendril the next round); SD +1 or better to hit, half damage from fire and cold; SW mud to rock spell slays it; XP 3000.

11.  Insanity Check.  Good spot for an insanity check..

12.  Main Cavern.  This is a high ceilinged cavern with natural pillars and ledges.  Two ogre mages with guards and slaves are meeting with Mind Flayer and guards.  If the group is not disturbed for 30 minutes, the monsters finish their negotiations, Qoxar returns to his quarters to retrieve some treasures, comes back to the cavern and hands them over to the ogre mages.  The mind flayer then devours two slaves’ brains and has the half-ogre guards escort the remaining slaves to area 10e.  The guards return, and the ogres leave the complex.

Ogre Mage Chieftains (2):  AC 4; MV 9, FL 15; HD 5+2; hp 47, 40; THAC0 15; D d12; SA fly, polymorph to humanoid, invisibility, cause darkness; charm person 1/day, cause sleep 1/day, assume gaseous form 1/day, cast cone of cold 1/day (20’wide, 60’ long, 8d8 damage) 1/day; SD regenerate 1 hp/round, save as 9 HD; XP 975.  These visiting dignitaries from the Palace of Judgment bring captured petitioners in return for magical items or other payments.  If forced to flee, they will assume gaseous form and leave the room; later, they will polymorph into bedragled humans and beg to join the party, ambushing the PCs later on.

Half-ogre warriors (5):  AC 3 (plate mail); MV 9; HD F3; hp 22 each; THAC0 16; D d8+5 (ST and specialization); SA specialized; XP 175 ea.  Each carries either a long sword, a morning star, or a battle axe, as well as 20 gp.  One carries a backpack with the Ogre Mage treasures:  2,200 gp worth of gems, 400 gp in coins, and a few days of disgusting rations for the slaves.

Qoxar, Mind Flayer:  AC 5; MV 12; HD 8+4; hp 68; THAC0 11; D 2 per tentacle; SA psionics, mind blast; SD psionics; XP 7000.  Psionic summary:  PS 18, all defense modes, Ego Whip and Id Insinuation attacks; control body, levitation, probability travel, teleport, astral projection, domination, mindlink, awe, invinciblefoes, aversion, contact, ESP, post-hypnotic suggestion.  In addition, Qoxar has a powerful psionic device: Grol’s Tusk of Defense:  can initiate telekinetic barrier 3 times per day for 10 rounds each, suppress magic for 10 rounds per day, and deflect 1 missile attack per round.  The item is aligned lawful evil and will slowly drain PSPs from any owner who is not so aligned.  Qoxar is a superior psionicist and can initiate/maintain an attack, a defense, and one psionic skill per round.

Umber Hulks (2):  AC 2; MV 6; HD 8+8; hp 53; THAC0 11; D 3-12/3-12-1-10; SD cause confusion (save at -2 negates); XP 4000.  Confusion:
 D10 Roll     Action
   1              Wander away (unless prevented) for duration of spell
 2-6             Stand confused for one round (then roll again)
 7-9            Attack nearest creature for one round (then roll again)
 10              Act normally for one round (then roll again)

Slaves:  Ten male and female petitioners from the Palace of Judgment, all charmed, all weary
and weak.  They are all orientals, all zero-level, and all interested in heading back to the Palace.

13.  Zombies. More psionic zombies roam here, attacking intruders and allowing Ilsensine to attempt to dominate them.

9 Psionic Zombies:  AC 7; MV 6; HD 2; hp 16 each; THAC0 19; D d8; SA psionics -- can initiate any psionic power (but is instantly destroyed upon doing so); SD undead immunities, 10% magic resistance; SW attacks last (psionic attacks are at normal initiative); XP 175.  These are the “petitioners” of Ilsensine’s realm, lifeless husks who attack living beings and channel the god’s psionic powers (destroying the zombie immediately).  By this time, Ilsensine just wants to kill the intruding PCs.  Psionics will be initiated in this order: mass contact, domination (dominated PC is ordered to attack the rest of the group), invincible foes, domination (another PC), detonate or disintegrate if possible.  As each power is initiated, one poor zombie’s head explodes in a shower of gore.

14.  Dead end.  Another insanity check is in order here, though saves are at +4 due to the increased distance from Ilsensine.



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