| Display a Printer Friendly Version The Tomb of Zerthimon [comments:(0),
views:(5270), rating:(0.0)] Author: Ken Raymond Homepage: http:// System: D&D Planescape Type: Scenario Category: Fantasy Requirements: The party travels to Limbo to "loot" a special tomb, but things don't work out as planned.
Graphic: Level 1 & 2 Graphic: Level 3 Graphic: Level 4 Graphic: Level 5
'I've bobbed some canny bariaur, run with rogue modron, and even dodged th' Mazes; but never get between a gith and an illithid, cutter.'
-Aarik Castren, tiefling knight of the post
DM's Overview: The party goes to a tomb on Limbo claimed to be, alternately, the tomb of Zerthimon, and the tomb of Gith, by both githzerai and githyanki. However, inside the tomb, mind flayers have used the patronage of Ilsensine, mind flayer Power, to make a nexus of psionic power, amplifying their psionic abilities to allow them to regain control of the gith peoples as a first step to the return of their ancient empire.
In the sense of a published D&D adventure, sections are indicated to be read or paraphrased to the players. These sections are indicated by italics. Feel free to omit what you wish. Item and spell names are not to be mentioned.
Overall Encounter Level: 10
Not all locked doors are addressed in the room descriptions. In these cases, assume stone doors with an Open Locks check (DC 25) to open them.
The PCs (or the party's "frontman") is contacted by a human Guvner sage. He claims to have found a permanent landmark in Limbo, the Tomb of Zerthimon, and presents a small, well-crafted trinket of gold as evidence. If appraised (DC 15), it is recognized as being similar to the trappings of a tomb, as well as being old enough and of quality to be worth approximately 1,000 gp. The item also has a number of identifying marks making this out to be of githzerai work. The sage, who identifies himself as Eral, promises there is much more at the site, and that this is one of the lesser quality items. He asks only for a few of the items for archiving and examination, and offers a githzerai named Neirkon as a guide for the party.
Note: Make Spot checks (DC 15) for the PCs. Anyone familiar with githzerai will notice that Neirkon is a little too "stiff" for a normal githzerai, and his accent when speaking Common is not of someone who has been speaking the githzerai tongue most of his life.
Random encounters on the way to the site, while in Limbo: 12% chance per traveling hour, 5% chance per inactive hour, 3 day trip from the portal from Xaos
Roll 1d4 to determine:
1) Sect of githzerai - indifferent
These monks are travelling in search of the rumored tomb of Zerthimon that has been discovered (2d12 3rd level students, 2 7th level teachers, 1 9th level mentor). They may be willing to share information on the legend of Zerthimon (just before the NPCs section). They are also looking to confirm what has been discovered at the tomb, rumors that there is proof Zerthimon had been compelled by the illithids when he split the race.
2) Rrakkma - indifferent
These githzerai have heard of mind flayers in the area (3 8th level monks, 1 8th level rogue, 2 11th level psions).
3) Githyanki squad - hostile
These githyanki have been sent in search of the rumored tomb of Gith that has been discovered (11 to 20 3rd level fighters, 2 7th level sergeants, 1 9th level captain, 1 young red dragon). The captain has documents on his person indicating a search for the tomb of Gith, and proof that the illithids had been compelling Gith when she and Zerthimon split the race.
4) Illithid - hostile
A solitary illithid preying upon beings in the area of the fake tomb to Zerthimon/Gith.
The Tomb of Zerthimon/Gith
A gigantic building of granite stands in the chaos wastes of Limbo, stairs leading up to its raised entrance, with four statues standing at each corner of the stairway.
The tomb is a massive granite structure 350 feet long and 100 wide, its proportions unchanging in the chaos of Limbo. The front of the tomb is a flight of stairs leading up to the door, statues at both the bottom and top sides of the stairs. The statues are granite as well, depicting Zerthimon (to a githzerai), Gith (to a githyanki), or an anonymous githzerai (to any other race). Any attempt to exert one's will upon the tomb or 50 feet around it automatically fails.
Bodies lay around the base of the stairs, both githyanki and githzerai. They have already been looted, but not obviously. Mundane weapons and coin are scattered among the bodies; four daggers, six swords, and 368 copper coins, along with the nine corpses. Neirkon is strangely unconcerned over this. Each of the bodies' heads have four small and bloody holes on them.
Note: Make a Spot check with the pretense of finding the holes in the head. It is actually to see whether any PC notices the two mind flayers hiding in the shadows to the side of or behind the statues. If no PC notices the mind flayers, they attack once the PCs begin searching the bodies. If a PC spots a mind flayer, make a Spot check for the mind flayer (DC 15) to notice it has been detected. The doors of the tomb have been arcane locked, and a sign hangs on them. In Common, it reads, "Here lies Zerthimon," or, "Here lies Gith" (a githyanki sees Gith's name, any other sees Zerthimon's name). Hidden in the writing is a sepia snake sigil, as cast by a 7th level wizard.
Level 1
1. Entry Hall
Once inside, a hall stretches deep into the structure. The hall is an exercise in duality, it seems, as two murals oppose each other on the opposite walls. The left side mural depicts Zerthimon's history, and his teachings and the Unbroken Circle of Zerthimon scribed below. On the right side mural, Gith is depicted, with her teachings and orders scribed below. However, all throughout illithids are shown influencing both Zerthimon and Gith.
2. Armory
After 80 feet, the hall reaches an intersection. Murals continue along the walls; to the right, the murals depict scenes of war and great battles fought by both githyanki and githzerai. To the left, the murals show portraits of great and powerful githzerai and githyanki legends, including Zaerith, God-King of the githzerai, and Vlaakith, lich-queen of the githyanki. Forward, the murals of Gith and Zerthimon continue.
The right passage is 20 feet long, lined with murals showing great battles in the history of the githzerai and the githyanki, especially between each other, with illithids guiding the early war between Gith and Zerthimon.
A. Ten feet from a door at the end of the hall, there is a simple stone trap. A Search check (DC 20) can find it. When set off, the floor tilts at a sharp angle, sending the PCs tumbling into a hidden compartment with a gelatinous cube hidden inside. A reflex save (DC 12) allows a PC to keep his footing or possibly not fall into the cube. Inside is a pair of mind flayers.
The small room, approximately 400 square feet, is stuffed overfull with racks of old weapons and dummies with old armor. A pair of illithids are in the room, surprised at your entrance. They look like they have been examining the armor, and some of it has been restored, but left at gith body sizes.
The door is steel with an average lock (DC 25). Two mind flayers are in the armory. The entrance of the players catches them flat-footed, and they immediately lose initiative. The room is twenty feet by twenty feet; the walls lined with racks of weapons. The weapons are longswords, greatswords, bastard swords, greataxes, battleaxes, and warhammers. One longsword is a +3 longsword, and if the PCs do not find it in 4 turns, are still in the room, and Neirkon is still alive, Neirkon finds it and takes it. Suits of various types of medium armor are on dummies around the room as well. The metal armor is partially rusted and damaged (-1 to armor bonus), while the hide armor is mostly rotted away, totally useless.
3. Library
The left passage is 10 feet long, lined with portraits of legends in both githzerai and githyanki history, including Zaerith the God-King and Vlaakith the lich-queen, as well as Gith and Zerthimon themselves.
A. A fire trap is on the stone door, cast by a 9th level wizard (DC 29 to find and to disable the trap, rogue only).
This is a confined room, for a library. Three large tables set in a semi-circle dominate half the room, each with four chairs at it, all half-rotten. The other half of the room is dominated by three bookshelves, also rotted, with many books consumed by bookworms and heavily damaged.
Inside, there are three hostile 7th level githzerai fighters and one hostile 6th level githyanki sorcerer. They are not surprised, and are controlled and will attack. Ten feet beyond the githzerai there are three old tables, each with four chairs. The sorcerer is behind the middle table. The room itself is 20 feet by 40 feet. To the left of the entrance, the bookshelves, 12 feet long, stand. The chairs are partially rotted, and some have collapsed to the floor; none look stable.
B. Each table has a number of old, moldy and rotten texts open, closed, stacked or scattered upon it, with papers that are torn and illegible. Some of the books are held open and papers held down with smooth-polished stones. One of the paperweights is a Stone of Good Luck (Luckstone).
C. Most of the books in the shelves and on the tables are worthless, destroyed from age, water damage, and bookworms. Inside one good-condition book on a table, a dry text called The Rule of Threes: An Examination of the Unwritten Laws of the Planes, are tucked three scrolls, folded over each other; scroll of invisibility sphere, clairaudience/clairvoyance, slow (3rd level); scroll of cloudkill (5th level); and scroll of greater shadow conjuration, telekinesis, wall of force, Bigby's interposing hand, hold monster (5th level). Two books are the same, except for the languages they are written in. One is in Undercommon, and the other is in Common. They are entitled The Control of the Illithids, Before and After the Gith Wars. They support the evidence of Zerthimon and Gith being controlled by the mind flayers after their war for freedom.
D. Five of the books on the shelves that are still intact are useful for a wizard's research, though the others are histories.
4. Hall of Statues
The hall continues past the intersection, twelve alcoves, set in approximately every twenty feet, interrupt the continuing mural of the illithid control of the gith peoples. A statue of a githzerai stands in each alcove, dressed in the ceremonial armor of a zerth, holding a platter forward while a mind flayer's tentacles trail back from the head of each statue, as if holding it in thrall. Each platter holds a small, but valuable, work of art.
Forward, the hall and the murals of Gith and Zerthimon continue for 200 feet, focusing more on their lives after the Declaration of Two Skies. The construction of Shra'kt'lor is pictured with Zerthimon, and the construction of one of the githyanki fortresses on the back of a dying god in the Astral Plane. Every 20 feet, starting 30 feet down the hall, alcoves are set into each wall, 12 total. Each holds a marble statue of a githzerai, hands held forward with a platter set on them. Each platter holds a work of art, none more valuable than 700 gp. One of the statues has a head that can be turned, Spot check (DC 25) to see the seam. When turned, a passage opens behind the statue with a stairway that leads down to level 2 of the tomb. Three of the statues will animate within a minute the art is taken from its own platter.
5. Display Room
The door opens into a wide, large room, filled with the trappings of a central tomb. A huge stone sarcophagus is in the center of the room, stylings on the front showing illithids controlling a single githzerai. Torches stand around the room, providing good lighting, more than enough to show a pit five feet wide and just across the doorway, with spikes glistening at the bottom.
At the end of the hall there is a set of huge, metal double doors. The doors are locked (DC 25). They open into a large room, 60 feet by 50 feet. Inside the room itself, a large stone sarcophagus dominates. The room is lined by gilded lamps, apparently with continual flame cast upon each. Tapestries of Zerthimon or Gith line the walls. Hiding behind the sarcophagus are two mind flayers. They attack once the players have handled the trap. The sarcophagus is empty.
A. Directly inside the door is a pit, five feet wide and spanning the width of the doorway. At the base of the pit are a number of poisoned spikes. The pit is easily jumped over (DC 5). However, on the other side, a ten-foot by ten-foot section is hinged in the middle and falls open, dropping anyone on it twenty feet into five more feet of water. The hinged floor is also counterweighted, so it swings back to its original position once the weight is off it.
Level 2
6. Landing
The stairs open out in the northwest corner of a small room. The walls are faced in marble, though moldings where wall meets floor and ceiling, carved in elaborate stylings. A single door closes in the room.
The room has nothing special to it, except for the oak door in the east wall, with a lock (DC 20), and the stairs that lead up from the room.
A. Trap: Arrow trap. Search to find (DC 25), Disable Device to disable (DC 30). When a PC steps on a floor plate, an arrow fires out of the wall, striking with the damage of a longbow (1d8), Reflex save (DC 20) to avoid.
Just past the corner in the hall, two mind flayers are waiting to surprise the PCs.
7. Throne Room
This is a large, stately throne room, set in a diamond shape. A large, elaborate throne stands in the north corner, facing out to the whole room. There are doors to the northwest and southwest of the room, and a huge tapestry hangs just south of the eastern corner.
The tapestry on the southeast wall hides a secret door. On the opposite side, an identical tapestry hangs in the hall. Both depict mind flayers with their tentacles attached to Zerthimon's head, controlling him. The throne has four carved tentacles looming over the head of anyone who sits there. The northwest door is locked (DC 25), as is the southwest door (DC 25).
B. Trap: Pit trap. Search to find (DC 30), Jump to get past (DC 20). Low light in the hall, those without darkvision or low-light vision gain a -5 penalty to the Search check. 20 feet deep.
8. Gallery
This room, roughly triangular in shape, holds a number of alcoves displaying works of art, and tapestries all over the walls otherwise.
The alcoves each hold works of art on a marble pedestal, worth no more than 1,050 gp each. One is a Ring of Wizardry (II). Behind the last tapestry at the southeast end of the room, there is a secret door leading into room 9.
9. Study
This room looks to be a study, with a desk in the southeast corner, covered with papers. A huge map, location unknown and unlabelled, hangs on the southwest wall. An old, infirm githzerai is cowering beside the desk, trying to hide behind it.
The map in the southwest hides a secret door leading into room 8. The door in the north of the room, steel, is locked (DC 30). The githzerai near the desk is a sage named Hanien. He is willing to tell the PCs of the legend of Zerthimon, and that he has discovered conclusive evidence that Zerthimon was controlled by the mind flayers when he split his race. He is unwilling to leave the room.
10. Open Hall
This long and wide hall has a number of alcoves to the east, and a single door to the east. Statues of githzerai stand in the alcoves, with a statue of an illithid behind it, its tentacles on each githzerai's head. A single door is in the west wall, one in the north, and another in the south.
The north door is metal and locked (DC 25), the west door is metal and locked (DC 35), and the south door is metal and locked (DC 25).
11. Servant Quartering
Doors line both walls at ten foot intervals. The doors are wood and far from fancy, and this seems to be servant quartering.
There is a 50% chance that a githzerai fighter of 7th level is in any one of the small servants' rooms. The fighters are lying down on the bed, appearing to be asleep, but the first one surprises the PCs when he springs to his feet; he automatically wins initiative. The door to the north is metal and locked (DC 20), and the south door is metal and locked (DC 25).
The locked door in the far south is DC 25 to open.
12. Planning Rooms
These three rooms are open to each other, and are obviously made for military campaign planning. Maps hang on the walls, as well as on a huge table in the center of the main room. Small pewter models, obviously representing githzerai and githyanki legions, have met on the map's plains, though with illithids in the command camp of the githzerai.
The central room is 900 square feet, and each of the side rooms 400. There are two mind flayers in the north side room.
Level 3
13. Training Hall
The stairs open out into what is obviously a training hall. Practice dummies stand around the room, targets painted on their heads and torsos. A weapons chest lies open, empty, with a number of leather scabbards spilling over the sides, and hooks on the wall hold unstrung bows of dubious quality. Two doors are to the north and the west.
The door to the north is locked (DC 25), as is the door to the west (DC 30). The walls look to be sandstone of a deep red color, just a shade lighter than blood. The floor is a soft, almost spongy material that sinks below the PCs' feet just about an inch. The dummies are old and beaten up, some with stuffing spilled out, and all with numerous cuts. The bows hanging on the walls are now warped from water damage, and are completely useless. The stairs lead up.
14. Arms Room
The walls of this room are decorated with ceremonial arms and armor, more often than not sealed into the stone itself so it cannot be easily removed. The room looks almost a shrine to warfare, even with crossed swords hanging over each of the two doors, in the east and the south walls.
The weapons and armor are implanted in the sandstone walls, and are impossible for anyone to remove. This can be discovered with a Craft (stonework) check (DC 15), and the stone is resistant to attempts to bash it or otherwise break it. The door to the east is locked (DC 20).
15. Royal Apartments
The door leading into the room is locked (DC 30).
These rooms are rather tastefully, if expensively, decorated. Rich tapestries hang on the walls, showing scenes of Zerthimon's life, though with the illithids always behind him. The main room has a number of chairs and a small table with a silver tray on it, all covered in dust. The southern room is obviously a bedroom, while the smaller one attached used to be a closet. The east room looks like a small sitting room, of sorts, though a huge copper tub has been shoved off to the side.
These royal apartments have been abandoned for much time, though there is evidence these used to belong to Zerthimon. With a Search check of the rooms (DC 30), the PCs can find an Amulet of Natural Armor (+3).
16. Study
This small room is quite bare, with no decorations on the walls and only a plain desk and two chairs for furniture. A huge ink stain mars the surface of the desk, as well as making a mess of the papers on it. The fractured remains of an inkwell indicate some sort of accident.
The small study has nothing in it aside from the desk and the chairs. The desk drawer holds a few papers, mostly work orders and invoices. Some are in Undercommon and others in Common.
17. Smithy
A small smithy, a large anvil and even bigger forge clutter the room, as do a number of barrels. Tools hang along the walls; hammers, tongs, molds, and bellows. Half-finished armor lies on the floor next to the anvil, and a sword sticks out of one of the barrels.
The tools are all of masterwork quality, that hang on the walls. There are three barrels, one with water, another with salt water, and the third with olive oil. A greatsword is in the barrel of water, a little unfinished. With a Craft (weaponsmith) check (DC 30), the sword could be finished off to produce a steel masterwork greatsword. The armor could be finished into a steel masterwork breastplate with a Craft (armorsmith) check (DC 35). The use of this smithy provides a +2 circumstance bonus to all Craft checks relating to metal works.
18. Cells
This huge room has been partitioned and divided off into a number of small cells, similar to those in a monastery or a religious school. Each of the cells has a small pallet in it, a single thin blanket on each one.
The south door into this room is locked (DC 20).
A. A Search check (DC 30) discovers an ioun stone (dark blue rhomboid) hidden under the pallet in this cell.
B. A clay golem is in this cell, tearing things up, obviously in search of something. It is making enough noise so a successful Listen check (DC 15) can detect it. It will not notice any PCs approaching it who make a successful Move Silently check (DC 25) on the tile floors.
19. Wayside
A small part of the hallway, set apart from where the main flow of traffic once was. A plush, cushion-covered bench sits in the corner, a blanket draped over it, and with a pair of guttering torches sitting up above it in wall sconces. A curtain can be drawn across to seal off the wayside from the rest of the hall.
The torches on the wall have had continual flame cast upon them. The bench looks very inviting for a rest, and is actually a mimic, and any PCs who sit down on it become stuck on the mimic's adhesive. The mimic automatically goes first in combat.
20. Marshalling Room
This room has been prepared for giving orders and marshalling troops together. Maps and a slate plane are on the walls, with chalk set in a tray below the slate plane. Old defensive and offensive plans are still drawn on the slate, only half finished. A small closet is in the north of the room, no light filtering in there.
The door into the marshalling room is locked (DC 20).
A. A pair of mind flayers are in the closet, and automatically win initiative against anyone without darkvision.
21. Kitchens
These kitchens are massive; ranks upon ranks of ovens and chopping blocks only interrupted by the occasional fire pit with a spit over it, as well as walkways. Rusty knives lie around the room, as well as partial bird skeletons and various animal carcasses. There is a sickly sweet smell from the gradual decay of the meat and vegetables all around the room. There are two doors, one in the south and one in the east wall.
The south door of this room is locked (DC 25).
A. There is a patch of yellow mold at this point, and once disturbed, it will burst.
B. Three otyughs are in the north area of the room, hidden behind the massive ovens. The smell of decay masks their presence.
22. Pantry
The pantry is dark and musty, most of the goods held here long since decayed to dust and rot. There is little light, though one can see it filtering in from the cracks of the doors to the west and south in this room. Strangely, a pair of grotesque statues stand in the northeast corner.
The south door is metal and locked (DC 30). The two statues are gargoyles, and will attack the PCs once none are looking.
23. Anteroom
This huge anteroom is here more as an entry to the stairs leading down in the north of this room, instead of any other real purpose. It is very expensively decorated, a display of wealth beyond its actual practical function.
The walls are covered in elaborate tapestries, and one hides a small compartment. Inside the compartment is a leather purse, holding 1,000 gp and 250 sp. The stairs in the north go down. The door on the east is wood, and locked (DC 25).
Level 4
24. Foyer
The spiraling stairs lead out into a small foyer for this level; a plain room with none of the elaborate decorations of the anteroom above it.
The stairs of this room lead up. There is one door to the east.
A. Trap. Pit trap, 40 feet.
B. Trap. Hail of Needles.
C. Trap. Falling Blocks Trap. As the Falling Block Trap on page 115 of the DMG, but scatters twice the range. Reflex save (DC 15) when beyond the range of a normal Falling Block Trap to avoid all damage.
D. Trap. Magic Trap. Hold Person, as cast by a level 3 wizard. Reflex save (DC 20) to avoid.
E. Trap. Magic Trap. Summon Monster VI. The trap goes off when trap D is reached, and not when triggered itself. It summons a barbazu, who immediately heads in the direction of the PCs.
F. Trap. Magic Trap. Lightning Blast.
G. Trap. Spiked Pit Trap, 40 feet.
H. Trap. Magic Trap. Flame Jet.
I. A small chest sits here. It is locked (DC 35). It contains a Tome of Clear Thought +1.
25. Waiting Room
A small waiting room, common in most noble homes so petitioners for the nobles' attentions can be put off for a time. A few benches are along the walls, capable of holding three or four people sitting, and a place to sleep for one, though their lack of cushioning makes for an uncomfortable rest.
The benches are usable for the PCs to rest, but are so uncomfortable that they get a -1 gain to their healing while sleeping or resting. The door is steel and locked (DC 20).
A. Beneath one of the benches, there is a fire opal worth 1,000 gp. Search check (DC 25) to find.
26. Bedroom
This simple bedroom holds only a medium-sized bed and a small washstand and pitcher. There is a small closet in the north of the room.
The small room is unremarkable, though the south wood door is locked (DC 25).
A. Trap. Hail of Needles.
Secret Door: The secret door in the closet can be found with a Search check (DC 30), and there is a small bump on the door that must be pressed to open it up.
27. Interrogation Chamber
Horrific tools of torture fill this room, which stinks of death and decay still. Thumbscrews, a fire pit, an iron maiden, and a rack are just some of the things in here, and it seems every form of torture device imaginable is in here.
The room is full of torture devices, so there is effectively only a single path between the north and south doors. Both doors are locked (DC 30).
28. Arms Chamber
The walls are covered with weapons hanging on them; swords, axes, maces, and flails of various types. Dummies around the room hold suits of heavy armor, but most are heavily rusted and look to be useless.
The room is an armory, filled with the tools of warfare. Three githzerai fighters, level 7, are among the arms and armor, and are hostile and controlled.
A. A greataxe +2, flaming hangs on the wall. It is impossible to determine as a magical weapon without detect magic being cast.
29. Sitting Room
This looks to have been tastefully appointed as a sitting room, with chairs and small tables around the room. There is a door in the south and the northeast.
There are six chairs in the room. The south door is wood and locked (DC 30).
30. Treasury
This small room has been sealed off from the rest of the complex, the secret door leading in indicating something of value being hidden.
There is no real treasure in the room, aside from a robe hanging in the corner. The room is mostly empty, made of the same red sandstone
The secret door leading in requires a Search check (DC 30) to find, and an Open Locks check (DC 35) to open.
A. This unassuming robe hangs on a peg on the wall. It is actually a Robe of Scintillating Colors.
31. Cells
This room is lined with open prison cells. Huge skeletons hang from the chains on the walls, and one still-rotting corpse is hanging from a noose in one of the cells.
The skeletons in these cells will wake up as the PCs pass, and will come out and attack them. Once one has engaged the PCs, all of the skeletons attack.
32. Landing
This huge landing is at the top of some stairs, and is a very plain room; there is nothing in the way of decoration upon the red sandstone walls.
The stairs in this room go down. The north door is metal and locked (DC 25). The secret door north and east of this room requires a Search check (DC 25) to find, and an Open Locks check (DC 25) to open.
Level 5
33. Base of the Stairs
This small room is the base of the stairs, with three locked doors on its east, south, and west.
The west door is metal and locked (DC 20). The east door is metal and locked (DC 30). The south door is metal and locked (DC 30).
34. Apartments
These rooms look to be apartments for a visiting noble, rather expensively decorated. Heavily gilded and cushioned chairs are around the main room, and the other rooms serve as a sitting room, bedroom, and a walk-in closet.
A number of documents on a table in the sitting room are half-written orders for military deployments. One of the documents tells of the purpose for these plans, of githyanki found establishing a base in Limbo that the githzerai were to be sent to destroy.
35. Focus
This small room has a vortex of energy in its very center, coruscating across the spectrum. Tendrils of energy whip out and slash against the sandstone wall, leaving greenish scorch marks.
The door to the south is metal and locked (DC 35). The vortex of energy has a 50% chance each round to strike a person with a tendril of energy, dealing 2d6 lightning damage. It is impossible to destroy the vortex without destroying the focussing crystal in room 41. The vortex is the focussed energy the mind flayers are using to enhance their psionic powers.
36. Slave Quarters
This large room is filled with githzerai and githyanki. Most are chained to the floor, but there are taskmasters walking around with whips, striking seemingly at random. The stench of death hangs in the air, mixed with the odor of unwashed bodies, urine, and feces.
There are six githzerai and githyanki taskmasters, each a level 7 fighter armed with a masterwork whip and wearing a masterwork breastplate. They are immediately hostile, and will attack the PCs. The two dozen slaves are chained down and helpless. The chains are steel, and require a strength check (DC 30) to break any of them, or an Open Locks check (DC 35). Once released, the slaves are immediately controlled and turn on the PCs. They are fighters, level 7.
37. Guard Station
A circular table stands in the center of this room, with ten chairs sitting around it. Five of the chairs are occupied by githyanki, none facing the doorway. The walls have a number of weapons and shields hanging on them, all damaged in some way. A few braziers in the corners make this room much warmer than the rest of the complex, but the smoke hangs heavy in the room.
The five githyanki in the room are level 6 fighters, each armed with a masterwork greatsword and armored in a masterwork breastplate. They are hostile to the PCs, though a successful Move Silently check (DC 25) will allow one of the PCs a sneak attack before they are aware. The three braziers are of githyanki make, brass, and should be worth 2,000 gp to a collector (if the PCs are able to find someone willing to risk buying and selling githyanki goods). One of the githyanki holds a key for the various dungeon cells in room 39.
38. Supplies
This room is filled with crates and barrels, almost to bursting. The crates are marked "Food" and the barrels marked "Water." There is very little room left to actually move around inside the room.
The crates and barrels provide only about one square of space at the entrance to move in. The crates hold trail rations and the barrels do indeed hold water. The north door is metal and locked (DC 25).
39. Dungeon
The moans and wails of imprisoned creatures echo throughout the dungeon. There are rattling and crashing sounds as the prisoners try to bash their way out at times, their chains making incredible noise. Three rows of cells have been built in these dungeons, all of the same red sandstone, and with doors of iron without any holes.
There are thirty-one total cells, each openable by the key found on a githyanki guard in room 37. The prisoners are all githzerai and githyanki, fighters or sorcerers (50% chance of either) of level 7. Each one falls under the control of the mind flayers once freed, and will attack the PCs. The sorcerers will forgo defensive spells of any kind, and will risk themselves and the fighters to try to kill the PCs. The door to get into the dungeon itself is steel and locked (DC 25).
40. Outer Sanctum
This huge, ring-shaped room is wide open, except for the sealed area in the center. A number of illithids are in this room, with several enslaved gith at their sides.
The door into this room is wood and locked (DC 30). There are three mind flayers, each with a githzerai fighter (level 5) under its control. They will attack, and one more mind flayer will arrive after ten rounds, every ten rounds for the next thirty rounds, each with a level 5 githzerai fighter.
41. Inner Sanctum
This square-shaped room is large, and there is a sense of power here, like it was lurking and prepared to attack. The light is unnatural, as if cast through a blue filter. Half walls stand, concealing the center of the room, though hardly blocking the eldritch lights.
The door into the inner sanctum is steel and locked (DC 35). Inside the very center is a huge crystal and the Mind Flayer Controller. The Controller immediately probes the minds of the PCs, and it attacks the highest level PC first. It will attempt to control them and turn them against the others.
The focus crystal can be destroyed if the PCs cast dispel magic on it (the crystal makes a Fortitude save (+6), DC 25), or with a successful attempt to bash it with a blunt weapon and a strength check (DC 35). If the focus crystal is destroyed first, the Mind Flayer Controller becomes a regular mind flayer.
Legend of Zerthimon:
As told by the monks of the Githzerai.
Once, the Gith were the one People. We were as of the humans that wander the planes aimlessly, our minds restrained and our world ordered for us. Then, the Illithids came among us, and made slaves out of the People. We came not to Know ourselves, and in not Knowing ourselves, became slaves of the mind as well as of the flesh. It was one day in the endless Mulching Fields, where a young Person named Zerthimon was set to work examining bodies for any that might still be alive and provide sustenance for the Illithids. Here he found a body with its fleshly mind still intact, except for a wedge of steel cutting into it. He learned the way of killing that did not involve the Illithids' consumption of the mind. With this blade, he fashioned a sword and trained himself, preparing for rebellion. He was joined in leadership by Gith, a fiery woman, and they led their people together. Zerthimon was betrayed by Vilquar, though, a jealous Person who sought to rise above himself and even above Zerthimon. Zerthimon bowed his will to his Illithid master, on the outside, but within his mind he held himself ever more vigilant for the day when the People would be free. That day came soon, as Zerthimon and Gith stormed the palace of the Illithid masters and slew them, hard steel slicing through soft flesh, and a hard mind protecting against the Illithids' unnatural compulsions. After the battle, Gith and Zerthimon sought to take the People different ways. On the blasted plains, Zerthimon made the Declaration of Two Skies to Gith, and war came again. In their desire to be away afterwards, the People split into the Githzerai and the Githyanki; the Githzerai followed Zerthimon into Limbo, and the Githyanki followed Gith into the Astral Plane. Zerthimon continued to lead his people, even building the city of Shra'kt'lor beside Breath of Zerthimon out of the chaos of Limbo and teaching the anarchs how to maintain the city. Then, he left the city into the boundless chaos of Limbo, passing into the Breath of Zerthimon on his way.
NPCs:
Neirkon
Githzerai fighter, level 4
AC: 14 (+4 Inertial Armor)
HP: 43
Str 18, Con 16, Dex 11, Int 13, Wis 16, Cha 14
Feats: Inertial Armor, Weapon Focus (longsword), Weapon Specialization (longsword), Power Attack, Cleave
Skills: Craft (weaponsmith) +8; Craft (armorsmith) +8; Jump +11
Attack Bonus: +4 (+6 longsword)
Initiative: +0
Speed: 30 ft.
Saves: Fort +4, Ref +1, Will +1
Weapon: Masterwork longsword (1d8)
Treasure: 129 gp, 14 sp, 20 cp; gold trinket (1,000 gp)
Special: Neirkon is under control of a mind flayer, and will do all he can to help the mind flayers encountered without it being obvious. If the Mind Flayer Controller is attacked, Neirkon will attack the PCs.
Alignment: Lawful evil (controlled)
Languages: Common, Githzerai, Undercommon
CR: 4
Hanien
Githzerai diviner, level 8; loremaster, level 4
AC: 13 (+4 Inertial Armor, -1 dex)
HP: 60
Str 10, Dex 9, Con 13, Int 19, Wis 17, Cha 13
Feats: Inertial Armor, Summon Familiar, Scribe Scroll, Craft Wondrous Item, Craft Wand, Craft Staff, Forge Ring, Secret (Applicable knowledge), Craft Rod, Skill Focus (Knowledge (Arcana)), Lore, Bonus language
Skills: Knowledge (Arcana) +17; Knowledge (the Planes) +10; Scry +15; Concentration +15; Alchemy +10; Profession (librarian) +10; Spellcraft +15
Attack Bonus: +4
Initiative: -1 (-1 dex)
Speed: 30 ft.
Saves: Fort +2, Ref +2, Will +6
Weapon: Dagger +3 (1d4)
Treasure: Potion of Cure Serious Wounds; Rod of Wonder
Special: Hanien is a Guvner. Hanien is partially insane from the mind flayers' treatment of him. He is willing to tell of what he's found out about Zerthimon having been controlled by the mind flayers, and with a successful Diplomacy check (DC 30) to see if he'd be willing to give up his potion, or (DC 35) to get his rod. He will not leave the study.
Alignment: Lawful neutral
Languages: Common, Githzerai, Undercommon, Draconic
Spells: Mostly divinations, he has Necromancy as his prohibited school.
CR: 8
Githzerai
Class varies, level varies
AC: 17 (+3 dex, +4 Inertial Armor)
HP: Per class and level
Str 10, Dex 16, Con 10, Int 8, Wis 12, Cha 11 (base)
Feats: Inertial Armor, more per class and level
Skills: Concentration, Search, more per class and level
Attack Bonus: Per class and level
Initiative: +3 (dex)
Speed: 30 ft.
Saves: Per class and level
Weapon: Masterwork quarterstaff (1d6); dagger (1d4); or composite longbow (1d8)
Treasure: see p. 170 of the DMG
Special: Psionics, Attack/Defense Modes, Power Resistance (5+1 per character level)
Alignment: Lawful neutral
CR: +1 per level
Githyanki
Class varies, level varies
AC: 16 (+1 dex, +5 breastplate)
HP: Per class and level
Str 10, Dex 12, Con 13, Int 11, Wis 8, Cha 10 (base)
Feats: Weapon Focus (greatsword), more per class and level
Skills: Craft (weaponsmithing), Craft (armorsmithing), Search, more per class and level
Attack Bonus: Per class and level
Initiative: +1 (dex)
Speed: 30 ft.
Saves: Per class and level
Weapon: Masterwork greatsword (2d6); composite longbow (1d8); captain and sergeants have a githyanki silver sword (+3 greatsword)
Treasure: see p. 170 of the DMG
Special: Psionics, Attack/Defense Modes, Power Resistance (5+1 per character level)
Alignment: Evil (any)
CR: +1 per level
Githzerai Statue
Construct
AC: 16 (+6 natural)
HD: 7d10+8
Str 20, Dex 10, Con 12, Int --, Wis 10, Cha 1
Feats: Improved Unarmed Strike, Power Attack
Skills: N/A
Attack Bonus: +7
Initiative: +0
Speed: 30 ft.
Saves: Fort +5, Ref +2, Will +2
Weapon: Fists (1d8)
Treasure: None
Special: Bladed weapons deal minimum damage, plus any enhancement bonuses. Blindsight.
Alignment: N/A
CR: 7
Mind Flayer Controller
Mind Flayer
AC: 15 (+2 dex, +3 natural)
HP: 90
Str 14, Dex 14, Con 12, Int 20, Wis 18, Cha 17
Feats: Alertness, Combat Casting, Dodge, Improved Initiative, Weapon Finesse (tentacle)
Skills: Bluff +8, Concentration +12, Hide +10, Intimidate +10, Knowledge (arcana) +9, Knowledge (the planes) +9, Listen +10, Move Silently +10, Spot +10
Attack Bonus: +11 melee (tentacles)
Initiative: +6 (+2 dex, +4 Improved Initiative)
Speed: 30 ft.
Saves: Fort +5, Ref +5, Will +10
Weapon: Tentacle (1d4+1)
Treasure: 620 pp; 1 moonstone (70 gp); potion of wisdom; scroll of shocking grasp, erase (level 1); scroll of blur, Melf's acid arrow (level 2); staff of charming (39 charges)
Special: Mind Blast, SR 30, telepathy, psionics, Improved Grab, Extract. If the Mind Flayer Controller is killed, all controlled PCs and NPCs are released, but stunned for 1d4 rounds.
Alignment: Lawful evil
CR: 11
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