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Display a Printer Friendly Version

Voce ex Machinae
[comments:(4), views:(5159), rating:(5.0)]

Author: noah mclaughlin
Homepage: http://www.personal.psu.edu/njm148
System: d20 Dungeons and Dragons
Type: Scenario
Category: Fantasy
Requirements: 13th level PCs


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.

ADVENTURE TITLE

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)

Spd 40 ft.

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

Spd 40 ft.

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.

Sidebar: interrogating prisoners

Canny or compassionate PCs may want to capture and question their foes.

Followers

The Garun and all the members of the Crafters’ Guild are followers of Jezrek. The Garun have only ever seen Jezrek in his megaraptor form, though the dwarves know he is a maenad. Jezrek’s followers receive a +2 bonus on Will saves and level checks; likewise, DCs for Diplomacy checks increase by +2. Garun warriors can only reveal the location of the base camp and the identity of their leader, Morlan. Garun barbarians can reveal the location of Porta Krystalus.

Allies

Morlan and the rest of the Blackmaw werewolves serve him only because their Alpha, Ethyr, is on of Jezrek’s thralls. The werewolves are greatly intimidated by Jezrek, but they owe him no special loyalty. Morlan knows, barely, how to work the Porta Krystalus and all the Blackmaws can reveal the location of the Porta along with the basic layout of the Supellex Caverns.

Thralls

Both Ethyr and Ss’patt are thralls of Jezrek, loyal to the death. Like Jezrek’s followers, their zealotry grants them a +2 bonus to Will saves and level checks against Intimidate and Diplomacy checks increase by +2. Ethyr and Ss’patt know the same information as Morlan.

Dominated Creatures

Jezrek’s greater dominate ability allows him to control a large number of very powerful creatures, but most of these are unintelligent. Communicating with them only relays a vague impression of a powerful telepath.

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.

Spd 30 ft.

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

Spd 50 ft.

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

Spd 45 ft.*

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):

4thfabricate, intellect fortress, telekinetic maneuver, wall of ectoplasm

3rdgreater concealing amorpha, dispel psionics, time hop, body adjustment

2ndcloud mind (Will DC 17), psionic repair damage, psionic tongues, share pain

1stastral 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

Spd 40 ft.

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

Spd 0 ft.

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

Spd 40 ft.

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.

Sidebar: Badges of the Supellex

In order to designate their members to the protective wards and denizens of the Supellex Caverns, the creators of the artifact created special badges. The badges made of dyed leather depicting a stylized clockwork mechanism around a large node of deep crystal. They can be sewn into clothing or worn as an amulet. All creatures found within the Supellex Caverns (except the cerebriliths) wear a badge. Ethyr and Morlan also each have one. A badge can be made with a successful DC 15 Craft (leatherworking) check.

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

Spd 50 ft.

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):

1stentangle (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

Spd 40 ft.

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

Spd 30 ft.

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

Spd 20 ft.

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.

The Supellex Kyrstalus

The Supellex Krystalus resounds with psionic energy – so much so that there is a permanent catapsi in effect around it with a radius of 60 feet. Only those attuned to the artifact are not subject to this effect.

   One round of careful study and a successful Knowledge (psionics) check (DC 30) reveals that one may tap into the almost boundless power of the Supellex. Any creature with a power point pool may take a full-round action that provokes an attack of opportunity to attempt a Concentration check (DC 25). Those who fail the Concentration check must immediately make a Will save (DC 17) or become confused as if by id insinuation.  Success indicates that the creature is now psychically attuned with the Supellex and may use its various abilities. Any number of beings may be attuned to the Supellex at the same time, but its powers are only usable by those who remain with 60 feet of it.

   First, the Supellex is a gigantic crystal capacitor, holding a total of 200 power points that recharge every day. Attuned creatures may feely tap this pool so long as they remain within 60 feet.

   Secondly, an attuned manifester may expend his psionic focus to gain the benefit of any metapsionic feat. The manifester need not know this feat. Moreover, the extra power point cost of a metapsionic feat is always paid from the power point pool of the Supellex – provided power points remain therein. Additionally, the cost of powers manifested with feats gained through the artifact is limited not by the manifester’s manifester level, but by that of the Supellex (19th), so long as sufficient power points remain in the artifact.

   A targeted dispel psionics or similar effect manifested on the Supellex may temporarily suppress some of its powers. A successful caster-level check (DC 30) stops the clockwork mechanism and prevents those attuned to the artifact from using it to apply metapsionic feats to their powers. Physically dismantling the mechanism has the same effect (250 hp, hardness 8).

   Removing the crystal core of the Supellex from this chamber, or doing more than 100 points of damage to the formation (250 hp, hardness 8), disrupts its delicate psionic balance destroys both the catapsi effect and its capacitor-like ability.

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

Spd 30 ft. [60 ft.]

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)

5thectoplasmic shambler, power resistance, psychic crush (Will DC 22), tower of iron will

4thempathic feedback, intellect fortress, metamorphosis, psionic dominate (Will DC 24), schism

3rdcrisis of breath (Will DC 24), dispel psionics, hostile empathic transfer (Will DC 20), psionic blast (Will DC 20)

2ndbrain lock (Will DC 19), id insinuation (Will DC 19), read thoughts (Will DC 19), suggestion (Will DC 19)

1stdefensive 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

Spd 30 ft.

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.

 



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