Voce ex machinae
Heed the call to vengeance!
by noah mclaughlin
Introduction
Bent on revenge, a twisted thrallherd
rebuilds an artifact of tremendous psionic power. His psionic call and advanced
powers have brought a small army to his side and he has begun his attacks on
those who have done him wrong: the desert city of Drylake. The PCs must discern the
identity of the madman, and in the process they may have to deal with the power
of the artifact at his disposal.
This is a d20
fantasy adventure designed to challenge a party of 13th level. It is set in the
world of Montesor, where a council of mind flayers known as the Illesine
maintains a despotic rule, but it can easily be adapted to any campaign world
where psionics are known. A variety of skills is called upon over the course of
the adventure and while no one class is necessary, a high-level manifester and
a character with the Track feat would be very helpful. Upon completion of this
adventure, player characters should gain enough experience to advance to 14th
level.
Adventure Background
Before the Skkyegald, the Age of
Fire, the Ancient Races constructed an artifact of tremendous psionic power:
the Supellex Krystalus. The
Supellex was constructed in the heart of a rich
lode of psionic deep crystal, around a huge cluster that naturally resonated
with unheard-of power. Seeking a weapon
against the detested Illesine, the Ancients built a complex and delicate
machine that harnessed the cluster’s psionic radiations. So powerful was the
resulting artifact that only great masters of the psionic arts could attune
themselves to it, but those who succeeded found a nearly inexhaustible font of
energy that amplified their own powers more than any could have imagined.
Alas, even such
power was insufficient against the terrible might of the Flayer Lords, for the Supellex was bound to the cavern in which it was
constructed. Fearing that the artifact
should fall into the wrong hands, the Ancient Constructors disassembled it,
incorporating its constituent parts into various other items of power. But they
had hope for the future, and inscribed instructions to rebuild the Supellex upon the
cavern walls.
Centuries later,
after the Illesine had been driven from the world and returned again, the
telepath Jezrek Olan was born under an evil sign. A
powerful telepath but a man without scruples, Jezrek
was shunned by his master, Jolo Plerg,
for attempting to psionically manipulate the city
council. Humiliated and bitter, Jezrek fled into the
wild forests west of the city. Hounded by indigenous barbarian tribes and packs
of feral beasts, Jezrek found shelter in an ancient
ruin, the Porta Krystalus.
His brilliant mind quickly deciphered the gate’s secrets, and through the Porta he ventured where no creature had trod for an eon:
the Supellex Cavern. As the Ancients before him, Jezrek sensed the tremendous power of the cluster, and set
his intelligence to decoding the instructions left upon the cavern walls.
Even without the Supellex, the cluster pulsed with energy – power into which
Jezrek trained himself to tap. With his amplified
telepathic skills, he sent out a psionic call, drawing followers to him,
thralls and zealots whose swelling numbers he sent to retrieve the far-flung
components of the crystalline machine. As the months passed, he slowly
reconstructed the artifact, and with it, his power continued to grow.
Jezrek requires only one more piece to complete the Supellex: a deep
crystal that is embedded in the masthead of the Asterien.
Already, he has amassed a following and formed alliances that give him control
of a small army. Soon, his plans will come to fruition. Soon, those fools in Drylake will pay dearly for spurning him.
Adventure Summary
In recent weeks, things have not gone well in the city of Drylake. Caravans traveling along the Western
Road have been attacked with frightful
regularity. A pair of spinosaurs, huge monsters of cunning and violence, have
begun hunting on the northern shore.
Many of the city’s foremost gem and crystal-crafters have gone missing. Worst
of all, those who are attuned to psionic forces sense a growing disturbance of
unprecedented power. As disparate as these events may seem, they all have a
common cause as Jezrek seeks the Asterien
and sets in motion his plans for revenge.
The player characters
may begin this adventure in any number of ways, and their first task is to
confront each of the problems, piecing together their common cause. Something
powerful is at work, and it has trained its angry eye upon the citizens of Drylake. Clues from various encounters lead the party to
seek out the Porta Krystalus,
which lies deep in the Red Forest
to the west, a wild land of barbarian maenad tribes and packs of werewolves.
Those canny enough to operate the Porta gain access to the Supellex
Cavern deep in the earth below. There, they may discover the embittered rage
that drives the attacks on Drylake, and must face the
formidable Jezrek who has unlocked the secrets of the
Supellex Krystalus in
the heart of his own lair!
As if the puzzle
of Jezrek’s revenge didn’t present enough of a
challenge, the PCs also have competition. A rival band of adventures, the Ebon
Ring, has also put itself to the task, as driven as they are unscrupulous.
Adventure Hooks
The party may begin this adventure for any number of reasons.
·
They may be on their way west.
Travel along the trade road through the Red
Forest has become increasingly
unsafe lately.
·
The party could be in town seeking
the Asterian (raising its masthead is necessary to
activate some of the more advanced powers of the Weapon of Legacy Wave.)
·
Following hints and arcana, they
could be seeking the Supellex Krystalus.
·
The party could also be trailing
the Ebon Ring, whose members are suspected criminals in a least a half-dozen
cities.
Drylake
Drylake, as its unimaginative
name belies, rests upon a raised portion of earth in the midst of a large dry
lakebed. While crossing the bed on foot
or mount is possible, most people ride the wind skiffs: huge sand-sailboats. A skiff
ride costs 1 gp for medium or smaller creatures and 5
gp for Large creatures.
Drylake is a trading community, standing at an important
crossroads between various other city-states. The architecture of Drylake is primarily adobe: hard, dried mud bricks built
upon wooden frames. Drylakers are pragmatic, but not
dull: they paint their buildings in a dizzying array of colors. At the highest
point of the city is a rotunda made completely of marble. No one knows how or
when it was built, but the structure is exceedingly sturdy and serves as the
city’s agora – a place to meet, trade, learn or be seen.
There are two
major centers of power in Drylake. The first is a
popularly-elected town council. The other power center is the Drylake Merchant Guild. Trading of any type is regulated
directly by this body, which has a heavy sway in the Council’s decisions. Drylake (Small
City): Conventional; AL LG & LN; 15,000 gp
limit; Assets 6,205,500 gp; Population 8,274;
Integrated: (37% human, 20% blue, 18% half-giant, 10% dwarf, 7% dromite, 5% xeph, 3% maenad).
Authority
Figures: Grant Holom, male blue Ari7 (town
council chairman); Panim Rolste, male half-giant Exp11 (Merchant Guildmaster); Europa Blayne, female maenad War11 (Constable); Town Guard:
82 War4.
Important
Figures: Mira Danir, female maenad Adp12
(high priestess); Jolo Plerg,
male sardi Tel9 (psionic academy headmaster); Zamitz, dromite Wld8
(Anarchist Extraordinaire).
Attack on Drylake! (EL 13)
A keening psionic cry resounds from the Rotunda: alarm! In
the streets, people holler and scramble in panic, quickly moving inside or
scurrying home. The Town Guard forms quickly, pouring on the main avenue.
Already, smoke rises from the west docks.
The west docks are
massive melee, as the town guard engages a band of two dozen maenads. The
fiercely-painted maenads, who have poured off a couple of abused wind skiffs,
scream their innate deafening roar and hurling themselves in fury into the
fray. One dock is already in flames. A large dust cloud on the lakebed bodes of
reinforcements.
Creatures: A warband
of forty-five Garun warriors and their barbarian
leaders attacks the western docks of Drylake,
arriving on wind skiffs they have stolen on the bank. Jezrek
has lent them the use of four dominated gray gluttons. The low class levels of
the Garun don’t present much of a challenge to
high-level PCs. Rather, the difficulty of this scenario is driving back the Garun without harming the local militia that has already
engaged them.
When the PCs
arrive on the scene, the attack is already underway: four wind skiffs have already
landed at the docks, bearing a gray glutton and 26 Garun
warriors, including Paraake (Bbn4). The remaining
five skiffs are within sight (Spot DC 15 to see them in the dust clouds of the
dry lakebed. On the first round of the PCs’ actions, another three skiffs
arrive, disgorging another 18 Garun, among them Ulona and Verst (Bbn2), Paraake’s lieutentants, and a
gray glutton. On the second round, the
final two skiffs arrive, with their cargo of two gray gluttons and the 4 Garun crewing them. The town militia, a force of nearly
100, but little more than a band of armed volunteers, is held in reserve.
Garun Barbarian CR 6
Female maenad barbarian 6
CN Medium humanoid (psionic)
Expanded Psionics
Handbook 203
Init +1;
Listen +9, Spot +0
Languages
Common, maenad
AC
16, touch 11, flat-footed 15; -2 while raging
hp
51 (6d12+12 HD); 63 while raging
Fort +7, Ref +3, Will +2 (Will +4 while
raging)
Melee
masterwork greataxe +10/+5 [+12/+7 (+13/+6)] (1d12+4 [1d12+7 (1d12+9)]/x3)
Ranged
masterwork javelin +8/+3 (1d6+3 [1d6+5/1d6+6]/x2)
Base Atk +6/+1; Grp +9 [+11/+12]
Atk Options energy ray (sonic)
Special actions
outburst, rage
Combat Gear
masterwork greataxe, 4 masterwork javelins, masterwork breastplate
Spell-Like
Abilities (ML 3nd, ranged touch +7):
1/day – energy ray (sonic): 3d6-1, ignores hardness
*Numbers [in brackets] denote scores while raging
(raging and outburst).
Abilities
Str 16 [20(22)], Dex 13, Con 14 [18], Int 10, Wis 11, Cha 8
SQ fast
movement, improved uncanny dodge, outburst, rage 2/day, trap sense +2
Feats Dodge,
Power Attack, Weapon Focus (greataxe)
Skills Climb
+6 [+8], Jump +6 [+8], Listen +9, Survival +9
Possessions
combat gear
*Numbers [in brackets] denote scores while raging
(raging and outburst).
Rage
(Ex): 2/day – +4 Strength, +4 Constitution, +2
Will, -2 AC; 7-round duration.
Outburst (Ex):
Once per day for up to 4 rounds a maenad can subjugate his mentality. He takes
a -2 penalty to Intelligence and Wisdom but gains a +2 bonus to Strength.
Gray Gluttons (4) CR 7
N Huge Magical Beast
Expanded Psionics
Handbook 200
Init -1; Senses darkvision 60 ft., low-light
vision; Listen +7, Spot +3
AC 20
(-2 size, -1 Dex, +13 natural), touch 7, flat-footed 20
hp
85 (9d10+36 HD)
SR 20
Fort +10, Ref +5, Will +7
Melee bite +15
(2d8+8) and
2 claws +10 (2d6+4)
Space 15 ft.;
Reach 10 ft.
Base Atk +9; Grp +24
Atk Options null psionics exhalation
Abilities
Str 27, Dex
9, Con 19, Int 2, Wis 15, Cha 20
SQ scent
Feats Closed
Mind, Hostile Minde, Iron Will, Psionic Hole, Track*
Skills Jump
+14, Listen +7, Spot +3
Null Psionic Exhalation (Su):
As a free action, a gray glutton can breathe forth a cloud of pale blue
translucent gas into an adjacent 10-foot cube. The gas is psionically
poisonous; the initial damage is 1d4 power points, and the secondary damage is
3d4 power points (Fortitude DC 18 negates). Affected psionic characters and
creatures subtract the lost power points from their reserves. The save DC is
Constitution-based. Once a gray glutton has used its exhalation, it must wait 4
rounds before it can exhale again.
Garun Warriors (maenad War1) (45): 5 hp each,
Expanded Psionics Handbook 203
Town Guard (human and dwarf War4) (40):
20 hp each
Tactics: None of the primary forces
involved have any kind of formal strategy; they merely savagely attack the
enemy. Don’t bother rolling for each an every combatant; rather, just figure
that each side looses about 1d6 members each round. The gray gluttons are the obvious edge in
this fight. Each round, they simply kill
three town guards with a full-round action.
They are not intelligent, but immediately attack anyone using psionics
except the Garun.
Development: No one has ever heard of
the Garun working with gray gluttons. Indeed,
considering the maenad’s inherent psionic abilities, the pairing seem
counterintuitive.
The Ebon Ring: Members of the Ring may come
to watch, but they engage only if the town guard is nearly decimated and the
PCs are having difficulties with the gray gluttons. A PC taking a round to survey the field of
battle may make a Spot check (DC 15) to see them.
The Ebon Ring (EL -)
“Well, one thing’s for sure: this town certainly isn’t
boring.” The speaker, appearing practically out of nowhere, is a man whose
figure is hidden almost entirely in a black cloak. His skin is red and small spikes protrude
demonically from his brow. “And you lot seem to be in the thick of it.”
“Tsk,
Jordan,” says
the comely maenad to his right. “If you can’t say anything nice…”
“I’d rather you not
say anything at all,” says the half-man-half-scorpion towering behind them, his
crystalline armor gleaming in the sunlight. “Either of you.
Ever.”
“Come now,” says a
blue in the collective shadow, “this is no way to be polite.” She steps forward
and offers a small hand. “I’m Helgen. Stay out of our way.”
Use this encounter
to introduce the party to the Ebon Ring. It can be merely a brief but snarly tip of the hat or an involved conversation. The Ebon
Ring is a band of mercenaries – powerful and resourceful swords for hire. They
have come to Drylake as much to lie low as for the
job they have just undertaken: the Illesine want them to find to the Supellex Krystalus.
They are a shifty lot, immoral and untrustworthy, held together more by
detested interdependence and common greed than bonds of friendship. But they
make an excellent team and have not achieved such heights of success without
learning to work well together. Their caustic banter is just as much show as it
is real; they prefer to allow their opponents to think them undisciplined.
Jordan
is a harssaf shadowdancer,
a svelt man driven by ego and rage. His unparalleled
skill at dance is coupled only by a streak of bitterness that runs very deep.
He can never turn down a challenge to his abilities, and vaunts his prowess at
every turn. He is usually sullen in mood and mordant in wit.
Jordan CR 13
Male harssaf rogue 1 shadowdancer 7
LE medium monstrous humanoid (fire)
Monster Manual III 82
Init +7; Senses blindsense
30 ft., darkvision 60 ft.; Listen +16, Spot +16
Languages Common,
Ignan, Terran
AC 26
(+7 Dex, +3 natural, +5 mithral shirt, +1 ring of protection), touch 18, flat-footed 19; improved
uncanny dodge
hp 90 (HD
6d8+12 monstrous humanoid, 1d6+2 rogue,
7d8+14 shadowdancer); fast healing 3; DR 5/bludgeoning
Immune blindness
and fire
SR 25
Fort +6, Ref +20, Will +9 (evasion, slippery mind)
Weaknesses cold
Spd 30 ft., burrow
10 ft.
Melee +1 psychokinetic kukri +19 (1d4+3 and
1d4 ectoplasm/18-20/x2) or
+1 psychokinetic
kukri +17/+12 (1d4+3 and 1d4 ectoplasm/18-20/x2) and
+1 kukri +17
(1d4+2/18-20/x2)
Base Atk +11/+6; Grp +13
Atk Options dodge, mobility, sneak attack
+1d6
Special actions
defensive roll, flaming aura, hide in plain sight, sand pulse, shadow illusion,
shadow jump 40 ft., summon shadow, trapfinding
Combat Gear +1 mithral shirt, +1 psychokinetic kukri, +1 kukri
Spell-Like
Abilities (CL 7th):
1/day — shadow illusion (DC 11)
Abilities
Str 14, Dex
24, Con 14, Int 13, Wis 14, Cha 13
SQ sand form
Feats Alertness,
Combat Reflexes, Dodge, Lightning Reflexes, Mobility, Two-Weapon Fighting,
Weapon Finesse
Skills Hide
+23, Listen +16, Move Silently +23, Perform (dance) +17, Spot +16
Possessions
combat gear
Defensive Roll (Ex): Once per day, when Jordan
would be reduced to 0 hit points or less by damage in combat (from a weapon or
other blow, not a spell or special ability), he can attempt to roll with the
damage. He makes a Reflex saving throw (DC = damage dealt) and, if successful,
takes only half damage from the blow. He must be aware of the attack and able
to react to it in order to execute his defensive roll. If she is in a situation
that would deny him any Dexterity bonus to AC, he can’t attempt a defensive
roll.
Flaming Aura
(Su): At will as a free action, a harssaf can
generate intense fiery heat. This aura takes the form of a miragelike
shimmering around a harssaf’s body. Any creature that
comes within 5 feet of a harssaf automatically takes
1d6 points of fire damage per round, and any creature struck by a harssaf’s melee attacks takes an extra 1d6 points of fire
damage. One metallic weapons conduct this heat.
Hide in Plain Sight (Su): Jordan
can use the Hide skill even while being observed. As long as he is within 10
feet of some sort of shadow, a shadowdancer can hide himself from view in the open without anything to actually
hide behind. He cannot, however, hide in his own shadow.
Sand Form (Su):
At will as a standard action, Jordan
can assume the form of a pile of mobile sand. This ability works as the gaseous form spell, except Jordan is
composed of sand instead of vapor and it cannot fly; harssafs
in sand form slither along the ground and can fit through gaps or crevices less
than one-quarter inch wide.
Sand Pulse (Su):
Once per day as a standard action, Jordan
can generate a sand pulse in a 30-foot-radius spread centered on himself. All creatures within the area must make a DC 14
Reflex save or take 3d6 points of damage from the high-powered blast of sand
and be blinded for 5 rounds. Success negates the blindness and halves the
damage. The save DC is
Constitution-based. Creatures who do not rely upon sight are unaffected by the blindess but can still take damage from the sand pulse. Harssafs are immune to the sand pulses of other harssafs.
Shadow Illusion (Sp): Jordan
can create visual illusions. This ability’s effect is identical to that of the
arcane spell silent image and may be employed once per day.
Shadow Jump
(Su): Jordan
can travel between shadows as if by means of a dimension door spell. The limitation is that the magical transport
must begin and end in an area with at least some shadow. Jordan
can jump up to a total of 40 feet each day in this way. This amount can be
split among many jumps, but each one, no matter how small, counts as a 10-foot
increment.
Summon Shadow (Su): Jordan has an advanced shadow
companion (Monster Manual 221), which differs from the standard
entry with the following stats: HD 5d12 (32 hp); BAB
+2; Atk Incorporeal touch +4 melee; Fort +1, Ref +3,
Will +5; Hide +10, Listen +9, Search +6, Spot +9.
Slippery Mind (Ex): If Jordan is
affected by an enchantment and fails her saving throw, 1 round later he can
attempt her saving throw again. He only gets this one extra chance to succeed
at his saving throw. If it fails as well, the spell’s effects occur normally.
Folana is a maenad pyrokineticist.
She has fully embraced the chaotic nature of her abilities, integrating into a
behavior which swings from morbid, even suicidal, to manically happy in an
instant. Her bright smile hides the unseemly logic of an unpredictable
psychotic. Her dress matches her personality: a plethora of mismatched colors.
Folana CR 13
Female maenad wilder 5 pyrokineticist
8
CN, medium humanoid (psionic)
Expanded Psionics
Handbook 13, 29 & 153
Init +3;
Listen -1, Spot -1
Languages Common,
draconic, maenad
AC 27
(+3 Dex, +5 chain
shirt +1, +2 ring of protection)
touch 21, flat-footed 24*
hp
55 (HD 5d6 wilder, 8d8 pyrokineticist); DR 5/magic*
Resist fire
20
Fort +11, Ref +14, Will +9 (+8 bonus vs. fire and heat)*
*see Nimbus special
ability; +3 insight bonus to AC and saves from augmented defensive precognition, +4 shield bonus from force screen; +1 morale bonus to saves from surging euphoria for at
least 2 rounds.
Melee fire lash +16 touch (1d8+5 fire/x2) or
fire lash +14/+9 touch (1d8+5 fire/x2) and
+1 deep crystal
sickle +15 (1d6+5/x2 and 2d6 deep crystal and 4d6 fire)
Ranged bolt of
fire +15 touch (7d6+5 fire/)
Space 5 ft. Reach 5 ft./15
ft. with fire lash
Base Atk +9/+4; Grp +9
Atk Options energy ray sonic, greater
weapon afire, surging euphoria
Special actions
firewalk, nimbus, outburst, wild surge +2
Combat gear +1 chain shirt, +1 deep crystal sickle, ring
of protection +2
Powers Known
(ML 5th, 34 pp [after preparation,13 pp]):
2nd level – energy stun (fire) (5d6+5 Ref half DC 19; on
failed Ref save, Will DC 19 or be stunned)
1st level – defensive precognition, offensive precognition
Spell-Like Abilities
(ML 6th, ranged touch +16):
1/day — energy ray sonic (6d6-6, ignores hardness)
*An augmented offensive
precognition grants Folona a +3 insight bonus on
all attacks; +1 morale bonus to attack and damage rolls from surging euphoria
for at least two rounds; +4 insight bonus to damage from offensive prescience.
Abilities
Str 11, Dex
16, Con 10, Int 12, Wis 8, Cha 16
SQ elude
touch, fear no fire, firewalk, psychic enervation,
surging euphoria, volatile mind
Feats Dodge,
Two-Weapon Fighting, Weapon Finesse, Weapon Focus (sickle), Weapon Focus (fire lash)
Skills Autohypnosis
+8, Concentration +16, Craft (alchemy) +17, Knowledge (psionics) +10, Tumble
+15
Possessions combat
gear, dorje of force screen (23), dorje of augmented offensive prescience [+4]
(36), tattoo of augmented body adjustment (3d12)
Bolt of Fire (Ps):
As a standard action, Folona can launch a bolt of psionically manifested fire at any target in line of sight
within 60 feet. This effect is treated as a ranged touch attack and deals 1d6
points of fire damage for each class level the pyro
has.
Fire Lash (Ps): A pyrokineticist
gains the ability to fashion a 15-foot-long whip of fire from unstable
ectoplasm as a move-equivalent action. She takes no damage from a fire lash she
creates, and if she releases her hold, it immediately dissipates. The lash
deals 1d8 points of fire damage to a target within 15 feet on a successful
ranged touch attack. The whip remains in existence as long as the pyrokineticist holds it.
Fear No Fire (Ex): At 7th level, a pyrokineticist becomes highly resistant to fire, gaining a
+8 bonus on all saving throws against fire and heat spells and effects and also
gaining resistance to fire 20.
Firewalk (Su):
Beginning at 6th level, as a free action a pyrokineticist
can expend her psionic focus to literally walk on air. She moves at her normal
speed in all directions, including vertically, but cannot move more than double
her speed in a round. A firewalking pyro leaves footprints of flame in the air that disperse in
2 rounds, but her tread does not deal damage. She must pay 1 power point per
round spent traveling in this fashion.
Greater Weapon Afire (Ps):
When Folona activates her hand afire
ability or her weapon afire ability, her unarmed attack or weapon deals an
extra 4d6 points of fire damage instead of 2d6. Touch attacks made while she
uses the nimbus ability likewise deal 4d6 points of damage instead of 2d6.
Nimbus (Ps): Folona
can activate this ability as a move-equivalent action. Flames that harm neither
the pyrokineticist nor her equipment engulf her
entire body. While she is aflame, the character’s Charisma score increases by
4, she can make a melee touch attack for 2d6 points of fire damage, and she
gains damage reduction 5/magic. If she is struck in melee, the attacker takes 2d6
points of fire damage. This ability lasts for up to 1 minute per pyrokineticist level and is usable once per day.
Outburst (Ex):
Once per day, for up to 4 rounds, a maenad can subjugate her mentality to gain
a boost of raw physical power. When she does so, she takes a -2 penalty to
Intelligence and Wisdom but gains a +2 bonus to Strength.
Psychic
Enervation (Ex): Immediately following each wild surge, Folana
may be overcome by the strain of her effort. The chance of suffering psychic
enervation is equal to 5% per manifester level added
with the wild surge. A wilder who is overcome by
psychic enervation is dazed until the end of her next turn and loses a number
of power points equal to her wilder level.
Surging Euphoria (Ex): When Folana
uses her wild surge ability, she gains a +1 morale
bonus on attack rolls, damage rolls, and saving throws for a number of rounds
equal to the intensity of her wild surge. If she is overcome by psychic
enervation following her wild surge, she does not gain the morale bonus for
this use of her wild surge ability.
Volatile Mind (Ex): When any telepathy power is
manifested on Folona, the manifester
of the power must pay 1 power point more than he otherwise would have spent.
Wild Surge (Su): Folana can invoke a wild surge whenever she manifests a
power, gaining +2 to her manifester level.
Kul’dur is a scorpionfolk ranger
whose tribe was nearly decimated in the recent attack on Vestiba. He is dour
and stern, though beneath his silent exterior burns a hatred for all things
associated with the Illesine. He is the least interested in this job and does
not brook either Jordan’s
acerbic wit or Folana’s capriciousness.
Kul’dur CR 13
Male scorpionfolk ranger 6
LE, Large monstrous humanoid
Monster Manual II
221
Init +1; Senses Darkvision 60 ft.; Listen +15,
Spot +15
Languages
Common, terran
AC 27
(-1 size, +1 Dex, +6 natural, +5 crystal chain shirt +1, +1 two-weapon defense, +2 ring of protection), touch 15, flat-footed
26
hp
99 (16 HD [12d8+12 scorpionfolk, 6d8+6 ranger])
Resist fire 5
SR 18
Fort +13, Ref +17, Will +15
*AC and saves include +3 insight bonus
from Kul’dur’s tattoo
of defensive precognition
Melee sting +24
(1d8+8 plus poison/x2) or
masterwork large lance +24
(2d6+11/x3) or
+1 large scimitar
+21/+16/+11/+6 (1d8+10/15-20/x2) and
+1 large kukri
+21/+16 (1d6+7/15-20/x2) and
sting +22 (1d8+6 plus poison)
or
sting +24 (1d8+9 plus
poison/x2) and
2 claws +22 (1d6+6/x2)
Space 10 ft.;
Reach 5 ft. (15 ft. with lance)
Base Atk +18/+13/+8/+3; Grp +27
Atk Options trample 1d8+6, power attack
Combat Gear +1 chain shirt, ring of protection +2, masterwork
large lance, +1 large scimitar, +1 large
kukri
Spells Prepared
(CL 3rd):
1st-level – longstrider,
magic fang
Spell-Like
Abilities (CL 10th):
1/day – major
image (DC 12+spell level)
2/day – mirror
image
* Kul’dur’s longstrider and magic fang (sting) are already
incorporated into these statistics, along with a +4 insight bonus to damage
from his tattoo of offensive prescience.
Abilities
Str 20, Dex
13, Con 12, Int 8, Wis 14, Cha 15
SQ wild
empathy
Feats Alertness,
Combat Casting, Endurance, Improved Critical (kukri), Improved critical
(scimitar), Improved Two-Weapon Fighting Multiattack,
Power Attack, Track, Two-Weapon Defense, Two-Weapon Fighting.
Skills Concentration
+9, Diplomacy +4, Intimidate +11, Listen +15, Search +8, Sense Motive +11, Spot
+15, Survival +11
Possessions
combat gear, tattoo of augmented body
adjustment (3d12), tattoo of
augmented defensive precognition (+3), tattoo
of augmented defensive prescience (+4), tattoo
of psionic lion’s charge.
Animal
Companion: Hawk, Monster Manual 273;
+2 HD, +2 natural armor, +1 Str, +1 Dex, 2 bonus tricks, link, share spells, evasion. Tricks:
Attack, Come, Guard, Heel, Seek, Stay.
Favored
Enemy (Ex): Kul’dur has a +4 bonus on Bluff, Listen,
Sense Motive, Spot, Survival check, and damage roles against humans; he has a
+2 against maenads.
Poison
(Ex): A scorpionfolk delivers its poison with
each successful sting attack (DC 17 1d4 Dex/1d4 Dex).
Trample
(Ex): As a standard action during its turn each round, a scorpionfolk can trample opponents at least one size
category smaller than itself. A trampled
opponent can attempt either an attack of opportunity a -4 penalty or a Reflex
save (DC 20) for half damage.
Helgen is the force that holds the others together, a blue shaper
metamind that leads through a mixture of motherly
tenderness and ruthless intelligence. A true megalomaniac, Helgen
is driven by the insatiable desire for more power, which she achieves through
guile, force or diplomacy, whichever she finds most effective at the moment.
Helgen CR 13
Male blue shaper 5 metamind 7
LE, small goblinoid (psionic)
Expanded Psionics
Handbook 189
Init +1; Senses darkvision 60 ft.; Listen +4,
Spot +4
Languages Common,
draconic, elven, goblin, orc
AC 19
(+1 Dex, +1 size, bracers
of armor +3, force screen), touch 12, flat-footed 18; total concealment
(50% miss chance)*
hp 66 (12 HD,
5d4+8 psion, 7d4+8 metamind)
Fort +5, Ref +6, Will +13
*granted from greater
concealing amorpha
Base Atk +5; Grp +0
Atk Options pearls (brain lock, breath crisis, personality parasite)
Special actions
free manifesting, cognizance psicrystal 9 points,
Quicken Power
Combat Gear bracers of armor +3
Powers Known
(ML 8th, 79 pp):
4th – fabricate,
intellect fortress, telekinetic maneuver, wall of ectoplasm
3rd – greater
concealing amorpha, dispel psionics, time hop, body
adjustment
2nd – cloud
mind (Will DC 17), psionic repair
damage, psionic tongues, share pain
1st – astral
construct, force screen, mind thrust (Will DC 19), skate
*Includes +15 ft. enhancement bonus from skate
Abilities
Str 8, Dex
12, Con 10, Int 20, Wis 14, Cha 11
Feats Alertness,
Boost Construct, Combat Manifestation, Overchannel, Psicrystal Affinity, Psicrystal
Containment, Psionic body, Quicken Power, Talented
Skills Concentration
+22*, Craft (sculpture) +15, Knowledge (geography) +20, Knowledge (psionics)
+20, Psicraft +20, Use Psionic Device +9.
Possessions
combat gear, cloak of resistance +3,
brain lock pearls (4), breath crisis
pearls (3), personality parasite pearl (2)
*Includes +4 bonus from Combat Manifestation and +3 from
bonus Single-minded psicrystal
Free Manifesting (Ps): Helgen can
manifest powers without spending power points: 3/day – 1st level and
2nd-level, 1/day – 3rd-level and 4th-level. This benefit applies only to the power point
cost of an unaugmented power. Points spent to augment
a power and an experience point cost (if any) must be paid as normal.
Cognizance Psicrystal (Ex): Helgen’s psicrystal is treated as a cognizance crystal capable of
storing 9 power points.
Ad-Hoc Experience Award: Award
individuals PCs 500 xp if they actually engage the
Ebon Ring in a conversation or some other roleplaying encounter (for example,
challenging Jordan
to a dancing contest or simply exchanging witty banter with the villains).
Spinosaur Attack (EL 15)
The alarm’s piercing cry penetrates even the deepest sleep.
To the west, still out on the lakebed, a signal flare casts a pale blue light
on a scene of carnage below: two enormous ‘saurs have
attacked a cargo skiff. The screams of the dying reach across the night.
This encounter takes place late at night after the Garun attack. Jezrek has dominated a mated pair of spinosaurs and sends them to attack Drylake,
drawing attention away from the excavation of the Asterien
by his aleithian followers (whose darkvision allows
them to see just fine). Jezrek’s yrthaks transport the aleithians to and from the site. The excavation takes place more than a mile
north of Drylake.
Creatures: The spinosaurs
make short work of the cargo skiff’s crew, and immediately attack anyone
approaching them, bellowing first to activate their frightful presence ability.
Despite their low intelligence, they are cunning creatures and have long years
of working together. They use their great size to their advantage and prefer to
focus on a single foe together.
Spinosaurus CR 13
N Gargantuan Animal
Monster Manual II
72
Init +1; Senses darkvision 60 ft., low-light
vision; Listen +13, Spot +13
AC 16,
touch 7, flat-footed 15
hp
236 (20 HD)
Fort +18, Ref +13, Will +8
Melee bite +24
(3d8+13) and
2 claws +19 (2d6+6)
Space 20 ft.;
Reach 20 ft.
Base Atk +14; Grp +40
Atk Options improved grab, swallow whole,
trample 2d8+19
Special actions
frightful presence
Abilities
Str 36, Dex
13, Con 23, Int 2, Wis 15, Cha 10
SQ scent
Feats Alertness,
Improved Natural Attack (bite), Toughness (2), Run, Track
Skills Listen
+13, Spot +13*
*Spinosaurus receives a +2
racial bonus on Listen and Spot checks.
Frightful
Presence (Ex): When a spinosauraus bellows (a
standard action), it inspires terror in all creatures within 30 feet that have
fewer Hit Dice or levels than it has.
Each potentially affected opponent must make a Will save (DC 20) or
become shaken for 5d6 rounds. A
successful save leave that opponent immune to that spinosaurus’s
frightful presence for 24 hours.
Improved
Grab (Ex): If a spinoasaurus hits an opponent
that is t least one size category smaller than itself with a bite attack, it
deals normal damage and attempts to start a grapple as a free action without
provoking an attacl of opportunity. If it gets a
hold, it can try to swallow the opponent in the next round. Alternatively, the spinosaurus has the option to conduct the grapple normally,
or simply use its jaws to hold the opponent (-20 penalty
on grapple check, but the spinosaurus is not
considered grappled). In either case, each successful grapple check it makes
during successive rounds automatically deals bite damage.
Swallow
Hole (Ex): A spinosaurus can swallow a grabbed opponent
that is at least two size categories smaller than itself by making a successful
grapple check. Once inside the gullet, the opponent takes 2d8+10 points of
bludgeoning damage plus 1d8+4 points of acid damage per round from the
dinosaur’s digestive juices. A successful grapple check allows the swallowed
creature to climb out of the gullet and return to the mouth, where another
successful grapple check is needed to get free. Alternatively, a swallowed
creature can try to cut its way out with either claws or a light piercing or
slashing weapon. Dealing at leas 25 points of damage to the digestive tract (AC
20) in this way creates an opening large enough to permit escape. Once a single
swallwed creature exits, muscular action close the
hole; thus, another swallowed opponent must cut its own way out. A Gargantuan spinosaurus’s gullet can hold 2 Large, 8 Medium, 32 Small
or 128 Tiny or smaller opponents.
Trample
(Ex): As a standard action during its turn each round, a spinosaurus can trample opponents at least one size
category smaller than itself. This attack deals 2d8+19 points of bludgeoning
damage. A trample opponent can attempt either an attack of opportunity at a -4
penalty or a Reflex save 9DC 33) for half damage.
Development: PCs can track the spinosaurs, but the tracks only lead back to their nest, a
large protected clearing the in the forest, some 20 miles northwest of the Drylake. A Knowledge (nature) check (DC 20) reveals that
through these creatures would need a large hunting territory to survive, 20
miles is rather excessive. Something must have induced them to stray this far
away from their home.
Anyone making a
Gather Information check the day after the attack
learns of a strange hole in the lakebed that just appeared to the north of
town. Inside, there are the nearly-fossilized remains of a boat. A little
digging reveals the ship’s name: the Asterian. Alas,
the fabled masthead (see below) is missing. A Search check (DC 12) reveals the
tracks of about a dozen aleithians about the site,
along with those of four massive winged creatures. A Knowledge (nature) check (DC 20) reveals
the larger tracks to be those of yrthaks.
The Ebon Ring: As with the Garun attack, members of the Ebon Ring may observe, but
they won’t do anything unless the spinosaurs somehow
manage to attack the city directly. They’re not here to be heroes, but they’ll
take every chance they can to size up the competition. However, they are keenly
interested in the Asterian the next day and dismayed
about the missing masthead.
Gathering Information
Gather Information checks made in Drylake
can render the following:
DC 10
·
“The Garun?
Them’s a clan of barbaric
maenads what lives in the Red Forest.”
·
“Jolo Plerg is the the local sage,
definitely the man to see about psionics and that kinda
stuff.”
·
“Didja
hear? A whole score of crystal-crafters just up vanished the other night.”
·
“Seems them who run the trade
caravans are hirin’.
Wonder how good me ol’
sword arm still is…”
·
(About the spinosaurs):
“Ne’er seen a ‘saur that big before. Wow.”
DC 15
·
“The Garun
have lived in the Red Forest
for as long as there’s been a Drylake, but they
usually stay far away from civilized folk.”
·
“Jolo Plerg has been really preoccupied lately. He took my son as
an apprentice, but the training doesn’t seem to be going so well.”
·
“Word is Tragide
Shine is looking to hire someone to hunt down his missin’
crafters. More than a score of his men took off with guild equipment.”
·
“That’s the third caravan through
the Red Forest
to be attacked this week! Who knows how many never made it through…”
·
“Them ‘saurs
is called ‘spinosaurs.’ Live in the forest. They ain’t never been so close to Drylake
before.”
DC 20
·
“The gray monsters wit’ the Garun? Them’s
called gluttons. Weird: they just hate psionic creatures like the maenads. It’s
unnatural, them workin’ together.”
·
“It’s not just Jolo
Plerg outta sorts. A lot of
his apprentices seem glum, too, these days. Wonder what’s with them…”
·
“I was part of the last caravan to
make it through. Let me tell you: don’t try it. We were attacked by a whole
horde of frothing-mad Garun. They’re lead by a
massive beast, tall as a house and with a wolf’s head.”
·
“The Ebon Ring? I ‘member them
when they was in Hopha. Nasty lot. Don’t know what
they do for a livin, but it ain’t legal, that’s for
sure.”
DC 25
·
“The Garun
are organized these days, the clans all gathering together under the banner of
some massive werewolf.”
·
“Those folks who call themselves
the Ebon Ring are bad news. They’re wanted in a least a half-dozen places, but
witnesses against tend to go missing or turn up dead.”
·
“There are some impressive ruins
in the depths of the Red Forest,
stuff built before the Skkyegald.”
·
“Have you felt it too? Something…
calling out in the distance. It’s crazy, I know, but I keep having these dreams
of walking into Red Forest,
following the call.”
DC 30
·
“The Ebon Ring has been out in the
east for a few months now, past the Scorch, they say, into the Core lands.”
·
“Before the Age of Fire, legend
has it that a powerful band of psions had a sanctuary in the depths of the Red
Forest, built upon a great lode of
deep crystal.”
·
“There’s a thrallherd
about. I’ll bet that’s what behind the Garun lately.”
DC 35
·
“I overhead that blue from the
Ebon Ring talking. I didn’t tell you this, but they’re looking for something
called the ‘Supellex.’ Seems someone very powerful in
the Core lands wants it.”
A Disturbance in the Force
“There is something amiss. A great power, an ancient one,
sends ripples through the universe. It is a dire portent.”
Jolo Plerg (Human Seer 11,
Knowledge (history) +10, Knowledge (geography) +10, Knowledge (nature) +10, Knowledge
(psionics) +10, Psicraft +10) has sensed a psionic
disturbance of unprecedented size. Any
character with a power point pool or the psionic subtype can make a
Concentration check (DC 30) to feel it as well. Jolo
is the leading psion in Drylake. He may serve as a
plot hook, contacting the PCs to hire them or urge them to discover the source
of this disturbance. Any Knowledge checks made with access to Jolo and his library gain a +4 circumstance bonus.
If questioned
about Jezrek, Jolo frowns. Jezrek was a promising apprentice and an unusually strong
telepath, but the young man was undisciplined and amoral. Jolo
caught Jezrek in the act of psionically
manipulating town guards and members of the city council. After a swift trial, Jezrek and his family were stripped of all titles and
privileges, their property confiscated and they were exiled from Drylake in perpetuity. All this took place nearly a decade
ago. Since then, the Olan family as resettled in a city-state to the west, but Jezrek has disappeared.
For the
appropriate fee, Jolo can furnish the following
information with a little research time (1d4 days):
·
A thrallherd
is a powerful telepath who calls fanatical followers to him. If that is what we
are facing, you should be prepared for psionics that affect the mind.
·
The Asterien
was a great ship that sailed when Drylake wasn’t so
dry, an artifact of ancient times. It was known mostly for its impressive
masthead, which figured a powerful deep crystal. Tragide
is the man to see about crystals in this town.
·
Before the Skkyegald,
there was indeed a band of psions of legendary power who dwelled deep in the Red
Forest. Legend has it that they
built a great machine called the Supellex Krystalus. Only the name survives, not its
function. But it is also said that the
psions dismantled the device, fearful it should fall into the hands of the
Illesine.
·
Maps of the Red
Forest that give a +4 knowledge
bonus to all Survival checks made in the area.
The Ebon Ring: Helgen
makes it a point to visit Jolo at some time to gather
maps of the Red Forest
and any other information about the Suppellex. The blue impresses the need for discretion on Jolo’s part with equally parts cash and veiled threats.
Crystal Crafters’
Guild
“I don’t rightly know what to tell you. Dopast,
Olon, Eegerd,
more than a dozen others – they’re just gone. Disappeared in the middle of the
night, they quit their families and their jobs just like that. The only thing
they didn’t leave behind was their tools.”
A
score of aleithians, 10 expert crafters and 10
jewel-guards (more than half the guild’s security force), has recently
disappeared, departing in the night and leaving everything behind except their
personal tools or weapons. Tragide Shine (Dwarf Exp 12), the Guildmaster,
is greatly concerned. Tragide may also serve as a plot hook, or PCs may interview
him while gathering information in Drylake.
The guildmaster is at a total loss. Despite the fact that his
guild members took their weapons and tools, he doesn’t suspect simple robbery;
all of his crafters were very loyal. Most troubling is the disappearance of Dopast, the guild’s foremost crafter after Tragide. The only person who could really use the guilders’
skills in Drylake is Jolo Plerg, who has long been a good customer and respected
member of the community.
If questioned
about the Asterien, Tragide
practically drools. The large, violet deep crystal held in the ship’s masthead
is a thing of legend amongst his kind – the largest such gem even known. Legend
has it that the crystal could change the weather and calm the seas. Tragide is very disappointed when this artifact is missing
the day after the spinosaurus attack.
The Ebon Ring: Doesn’t care about the
Crystal Crafters’ Guild or their plight.
Caravan Attack Site (EL 10)
Light smoke can be seen rising above the treetops from a
distance. Two wagons have been tipped on their sides, the middle one smolders
and a third is completely flipped over. Oxen lie eviscerated, still yoked the
wagons they were pulling. Bodies, torn brutally limb from limb, scatter the
scene.
A party heading
west along the trade road through the Red Forest, whether hired by a traveling
merchant or investigating reports of attacks on caravans, arrive at the
remainders Garun’s most recent attack about 10 miles
beyond the western banks of the lakebed.
A Search or
Survival check (DC 13) about the wagons and the surrounding forest reveals the
presence of at about fifteen creatures, amongst them a large creature that
leaves pawlike footprints but walks upright. Two of
the oxen are missing. A Knowledge (nature) check (DC 20) identifies the
footprint as that of a werewolf in hybrid form – a very big werewolf. A closer
Search of the wagons (DC 15) finds a ledger, which in turn reveals that none of
the caravan’s supplies are missing. A successful Heal check (DC 15) reveals
that most of the bodies here were slain before being ripped apart; the carnage
is calculated.
Creatures: While the PCs investigate, a
band of Garun warriors attacks! Since it is difficult
for the gray gluttons to sneak up on anything, the Garun
habitually swing wide west and come towards the site from the south while the
gluttons charge in from the north. Though not particularly skilled in hiding,
the concealment of the underbrush, a native’s knowledge of the forest and a
distance of 30 feet grant the Garun a +9 bonus to
their Hide and Move Silently checks as they approach. Those already engaged in
combat with the gray gluttons take a -5 circumstance penalty to Spot and Listen
checks.
Garun warriors (maenad War1) (10): 5 hp each,
Expanded Psionics Handbook 203
Garun barbarians (2): 51 hp each
Gray gluttons (2): 85 hp each, Expanded Psionics Handbook 200
Development: Captured Garun act just as any of those captured during the attack
on Drylake, though their minds can be probed for
directions to the camp and the identities of their leaders. Jezrek
is a awe-inspiring figure to the Garun,
a deity in the shape of a megalosaur who calls to
them telepathically with undeniable power.
The Survival check
to track the Garun back to their camp has a DC of 12.
The Ebon Ring: If the PCs take more
than two days after the spinosaurus attack to leave Drylake, the Ebon Ring arrives here first and easily deals
with the Garun attack. Otherwise, they probably
arrive just as the PCs finish with combat. If the party wants to exchange
information, the Ebon Ring is dismissive of their findings and conducts its own
searches. Sensing something amiss with the continued cooperation of the Garun and the gray gluttons, they quickly set out to track
the maenads back to their base, but refuse to allow the party to follow them.
Garun Camp
Morlan is the loyal beta of Jezrek’s primary thrall Ethyr. He
has been tasked with organizing the various Garun
tribes under Jezrek’s banner, a task infinitely
simplified by the thrallherd’s constant telepathic
call. In the past few weeks, Morlan has merged at
least three clans into a single unit under his rule and created a base camp for
attacking travelers on the Red Forest
trade route. The camp lies 12 miles (a 3-hour journey for the swift barbarians)
to the northwest of the latest attack site, and is composed of a series of
semi-permanent structures, mostly tents and lean-tos. The camp is not wholly
undefended, however.
The Ebon Ring: Timing and Kul’dur’s tracking abilities could mean that the Ebon Ring
could arrive here before the PCs. In this case, they simply eradicate the camp,
subjugate Morlan, pump him for information about the Porta Krystalus and kill him,
leaving his head on a pike in the center of the burning camp. A more exciting
option may be for the PCs to arrive in the middle of the Ebon Ring’s attack, or
to have the competition arrive in the midst of the party’s fight.
Udoroot Patch (EL 10)
Slowly, game trails and other tracks through the forest
converge to form a recognizable path that leads beneath tall pine trees and
through a patch of tall flowers.
Creatures: Morlan
has carefully planted a patch of udoroot along the
main path into and out of the camp, about sixty feet away from the camp’s edge,
and placed four camouflaged hunting towers in the trees nearby. The towers are
manned at all times. Only those specifically looking for trouble may make a
Spot check (DC 20) to notice the hunting towers and/or a Knowledge (psionics or
nature) check (DC 25) to notice and identify the udoroot
crowns that flank the path.
Udoroot CR 5
N huge plant (psionic)
Expanded Psionics
Handbook 214
Init +0; Senses Blindsight
60 ft; Listen +10
AC 11,
touch 3, flat-footed 5
hp
45 (6d8+18 HD)
Immune plant
traits
Resist cold
10, fire 19
Fort +8, Ref +4, Will +5
Space 15 ft.;
Reach 0 ft.
Base Atk +4; Grp -
Atk Options double manifest
Psi-Like Abilities (ML 4th,
melee touch +4, ranged touch +4):
3/day – astral construct (3rd-level)*, body adjustment,
mental barrier
At will – energy
stun electricity (2d6, Ref DC 15*), false
sensory input (15), id insinuation
(two targets, Will DC 15*), mind thrust
(4d10, Will DC 14*), telekinetic force (275
lb., Fort DC 15*), thought shield (PR
16*).
*Includes augmentation for the udoroot’s
manifester level.
Abilities
Str -, Dex
-, Con 16, Int 4, Wis 13, Cha 14
Feats Iron
Will, Lightning Reflexes
Skills Listen
+10
Double Manifest (Ex): An udoroot senses its surroundings and manifests its psi-like abilities through its crowns. It can manifest two psi-like abilities per round, as long as it has at least
two crowns remaining.
Maenad War1 (10): 9 hp each, Expanded
Psionics Handbook 203
Garun barbarians
(2): 51 hp each
Tactics: The garun
let the udoroots do the majority of the work, since
the plants have little sense of loyalty to the maenads. Four garun warriors are posted in the hunting towers, 30 feet
above the forest floor, and pepper the PCs with arrows, readying actions to
disrupt manifesters or spellcasters. The others come quickly from the outskirts
of the camp and spread out, hoping to avoid area-effect powers and to hem their
opponents into the udoroot patch.
Each udoroot uses one crown to constantly summon 3rd-level
astral constructs while the other alternates between telepathic (id insinuation or mind thrust) and psychokinetic powers (energy stun or telekinetic
force). If after three rounds both
crowns are still active, one focus on telepathic attacks while the other,
psychokinetic.
Development: The sound of combat in the
udoroot patch alerts those in the camp, who prepare
for battle. If the PCs take more than six rounds to deal with the udoroot, Morlan leads his band
(see below) to the patch to repel intruders.
Morlan (EL 13)
A giant with the head of a wolf trundles through the forest.
His bared fangs are as big as swords and he clutches a rune-covered greatclub. His armor and fur dangle with gruesome charms:
skulls, bones and rotting bits of flesh. The beast pauses and utters a great,
guttural howl that chills the bones.
Creatures: Morlan
is a feral and vicious being, but always the pack hunter. He takes the PCs’
intrusion onto his territory as a personal affront. He sets the gluttons upon
any opponent using psionics and keeps the garun
barbarians at his side to prevent anyone from flanking him. Otherwise, his tatics are brutally straight-forward: he wades (preferably
charges) directly into melee against the strongest-looking adversary and fights
to the death.
Morlan CR 12 (hybrid form)
Male hill giant werewolf
CE large giant (shapechanger)
Monster Manual 123 & 175
Init +1; Senses Low-light vision; Listen +3,
Spot +6
Languages Common,
Giant
AC 26*
(-1 size, +1 Dex, +11 natural, +5 mithral
shirt +1) touch 10, flat-footed 25
hp
147 (12d8+62 giant, 2d8+12 HD); DR 10/silver
Fort +16, Ref +10, Will +8*
*Includes +1 insight bonus from tattoo of defensive precognition
Melee +2 large greatclub
+20 (2d8+16) and
bite +17 (2d6+6, curse of
lycanthropy) or
bite +18 (2d6+14, curse of
lycanthropy) and
2 claws +15 (1d6+6)
Ranged rock +11
(2d6+10)
Space 10 ft.;
Reach 10 ft.
Base Atk +10/+5; Grp +23
Atk Options curse of lycanthropy
Special actions
rock catching
Combat Gear mithral shirt +1, +2 large greatclub, 6 six rocks
*All damage includes a +2 insight bonus from tattoo of offensive prescience
Abilities
Str 27, Dex
12, Con 23, Int 6, Wis 12, Cha 7
SQ alternate
form, lyncanthroic empathy, scent
Feats Cleave,
Improved Natural Attack (bite), Iron Will, Multiattack,
Power Attack, Track, Weapon Focus (greatclub), Weapon
Focus (bite)
Skills Climb
+7, Jump +7, Listen +5, Spot +8
Possessions
combat gear, tattoo of augmented body
adjustment (3d12), tattoo of
defensive precognition, tattoo of offensive prescience, Badge of the Supellex.
Alternate Form (Su):
A lycanthrope can shift into animal form as though using the polymorph spell on itself, though its
gear is not affected, it does not regain hit points for changing form, and only
the specific animal form indicated for the lycanthrope can be assumed. It does
not assume the ability scores of the animal, but instead adds the animal’s
physical ability score modifiers to its own ability scores. A lycanthrope also
can assume a bipedal hybrid form with prehensile hands and animalistic
features. Changing to or from animal or hybrid form is a standard action. A
slain lycanthrope reverts to its humanoid form, although it remains dead.
Separated body parts retain their animal form, however.
Curse of Lycanthropy (Su):
Any humanoid or giant hit by a natural lycanthrope’s bite attack in animal or
hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy. If
the victim’s size is not within one size category of the lycanthrope the victim
cannot contract lycanthropy from that lycanthrope. Afflicted lycanthropes
cannot pass on the curse of lycanthropy.
Lycanthropic Empathy (Ex): In any
form, lycanthropes can communicate and empathize with normal or dire animals of
their animal form. This gives them a +4 racial bonus on checks when influencing
the animal’s attitude and allows the communication of simple concepts and (if
the animal is friendly) commands, such as “friend,” “foe,” “flee,” and
“attack.”
Rock Throwing
(Ex): The range increment is 120 feet for a hill giant’s thrown rocks.
Garun barbarians (2): 51 hp each
Gray Gluttons (3): 85 hp each, Expanded
Psionics Handbook 200
Treasure: Morlan and the Garun chiefs keep
the tribe’s treasure hidden in a buried (Search DC 25), locked (DC 35) chest
beneath Morlan’s tent. It contains: 5,700 gp, 540 pp, 4 iolites (50 gp each), 5 sard (50 gp each), 3 alexandrites (500 gp each) and 5 psionic shards (+7 survival).
Development: If Morlan
is defeated by not slain, have the PC who felled him immediately make an
Intimidate check against the werewolf. Moral makes his opposing level check
with a -4 penalty. If the PC succeeds, Morlan is
cowed before his opponent’s awesome prowess and bitterly offers his
subservience. This allegiance does not go so far as to attack Ethyr or especially Jezrek, but Morlan’s attitude is now considered Helpful. He can give directions to the Porta Krystalus, describe
how it functions and give the party a rough idea of Jezrek’s
forces within the cave. Morlan is ill at ease talking
about Jezrek, whose strange powers he outright fears,
though the werewolf has seen Jezrek in his humanoid
form.
A faint trail
leads from the Garun camp 60 miles north through the
forest to the Porta Krystalus.
It was left by Morlan in wolf form three days ago and
following it is a DC 18.
Through the Red Forest
As the party travels through the Red
Forest, they may have the following
encounters.
The Ebon Ring: If the party’s
competitors are ahead of them, they make come upon the vestiges of combat. The
Ebon Ring shoots first and doesn’t bother asking questions.
Yrthak Flyby (EL -)
With eerie silence, a yellow-skinned creature flies
overhead. The monster is eyeless and a strange protrusion juts from its
forehead like a spike.
Creatures: PCs may make a Spot check
(DC 15) to see a lone yrthak, dominated by Jezrek, fly overhead, 80
feet from the ground. If the yrthak hears the PCs
(Listen +12) or Spots them with its Blindsight, it reports
to Jezrek (who can communicate with the langueless creature via mindlink). Once alerted to the party’s presence Jezrek sends forces to deter the party.
Yrthak: 102 hp, Monster Manual 262
Yrthak Attack (EL 11)
When the yellow-skinned fliers bear down upon you, it is
almost too late. The odd protrusions on their heads grumble with sonic power
and fire!
Creatures: Jezrek
first sends a pair of yrthaks to attack the PCs. The
creatures approach in silence (Move Silently +10). The yrthaks
make Fly-By Attacks as a team, one of them using its Sonic Lance ability while
the other uses Explosion to herd the PCs towards its partner. After four
rounds, the yrthals disengage and return to their
nest at the Porta Krystalus.
They make 1d3 such attacks a day until one of their clutch
is killed.
Yrthaks (2): 102 hp, Monster Manual 262
Blackmaw Werewolves (EL 11)
An unnerving silence fills the surrounding forest – which is
suddenly filled by the twang of bowstrings and whistle of arrows!
Creatures: Jezrek
alternates attacks by the ythraks with guerrilla
raids by Ethyr’s pack, the Blackmaws.
The Blackmaw werewolves close within range of their
composite longbows (110 ft.) and loose a volley of arrows. They fire for three
rounds, cast entangle to deter easy pursuit and then flee
through the forest. Once they feel confident they have lost any pursuit, they
cover their tracks (Track DC 19). They follow the party by scent and make 1d3
such attacks a day until one their pack is killed, at which point their return
to the Supellex Cavern.
Blackmaw wereolves (4) CR 7
Human werewolf ranger 4
CE humanoid (human, shapechanger)
Monster Manual 175
Init +3; Senses low-light vision; Listen +11,
Spot +11
Languages Common
AC 18,
touch 12, flat-footed 15; (+3 Dex, +2 natural, +3
studded leather)
hp 47 (2d8+8
wolf, 4d8+16 ranger HD); DR 10/silver
Fort +11, Ref +10, Will +6
Melee bite +10
(1d6+6/curse of lycanthropy) and
2 claws +4 (1d4+2)
Ranged masterwork composite [+4]
longbow +10 (1d8+4/x3)
masterwork composite [+4]
longbow +8/+8 (1d8+4/x3)
Base Atk +5; Grp +9
Atk Options Precise Shot, Rapid Shot
Combat Gear masterwork
composite [+4] longbow
Spells Prepared (CL
2nd):
1st – entangle
(Ref DC 13)
Abilities
Str 18, Dex
17, Con 18, Int 8, Wis 14, Cha 10
SQ alternate
form, animal companion (wolf), curse of lycanthropy, lyncathropic
empathy, wild empathy, scent
Feats Endurance,
Iron Will, Point Blank Shot, Precise Shot, Rapid Shot, Track, Weapon Focus
(bite), Weapon Focus (longbow)
Skills Hide
+11, Knowledge (nature) +8, Listen +11, Move Silently +11, Spot +11, Survival
+11*
Possessions
combat gear, Badge of the Supellex
*+4 when tracking by scent
Alternate Form (Su):
A lycanthrope can shift into animal form as though using the polymorph spell on itself, though its
gear is not affected, it does not regain hit points for changing form, and only
the specific animal form indicated for the lycanthrope can be assumed. It does
not assume the ability scores of the animal, but instead adds the animal’s
physical ability score modifiers to its own ability scores. A lycanthrope also
can assume a bipedal hybrid form with prehensile hands and animalistic
features. Changing to or from animal or hybrid form is a standard action. A
slain lycanthrope reverts to its humanoid form, although it remains dead.
Separated body parts retain their animal form, however.
Animal Companion:
Wolf (13 hp, Monster Manual 283); tricks: attack, come, defend,
fetch, heel, stay.
Curse of Lycanthropy (Su):
Any humanoid or giant hit by a natural lycanthrope’s bite attack in animal or
hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy. If
the victim’s size is not within one size category of the lycanthrope the victim
cannot contract lycanthropy from that lycanthrope. Afflicted lycanthropes
cannot pass on the curse of lycanthropy.
Lycanthropic Empathy (Ex): In any
form, lycanthropes can communicate and empathize with normal or dire animals of
their animal form. This gives them a +4 racial bonus on checks when influencing
the animal’s attitude and allows the communication of simple concepts and (if
the animal is friendly) commands, such as “friend,” “foe,” “flee,” and
“attack.”
Wolf (animal companions) (4): 13 hp each,
Monster Manual 283
Porta Krystalus (EL 11-15)
A massive dome, some 100 feet in diameter
and nearly as high, stands upon the hilltop. Larger-than-life sculptures cover its exterior. A pair of giant bronze doors, each of them 20
feet across and 40 feet high, stands closed on the dome’s south face. At the
dome’s apex there appears to be a huge nest.
Inside, the walls
are covered with intricate murals and the dome’s roof is supported by six
pillars that are covered with runes. The
floor is tiled, a mosaic of a glowing cluster of crystals in the center. The mosaic is flanked by two 40-foot-tall
pillars, upon each of which is hinged a huge metal plate gilded with gold,
silver and ivory.
The Porta Krystalus, magical gateway
into the caverns which hold the Supellex Krystalus, lies 60 miles almost directly north of the Garun camp. The structure is worked stone (Hardness 8), 10
feet thick at the base (1800 hp) and tapering to 5 feet thick at the apex (900
hp). Merely opening one of the great bronze doors (hardness 10, 120 hp, break DC 30) requires a full-round action and a successful
Strength check (DC 20).
To activate the Porta, one must position the swinging metal plates in the
center so that their ends touch. This is no small feat, requiring a DC 25 Strength
check. Alternately, each plate can be moved by any creature with a power point
pool or the psionic subtype who succeeds at three consecutive Concentration
checks (DC 25) per plate (for a total of six consecutive checks). Failure at
even one check disrupts the complex and powerful psionic powers that guide the
plates and flings both of them out of position, requiring that one start
completely over. Once the plates are aligned, one must activate the psionic
runes on each of the six pillars surrounding the Porta
in the correct order. Merely touching a rune activates it, but identifying the
correct rune requires a successful Knowledge (psionics) or Decipher Script
check (DC 25) for each pillar. Upon the activation of the sixth rune, there is
a surge of psionic energy and a ray of purple energy surges from each pillar to
the aligned plates. This opens a portal
that is similar to a dimension door
(CL 20th) that remains active for 2d6 rounds before the energies
powering the Porta stop and the entire apparatus is
returned to a state of inactivity. The portal leads 200 feet down through the
earth to the Entrance Chamber of the Supellex Cavern.
The only
characters who know how to operate the Porta Krystalus are Jezrek, Ethyr, Morlan, Dopast and Ss’patt. Ragonuth and Guras, the cerebriliths, also knows the secrets of the Gate, but never
use it; they simply teleport to any desired destination. Other captured allies
or followers of Jezrek can describe the basics of the
Gate’s function but cannot explain which runes to activate or in what order.
Clues to the use
of this structure and the Gate can be found by those who examine the sculptures
on the structure’s exterior. A Search check (DC 15) reveals several depictions
of creatures entering and exiting a psionic gateway, which is fed by six
glowing pillars. Instructions on how to use the Porta
can be discovered by studying intricate murals inside the structure. A Search check (DC 30) is needed to find the
instructions, a mixture of pictograms and runes, and a
Knowledge (psionics) or Decipher Script check (DC 30) is required to
make sense of them.
Creatures: Ethyr,
Jezrek’s werewolf lord thrall, stands guard here
along with a dominated gray render
and two to four yrthaks, whose numbers depend upon
any earlier encounters with the PCs. Ethyr remains in his hybrid form almost constantly. The yrthaks actually nest atop the structure housing the gate
and swoop down from there to attack.
Ethyr, male werewolf lord: 132 hp, Monster Manual 176
Gray Render: 125 hp, Monster Manual 138
Yrthaks (2-4): 102 hp each, Monster Manual 262
Tactics: Upon hearing any disturbance
of the yrthaks, Ethyr and
the gray render move to the door and pry it open just enough to peer outside. Ethyr waits, and holds the render at bay, for at least two
rounds in order to ascertain the PC’s power and tactics. If the yrthaks drive away any intruders, Ethyr
does not reveal himself – though attentive PCs not engaged in melee combat can
Spot (DC 25) that the door is ajar. If the PCs seem to be winning the fight, Ethyr pulls open a bronze door and sense the gray render
charging into combat. He instructs both the render and the yrthaks
to draw or herd the PCs into the structure, towards him, hoping to bottle-up
his foes and control the terrain. He takes cover from ranged attacks behind the
closed door until foes are close enough to attack. Ethyr
knows that there is no escape with this tactic, and would rather die than
reveal how to operate the Porta.
Ad-Hoc Experience Award: If PCs divine
the secrets of the Porta on their own, award them
experience as if they had overcome a CR 10 encounter.
The Ebon Ring: If ahead of the PCs, the
Ebon Ring dispatches these creatures with their usual ruthless efficiency. They
don’t bother interrogating Ethyr; Helgen
is confident that she can divine the functioning of the Porta.
Indeed, it takes her only 1d4+1 hours to do so. If behind the party, the Ebon
Ring arrives as the PCs are engaging the yrthak and
move directly for the Porta itself. They deal with Ethyr and the gray render and then bar the doors from the
inside (+10 bonus to the Break DC).
The Supellex Caverns
Dungeon Features
Much of the Supellex Caverns is
little more than a deep crystal mine. Most of the chambers are unworked stone, whose ceilings rise to a height equal to
half their widest measurement, to a minimum of 15 feet. A few areas (1, 2, 8, 13) have worked stone walls which are often decorated with
friezes or faded murals depicting Supellex Krystalus, its construction or use. Though
many of the cavern’s denizens have darkvision, unless otherwise noted chambers
are lit with simple lanterns placed upon sconces or topiaries every 20 feet.
Doors are made of iron (hardness 10, 60 hp, Break DC 28).
1. Entrance Chamber (EL 16)
A glowing portal opens above a wide circle designated by
glowing psionic crystal in the floor. This long chamber has a high arching
ceiling and its walls bear intricate by faded murals. At the far end, a massive
statue composed completely of ruby quartz stands in front of a set of iron
double doors.
Activating the Porta Krystalus to leave this
chamber requires a character to stand within the psionic circle and reach out
to the Porta with his mind. A Concentration check (DC
20) activates the gateway. Only a creature with the psionic subtype or a power
point pool can accomplish this.
Creatures: The creators of the Supellex placed a
powerful guardian at the cavern entrance. Though it resembles a psion-killer,
it is a actually greater stone golem. The golem is
under orders to prevent anyone not bearing a Badge of the Supellex from entering the
cavern. The golem can only take these instructions literally: each creature
wishing to pass must bear a Badge.
Greater Stone Golem: 271 hp, Monster Manual 136
Ad-Hoc Experience Award: Award PCs who
make it past the golem by showing a Badge of the Supellex
only half normal experience.
2. Commons (EL 1)
The southern portion of this area has smoothly finished
walls that bear fine carvings of psions at work about a complex mechanism
embedded with crystals. Beneath the carvings is a line of wooden barrels along
the wall. In a western alcove stands a statue, made of streaked marble, of a
bald humanoid dressed in robes. To the north there stands a trio of long wooden
tables.
Jezrek’s
humanoid followers use this a common area, mostly for
eating – hence the tables. The statue in the alcove stands on a short dais that
bears an inscription in Terran: “High Master Iabolde, Crafter of the Supellex.” The barrels all
contain water that was drawn from the pool in the lower chambers and are
hermetically sealed keep the water fresh.
Creatures: Two jewel guards are spending
their down-time at the middle table playing at dice. They have a -15 penalty to
hear any fighting in the Entrance Chamber. However, unless the PCs take care to
be stealthy when entering this chamber, the guards notice them. One immediately
draws his weapon and commands the PCs to halt. The other runs to the Hoist-Top
(Area 7) to alert the Blackmaw werewolves.
Jewel-Guards (dwarf warrior 2) (2): 14
hp
Development: Unusually noises (raised
voices, combat, loud spells or powers) alert the crafters in the Kitchen (Area
4) and might be heard by the Blackmaw werewolves in
Area 7.
3. Sleeping Quarters (EL -)
This wide chamber is filled with triple hammocks. On the
western wall is a large net that holds an assortment of personal items.
This is where Jezrek’s
dwarven followers sleep. The net contains an
assortment of mundane items: clothing, rope, spare sets of tools, weapons and
armor, etc.
Creatures: Three jewel guards sleep here
soundly, unarmed and unarmored.
Jewel-Guards (dwarf warrior 2) (3): 14
hp
4. Kitchen (EL -)
A large fire pit in the center of this chamber sheds both
light and heat. The northern and western walls are lined with open crates and
barrels, while a smooth stone shelf takes up most of the eastern wall. To the
south is a large pile of coal and lumber.
This is where food is prepared. One of
the barrels here is half-full of dwarven ale, a
carefully rationed commodity at the moment. Most of these provisions were
stolen from caravans attacked by the Garun and
delivered to Jezrek in tribute.
Creatures: Three crystal crafters are at
work here, preparing the next meal: a large pot of stew hangs from a tripod
above the fire pit. If not already aware of the PCs, they are alarmed and flee
towards the Privy (Area 5). Otherwise, they have already fled to the Hoist
(Area 7).
Crystal Crafters (dwarf expert 2) (3): 8 hp
each.
5. Privy (EL 12)
The stench of this dead-end is incredible. To the north
squats a low wooden shelf with a series of holes. To
the south, a rotting pile of refuse.
Waste has to go
somewhere, and Jezrek has arranged for its efficient
management. The lid of the toilets to the north hinges, allowing for easy
access for this area’s denizens.
Creatures: Jezrek
has dominated a cluster of lifeleech otyughs to take care of the waste here and act as a back-up
security force. The creatures spend most of their time contentedly buried in
the rubbish heap (Hide +11), though there is usually one in the toilet pit as
well (total cover). They are easily disturbed and relish the chance to eat
living flesh if the opportunity presents itself. It requires two move actions
for the otyugh in the toilet to climb out.
Lifeleech Otyugh
CR 8
NE Large Aberration
Monster Manual III
119
Init +3; Senses Darkvision 60 ft.; Listen +10,
Spot +10
Languages
Common
AC 21,
touch 16, flat-footed 18*
hp
94 (9d8+54 HD); fast healing 5
Fort +9, Ref +6, Will +12
*includes +4 deflection bonus from spell-strengthened
hide
Melee 4
tentacles +14 (1d8+8) and
bite +8 (1d6+4)
Space 10 ft.;
Reach 10 ft. (tentacle up to 15 ft.)
Base Atk +6; Grp +18
Atk Options constrict, improved grab
Abilities
Str 27, Dex
16, Con 23, Int 7, Wis 18, Cha 8
SQ life-leech
aura, spell-strengthened hide
Feats Alertness,
Combat Reflexs, Iron Will, Weapon Focus (tentacle)
Skills Hide
+3*, Jump +12, Listen +10, Spot +10
*A lifeleech otyugh has a +8 racial bonus on Climb checks and can always
chose to take 10 on Climb checks, even if rushed or threatened. It gains a +8
racial bonus on Hide checks when in its lair due to its natural coloration.
Constrict
(Ex): A lifeleech otyugh
deals automatic tentacle damage with a successful grapple check.
Improved
Grab (Ex): To use this ability, a lifeleech otyugh must hit with its tentacle attack. It can then
attempt to start a grapple as a free action without provoking attacks of
opportunity.
Lifeleech Aura (Su): Whenever a spell or
spell-like ability with healing descriptor is used on a creature within 60 feet
of a lifeleech otyugh, the otyugh gains the benefit of the healing spell as if it had
been one of the spell’s targets. If a healing spell cast within 60 feet of a lifeleech ptyugh would grant it
enough hit points to exceed its full normal hit point, it gain the remaining
hit points as temporary hit points. A lifeleech otyugh can’t have more hit points from its lifeleech aura than its full normal hit point total.
Temporary hit points gained in this manner last for 1 hour. This ability
affects spell completion aand spell trigger items
(such as scrolls, staffs and wands), but not other magical items.
Spell-Strengthened
Hide (Su): The sickly gray skin of a lifeleech otyugh has been infused with magical energy. This strange
energy grants a lifeleech otyugh
a +4 deflection bonus on its Armor Class.
Tactics: The lifeleech
otyughs prefer to ambush their prey. They herd
opponents towards the toilet pit (which is 10 feet deep) and bull rush or
grapple and throw them inside.
Treasure:
Anyone undertaking the disgusting task of rifling through the otyugh’s lair may contract slimy doom (Contact DC 14; 1
day; 1d4 Con). However, a successful Search check (DC 20) discovers 3,533 gp, 47 pp, 6 deep blue spinels (100
gp each) and 4 pearls of personality parasite.
6. Open Node
This long chamber is unlit. The walls glitter with partially
exposed nodes of crystal, some of which are larger than a man’s head. In the
center is a small pile of mining tools.
Jezrek’s dwarven followers
sometimes spend their free time mining crystal in this chamber, but otherwise
it is not used for the moment. Industrious PCs could mine it. With a suitable
team and the right tools (representing about 200 gp
investment), a Profession (miner) check receives a +5 bonus from the rich vein
of psionic and deep crystal found here.
7. Hoist, Top (EL 13-15)
A wide pit consumes most the floor of this chamber. Above
the pit dangles a wide platform which hangs by four chains attached to a hoist.
The machine’s winch is bolted to the ground on the far side. The walls are
lined with empty barrels and crates. A line of large nests runs along the
northern wall.
The pit is 100 feet deep and leads to the
lower chambers of the Supellex Caverns (Areas 8-13).
Operating the hoist requires turning the winch with a DC 15 Strength check,
though four people can work it at one time, granting the primary operator a +6
bonus to his check. A successful Strength check moves the platform up or down
20 feet a round. The platform is 10 ft. by 10 ft. square and can hold up to 2,000
lbs.
Creatures: Members of Ethyr’s
pack, the Blackmaw, spend most of their time in this
area, tasked with working hoist.
They are mostly bored and relish the chance to do more than turn a crank. There
are always at least six Blackmaws here, plus any that
survived the guerilla attacks as the PCs traveled through the Red
Forest.
Blackmaw werewolves
(6-10): 47 hp each
Tactics: Though vicious, the Blackmaw are canny combatants. If alerted to the PCs’ presence,
they quickly cobble together barricades on either side of the pit. This takes
2d4+2 rounds. The barricades provide cover (+4 AC) when standing next to them
and require a move equivalent action to step over or push through.
Alternatively, a character may take a full-round action that provokes attacks
of opportunity to clear a 5-ft.-wide path in the barricade. Once the barricades
are complete, or once the PCs are heard approaching, the Blackmaw
position themselves on the far side of the pit and ready actions to fire as
soon as opponents come within range. Once engaged in melee, they try to bull rush
opponents into the pit.
Treasure: The
Blackmaws keep their treasure hidden behind a large
rock in the wall near their nests (Search DC 15): 2,540 sp, 5,516 gp, 123 pp, 10 smoky quartz (80 gp
each), ring of mind shielding.
8. Hoist, Bottom (EL 10)
One hundred feet below the mouth of the pit, this vertical
shaft comes to an end. This chamber is plain and unfinished. A pair of
utilitarian iron doors stands to the south.
Trap: Dopast
and some other crystal crafters have fashioned a deadly cave-in trap in this
chamber, which is triggered by placing more than 40 lbs upon a set of pressure
plates near the doors to the south. All of Jezrek’s
followers know about this trap and avoid its trigger with ease.
Cave-in: CR
10; mechanical; location trigger; automatic reset; walls crumble (16d6, crush);
multiple targets (all targets in); never miss; onset delay (2 rounds); Search
DC 22; Disable Device DC 20.
Development: Any unexpected noise in this
chamber (the sound of the hoist or especially a cave-in) alerts the cerebriliths in the adjacent antechamber (see below).
9. Antechamber (EL 14)
A terrible, unworldly stench permeates the air, exuded from a sickly goo that lightly covers
everything. Four rune-covered pillars support a 60-foot high vaulted ceiling.
Thirty feet above the ground, a stone platform is suspended between the
pillars.
This
area is usually unlit. The cerebriliths who guard
this chamber habitually remain atop the platform suspended between the columns.
Creatures: Sensing Jezrek’s
call, but not answering it as followers or thralls, a clutch of four cerebriliths has offered the thrallherd
their allegiance. Unbeknownst to Jezrek, these creatures
are loyal to the Illesine. They are currently biding their time until the
opportunity presents itself to dispose of Jezrek and
claim the Supellex Krystalus for
the Mind Flayers. The tanar’ri are always on guard, taking 10 on Listen and Spot checks
(for a result of 32).
Cerebriliths (4) CR 10
Large Outsider (Chaotic, Evil, Extraplanar, Psionic, Tanar’ri)
Expanded Psionics
Handbook 192
Init +1; Senses darkvions
60 ft.; Listen +22, Spot +11
Languages
telepathy 100 ft.
AC 25,
touch 10, flat-footed 24; (-1 size, _2 Dex, +15
natural)
hp
103 (9d8+63 HD); DR 10/good
Immune electricity
and poison, outsider traits
Resist acid
10, cold 10, fire 10 SR 20
Fort +13, Ref +7, Will +10
Melee bite +14
(1d8+6) and
2 claws +9 (1d6+3)
Space 10 ft.;
Reach 10 ft.
Base Atk +9; Grp +19
Atk Options psi-like
abilities, spell-like abilities, Power Attack, Psionic Fist, Unavoidable Strike
Special actions
Summon Tanar’ri
Psi-Like Abilities (ML 9th, DCs are Charisma-based):
1/day – mind
thrust (9d10, Will DC 20*)
3/day – psionic
dominate (24 hours, Will DC 20*), ectoplasmic form, mind probe (Will DC 20)
At will – brain
lock (any non-mindless, Will DC 17), detect
psionics, ego whip (2d4, Will DC
19*), id insinuation (four targets,
DC 20*), mind trap (5 rounds)
Spell-Like
Abilities (CL 9th,DCs are
Charisma-based):
At will – deeper
darkness, desecrate, detect good, dispel good (DC 20), great teleport (self and 50 pounds of objects only), magic circle against good (DC 18), unholy blight (DC 19).
*Includes augmentation for the cerebrilith’s
manifester level.
Abilities
Str 22, Dex
13, Con 25, Int 15, Wis 18, Cha 21
Feats Power
Attack, Psionic Meditation, Psionic Fist, Unavoidable Strike, Wild Talent
Skills Concentration
+17, Hide +7, Jump +16, Knowledge (arcana) +12, Knowledge (psionics) +12, Knowledge
(planes) +12, Listen +22, Move Silently +11, Psicraft
+12, Search +12, Sense Motive +14, Spot +22*
*Cerebriliths have a +8 racial
bonus on Listen and Spot check.
Summon Tanar’ri (Sp): Once per day a cerebrilith
can attempt to summon 4d6 dretches (Monster Manual 42) or another cerebrilith with a 35%
chance of success. This ability is equivalent to 4th-level spell.
Tactics: Constantly alert, the cerebriliths are probably prepared for the PCs. One of them
immediately teleports to the workshop
to warn the crystal crafters, a second bars the doors (+10 to Break DC) and the
others prepare for intruders, casting deeper
darkness and magic circle against
good then using their summon tanar’ri ability to
summon dretches directly in front of the doors. If
they still have time, they ready actions to manifest mind thrust or cast unholy
blight on the first enemy they see.
The cerebriliths remain upon the platform for as long as
possible, bombarding their opponents with psi-like
and spell-like abilities. They work closely as a team, varying the powers they
manifest. When forced into melee, they use their great teleport ability to out-maneuver the party. They make full
use of Psionic Fist or Unavoidable Strike in conjunction with Power Attack,
regaining their psionic focus as a move-equivalent action if that seems
necessary. Once two of their clutch are slain, the remaining cerebriliths teleport
to the Supellex Krystalus (Area 13) to warn Jezrek
and fight with him there.
Development: If the PCs are in the
company of the Ebon Ring or if they prove themselves to be particularly
powerful, the cerebrilith do not attack (or break off
combat) and parley. They offer an alliance against Jezrek,
whom they pretend is a terrible master. Of course, once Jezrek
is defeated, the cerebriliths turn on the PCs.
The Ebon Ring: The members of the Ebon
Ring and the cerebriliths recognize each other as
fellow agents of the Flayer Lords, but feign ignorance. Perceptive or
suspicious PCs can make a Sense Motive check to notice knowing looks between
the parties. If the Ebon Ring enters the Caverns before the party, they
immediately ally themselves with the cerebriliths and
probably set up a particularly deadly ambush in this chamber.
10. Crafters’ Workshop (EL -)
This vast cavern is ablaze with light that is refracted and
reflect by all manner of crystals. Two long wooden workbenches stand in the
center, strewn with tools and psionics crystals in various states. There are
two granite shelves, one to the north, another to the west, which hold neat
piles of crystal and arranged sets of tools.
Creatures: Here is where Dopast, a master crystal crafter and devote follower of Jezrek, spends most of his time along with his fellow
guildsmen. They are ritually attended by five jewel-guards. At the first sign
of trouble (being warned by the cerebriliths or
hearing the sounds of battle from the Antechamber), the dwarves quit their work
and run into the Unstable Node nearby (Area 11), where they prepare to
activate the Trap there.
Dopast (male dwarf
expert 5): 27 hp, Craft (crystal) +16, Knowledge (psionics) +14
Crystal Crafters (male and female dwarves expert
2) (9): 11 gp each
Jewel-Guards (dwarf warrior 2) (5): 14
hp each
Treasure: There is a substantial amount
of partially-worked psionic crystals here (worth a total of 3,860 gp), along with 10 sets of masterwork tools.
11. Unstable Node (EL 10)
A great pillar of stone supports the high ceiling of this
chamber. Partially exposed bits of crystal glitter on the walls.
This node of deep crystal is inherently
unstable and lies abandoned. A successful Knowledge (architecture and
engineering) or Profession (miner) check (DC 15) reveals the dangerous nature
of this area.
Trap: As a measure of last resort, Dopast and his assistants have fashioned a trap much like
that at the bottom of the hoist (Area 8), except that it is activated by
pulling a rope behind the central column and collapses only the entrance to the
chamber, covering a section 20 feet wide by 10 feet deep. This is not without
risk, since collapsing the entrance may cause the rest of the chamber to cave
in as well (20% chance). Dopast and the others only
do so if they are threatened by the PCs or think they can severely hurt them.
Cave-in: CR
10; mechanical; location trigger; automatic reset; walls crumble (16d6, crush);
multiple targets (all targets in 20-ft.-wide by 10-ft. deep area at the
chambers entrance); never miss; onset delay (1 round); Search DC 22; Disable
Device DC 20.
The Ebon Ring:
May set an ambush for the PCs here, or insist on exploring the cave and
“accidentally” set off the trap.
12. Neothelid Pool (EL 15)
Four sets of crystal topiaries cast a purplish hue across a
vast subterranean pool fills this chamber. An acrid stench hangs in the air.
Across the pool hang two iron doors decorated with etchings and gilded with
crystals.
The pool is 60 feet deep at its center.
Despite the constant presence of the neothelid, the
water is quite potable and serves as the main supply of the Cavern’s
inhabitants. The doors that lead to the Supellex
require a DC 25 Strength check to open physically. Creatures with a power point
pool or the psionic subtype can make open them with a DC 25 Concentration
check.
Creature:
This is the lair of a dangerous but
effective guardian: a neothelid that the creators of
the Supellex bound to the fate of the
artifact’s crystal heart. The neothelid spends much
of its time partially submerged, swimming about the pool and concocting bizarre
plots to escape its condition. It begins this encounter almost totally submerged
and in the center of the pool, a condition that grants it a +15 circumstance
bonus on its Hide check. If it spots PCs bearing a
Badge of the Supellex, it grudgingly offers them safe
passage to the Supellex.
Neothelid CR 15
LE Gargantuan Aberration (Psionic)
Expanded Psionic Handbook 204
Init +2; Senses Blindsight
100 ft.; Listen +30, Spot +30
Languages Undercommon
AC 28,
touch 4, flat-footed 28; (-4 size, -2 Dex, +24
natural)
hp
312 (25d8+200 HD); DR 5/-
SR 25
Fort +16, Ref +6, Will +16
Melee 4
tentacle rakes +24 (2d6+10/19-20)
Space 30 ft.;
Reach 30 ft.
Base Atk +18; Grp +40
Atk Options breath
weapon, improved grab, swallow hole
Special actions
psi-like abilities
Psi-Like Abilities (ML 15th,
melee touch +24, ranged touch +12):
3/day – mind thrust (14d10, Will DC 23*), psychic
crush (6d6, Will DC 20**)
At will – body equilibrium, psionic charm (all
targets, duration 15 days, Will DC 21*), clairvoyant sense, psionic
levitate, read thoughts (Will DC 17*), psionic suggestion (seven
targets, Will DC 17*), telekinetic force (500 lb., Fort DC 18*), telekinetic
maneuver (+4 bonus, Fort DC 19*), telekinetic thrust (500 lb., Fort DC
18*), psionic teleport, trace teleport, truevenom
(DC Fort 19).
* Includes augmentation for the neothelid’s
manifester level.
** Includes the inherent +4 save adjustment described in
the power.
Abilities
Str 30, Dex
7, Con 27, Int 16, Wis 15, Cha 20
Feats Cleave,
Improved Critical (tentacle rake), Improved Initiative, Power Attack, Psionic
Endowment, Psionic Fist, Psionic Meditation, Speed of Thought, Wild Talent.
Skills Climb
+38, Knowledge (psionics) +31, Listen +30, Psicraft
+31, Spot +30
Breath Weapon (Su): Cone of acid 50 feet
long, once every 1d4 rounds; damage 14d10 acid, Reflex half DC 30.
Improved
Grab (Ex): To
use this ability, a neothelid must hit a creature
with two tentacles during the same attack. If it gets a hold, it automatically
deals tentacle damage and can attempt to swallow the foe.
Swallow Whole (Ex): A neothelid can try to swallow a grabbed opponent of a
smaller size than itself by making a successful grapple
check. Once inside, the opponent takes 2d8+15 points of crushing damage plus
2d6 points of acid damage per round from stomach secretions. A swallowed
creature can cut its way out by using a light slashing or piercing weapon to
deal 25 points of damage to the stomach (AC 22). Once the creature exits,
muscular action closes the hole; another swallowed opponent must cut its own
way out. A neothelid’s interior can hold 1 Huge, 2
Large, 8 Medium, 32 Small, 128 Tiny, or 512 Diminutive or smaller opponents.
Tactics: The
neothelid remains mostly submerged (granting it +4
AC) and away from the shore for as long as possible. It opens combat by using
its breath weapon. It uses psionic suggestion to lure as many foes as
possible into the water, and then angrily manifest psychic crush or mind
thrust on those who resist the lure. Those still remaining on the shore are
subject to being grappled by telekinetic maneuver into the pool. It uses
Psionic Endowment to increase all save DCs by
+1 and regains its psionic focus each round as a move-equivalent action.
Once all its
opponents – or at least all effective opponents – are in the pool, the neothelid manifests body equilibrium and begins
swallowing opponents. If brought to less than 30 hp, it teleports to the
Supellex Krystalus
to warn Jezrek.
Treasure: Those
searching the sourthern shore (DC 15) find the neothelid paltry horde: 3,210 sp, 1,609 gp,
57 pp, 5 red garnets (100 gp each).
Ad-Hoc Experience Award: Award PCs only one half normal experience if they bypass the
neothelid merely by having badges of the Supellex.
13. Supellex Krystalus (EL 16)
This entire area is bathed with warm prismatic light,
refracted into every color of the raindbow. The
illumination comes from a huge node of crystals encircled by an impossibly
complex clockwork mechanism. Four rune-covered pillars support a 60-foot-high
arched ceiling. The walls are covered from floor to ceiling with intricate
runes and pictograms.
Jezrek has attuned himself to the Supellex
and is not subject to the catapsi effect.
Creatures: Jezrek spends most of his time in this chamber, further divining the secrets of
the Supellex Krystalus.
He is attended at all times by Ss’patt, his thrall
and bodyguard. Any cerebriliths that flee from
combat in the Antechamber (Area 8) are present here to aid Jezrek.
Likewise, the neothelid from the nearby pool may be
here. They still do not fight to the death, fleeing if brought to less than 20
hit points.
Jezrek CR 15
Male maenad telepath 5 thrallherd
10
LE, medium humanoid (psionic)
Expanded Psionics
Handbook
Init +1 [+2];
Listen +1, Spot +1
Languages Blue,
bommon, draconic, giant, maenad, xeph
AC 15
(+1 Dex, bracers
of armor +2, ring of protection +2), touch 11, flat-footed 14; [AC 25 (-1
size, +2 Dex, +6 natural, +3 defensive precognition, +5 force screen), touch 14, flat-footed 23]
hp
85 (15d4+46 HD) [hp 116 (13d8+58 HD]
SR [25]
Fort +6 [+10],
Ref +5 [+9], Will +12 [+15]
*figures [in brackets] indicate Jezrek’s
stat’s after applying his power-up suite
Melee [talons
+13 (3d6+6) and
2 foreclaws +8 (1d4+3) and
bite +8 (1d8+3)]
Base Atk +7/+2; Grp +7 [+17]
Space
[10 ft.] Reach 5 ft.
Atk Options energy ray, [pounce], psicrystal delivers
touch powers
Special actions
outburst, empathic feedback (attacker
takes 5 damage)
Combat Gear bracers of armor +2, ring of protection +2
Powers Known
(ML 13th, melee touch +7, ranged touch +8, 188 pp):
7th – crisis
of life (Fort DC 24)
6th – breath
of the black dragon (Ref DC 22), fuse
flesh (Fort DC 23), mind switch (Will
DC 23)
5th – ectoplasmic shambler, power resistance, psychic crush
(Will DC 22), tower of iron will
4th – empathic
feedback, intellect fortress, metamorphosis, psionic dominate (Will DC 24),
schism
3rd – crisis
of breath (Will DC 24), dispel
psionics, hostile empathic transfer (Will DC 20), psionic blast (Will DC 20)
2nd – brain
lock (Will DC 19), id insinuation (Will
DC 19), read thoughts (Will DC 19), suggestion (Will DC 19)
1st – defensive
precognition, force screen, mind thrust (Will DC 20), mindlink, psionic charm (Will DC 18)
Spell-Like
Abilities (ML 7th; ranged touch +8):
1/day – energy
ray (sonic) (7d6-1, ignores hardness)
*figures [in brackets] indicate Jezrek’s
stat’s after applying his power-up suite
Abilities
Str 10, Dex
12, Con 14, Int 23, Wis 13, Cha 16; [Str 22, Dex 15, Con 16]
SQ naturally
psionic, outburst, thrallherd, psionic charm, psionic
dominate, superior domination, twofold master
Feats Alertness,
Inquisitor, Combat Manifestation, Expanded Knowledge (metamorphosis), Psicrystal Affinity,
Psionic Body, Psionic Endowment, Psionic Meditation, Narrow Mind
Skills Autohypnosis
+9, Diplomacy +21, Knowledge (psionics) + 24, Psicraft
+24, Concentration +23 (+27)*, Sense Motive +19. *with Combat Manifestation
Possessions
combat gear, headband of intelligence +4,
psionatrix of telepathy
*Use this to indicate any inherent bonuses to the
creature’s ability scores
Greater Dominate (Ex): Jerzek does not have to pay 2 additional power points when
she augments psionic dominate to affect animals, fey, giants, magical beasts,
and monstrous humanoids. This reduced point cost does not increase the save DC
of the power as if she had spent the additional power points.
Outburst (Ex):
Once per day, for up to 4 rounds, a maenad can subjugate her mentality to gain
a boost of raw physical power. When she does so, she takes a -2 penalty to
Intelligence and Wisdom but gains a +2 bonus to Strength.
Pounce (Ex): If a megaraptor charges, it can make
a full attack.
Psionic Charm (Ex): Once per day, Jerzek can manifest psionic
charm at a reduced power point cost. The cost of psionic charm is reduced
by the thrallherd’s level (10), to a minimum of 1
power point. The effect of this power is still restricted by the thrallherd’s manifester level.
Psionic
Dominate (Ex): Once per day, she can manifest psionic dominate at a reduced power point cost. The cost of psionic
dominate is reduced by the thrallherd’s level (10),
to a minimum of 1 power point. The effect of this power is still restricted by
the thrallherd’s manifester
level.
Superior Dominate (Ex): Jerzek does not have to pay 4 additional power points when
she augments psionic dominate to affect aberrations, dragons, elementals, and
outsiders (in addition to the creature types mentioned in the greater dominate
ability). This reduced point cost does not increase the save DC of the power as
if she had spent the additional power points.
Power-Up Suite: Jerzek draws from the Supellex. Rnd 1 – schism; Rnd 2
– metamorphosis (13
HD megaraptor) and defensive
precognition (augment: +3); Rnd 3 – force screen (augment +5) and empathic feedback; Rnd
4 – power resistance (PR 25) and read thoughts.
Ss’patt CR 8
Female troglodyte fighter 7
CE medium humanoid (reptilian)
Monster Manual 246
Init +1; Senses Darkvision 90 ft.; Listen +5,
Spot +1
Languages Draconic
AC 27
(+1 Dex, +6 natural, +10 spiked full-plate +1), touch 11, flat-footed 26
hp
65 (2d8+4 troglodyte, 7d10+14 fighter HD)
Fort +12, Ref +5, Will +5
Melee bite +13
(1d6+8) and
2 claws +11 (1d6+4)
Ranged masterwork javelin +10 (1d6+4)
Base Atk +8/+3; Grp +16
Atk Options grapple (armor spikes 1d6+4)
Special actions
stench
Combat Gear spiked full-plate +1, 4 masterwork
javelins
Abilities
Str 19, Dex
13, Con 14, Int 9, Wis 12, Cha 8
Feats Improved
Grapple, Improved Natural Attack (bite), Improved Natural Attack (claws),
Improved Unarmed Attack, Multiattack, Weapon Focus
(bite), Weapon Focus (claw), Weapon Specialization (bite), Weapon Specialization
(claw)
Skills Climb
+5, Listen +5, Hide +4*
Possessions
combat gear, gauntlets of ogre power,
cloak of resistance +2
* The skin of a troglodyte changes color somewhat,
allowing it to blend in with its surroundings like a chameleon and providing a
+4 racial bonus on Hide checks. In rocky or underground settings, this bonus
improves to +8.
Stench (Ex): When a troglodyte is angry or frightened, it secretes
an oily, musk-like chemical that nearly every form of animal life finds
offensive. All living creatures (except troglodytes) within 30 feet of a
troglodyte must succeed on a DC 13 Fortitude save or
be sickened for 10 rounds. The save DC is Constitution-based. Creatures that
successfully save cannot be affected by the same troglodyte’s stench for 24 hours.
A delay poison or neutralize poison spell removes the
effect from the sickened creature. Creatures with immunity to poison are
unaffected, and creatures resistant to poison receive their normal bonus on
their saving throws.
Tactics: Given time to prepare, Jerzek uses the power-up suite above. Jerzek’s schismed mind has a manifester
level of 7 and can draw from the Supellex or Jerzek’s own power
point pool. Both Jerzek and his schismed
mind draw from the artifact until it is drained. Feats drawn from the Suppelex are in parentheses. They also use Psionic
Meditation to regain their psionic focus each round.
·
Round 1 – crisis of life (psionic endowment), targets manifester or ranged attacker/psionic dominate (psionic
endowment), targets fighter: prevent PC manifester
from manifesting.
·
Round 2 – ectoplasmic shambler, shape
to effect as many opponents as possible, preferably
dividing the chamber/psionic blast, (psionic
endowment) augment 2-round stun.
·
Round 3 – breath of the black
dragon (maximize) augment 13d6
(78 damage), target stunned opponents/mind
thrust (maximize) augment 7d10 (70 damage), target opponents struck by
breath weapon.
·
Round 4 (Continue targeting a stunned opponent) –psychic crush, (maximize) augment 5d6
(30)/psionic blast, (psionic endowment)
augment as before.
After four rounds
of a purely psionic barrage, Jerzek moves into melee,
charging if possible. He alternates
full-round attacks with touch spells delivered by his psicrystal:
fuse flesh (augment Fort DC 23), or hostile empathic transfer (augment 9 pp,
90 hp or 13 pp, 70 hp in a 20-foot-radius burst). His schismed mind
continues alternating augmented psionic
blasts with either augmented maximized mind
thrust (70 hp damage) or augmented endowed id insinuation (Will DC 21, 3 targets). Jerzek
(and/or his schismed mind) manifests defensive powers
as needed (dispel psionics, intellect
fortress, tower of iron will). He heals damage
solely through hostile empathic transfer.
Ss’patt is built for one thing and does it well: she
grapples manifesters and spellcasters. She ignores
all other opponents, no matter how direct a threat, so long as she can see a psion or spellslinger to grapple
and maim.
Treasure: Jezrek keeps a locked iron chest (Open Lock DC 35) of petty
cash and other items for the purchase of mundane items by his followers. The chest contains 5,450 sp, 1,025 gp, 843 pp, 12 moonstones (80 gp
each), 12 black pearls (500 gp each) and 6 potions
of lesser restoration (300 gp each). The
clockwork mechanism which amplifies that crystal heart of the Supellex is comprised of six individual
psionic items: crystal capacitor (5 pp), crystal mask of detection, psychoactive
skin of nimbleness, third eye penetrate, third eye concentrate, torc of free will.
Concluding the Adventure
Jezrek’s defeat quickly scatters
his followers and thralls to the wind. The Garun
attacks cease and the crystal carvers return home –
though they cannot explain their actions, merely that they felt utterly
compelled to follow Jezrek by some power beyond them.
Jolo Plerg finds himself
deeply in the PCs debt, for he feels responsible for not properly training his
former apprentice.
Defeating Jezrek might just be the beginning of the party’s problems.
The Supellex Krsytalus
is a powerful if limited artifact and its fate lies in
the PCs’ hands. Dismantling it is a relatively simple affair, and permanently
destroying it is as easy as damaging or removing its crystal core. But there
are several people – the Ebon Ring and even Jolo Plerg included – who are opposed to simply destroying it.
The Ebon Ring may
remain a serious problem as well, depending on their interactions with the PCs
over the course of the adventure. At the very best, the PCs have made some
bitter enemies; at the worst, a deadly nemesis with a long memory.
Scaling the adventure
Jezrek’s class levels should be
equal to the party’s average level +2. Remember that modifying encounter levels
means that you should change the amount of treasure given. The total treasure
available in this adventure has a value of 211,000 gp.
11th-12th
level – Lower-level parties will probably have little problems with most
encounters until the Supellex Caverns. However, the
encounters with the Greater Stone Golem, the neothelid
and especially Jezrek himself could be quite deadly.
Have the Ebon Ring or the cerebriliths be more
willing to cooperate, and subtly insist on the importance of the Badges of the Supellex.
14th-15th
level – Higher-level parties should be constantly competing with the Ebon
Ring, who harasses them to no end, draining their resources but avoiding a
stand-up fight. Obscure the importance of the Badges of the Supellex.
Increase the EL of large fights by giving Morlan and Ethyr mates, increasing the ranger levels of the Blackmaws. Add gray gluttons as needed. Give Jezrek a cadre of cerebriliths
who can harry the PCs in the Supellex
caverns with their greater teleport abilities.
About the Author
noah
mclaughlin lives in State College, PA with his wife and cat. He is currently
writing his doctoral dissertation on French war films.

