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3, SPEGTACULAR D&D ADVENTURES j , e ‘ a 4 a:| DOWNER: THE STORY SO FAR-PSYCHOTIC PSIONICS :| FATAL FINALE: THE LAST ADVENTURE PATH ma TM SU LY MONTE COOK i ISSUE #116 NOVEMBER 2004 eee) ees a elec ne eee Con es ee ead aan ences sect PAIZO PUBLISHING, LLC Pena erire a) Papen et) Ce cere eae es sees t eT] 4 DUNGEON NovEaER 2004 Be ee aS em SPECIAL FEATURE 68 THE 30 GREATEST D&D ADVENTURES OF ALL TIME ‘Our expert panel ranks th adventures of the garne! ADVENTURES 18 PALACE OF THE TWISTED KING Philip Larwi eaks, revealing a mor throudéd by the ambling walls mig! respite from the terri the keep's ancient meenloek master adventure for Sth DEATH OF LASHIMIRE ASYLUM Chis Tn the final chapter of the Shackled City Sculptor Dave Studer brings of Horrors to three yemous dimensions with dition of the classic nfamous sat Green Devil Face depicted by seminal Duxczos & Daacons artis Erol Otus Deep in the primaeval swamps of Lake Gloomey 39 The Portent 59 Mt. Zogon 94 Downer shrouded in perpetual mists lies the city of The Brothers of the Swamp. For years past this “religious” Jelved into the forbidden areas of study and dete 6 Editorial . 10 Prison Mail “The Temple of the Frog” 82 Dungeoncraft 98 Wil Save Take advantage ofthe RPGA'S Puaree Drop by www.rpga.com for more Rewanns program by coring points details, and use the following 86 The Cast with the adventures ftom this issue of adventure codes: 88 The City Duncrow! Each adventure is worth Palace ofthe Twisted King (116PTON) 60. ThelDungeon 2 DRD Player Rewards points, and Death of Lashimite (T16DLDN) 2 remains active until 12/30/04 Asylum (116ASON) The Journey v NOVEMBER 2004 DUNGEON 5 ADVENTURES, i, ADVENTURE PATH is issue contains two milestones. The firsts our cover feature, the 30 Greatest D&D Adventures of all Time” In this latest entry in our yearlong edlebration of the 30th anniversary of the DUNGEONS & DRAGONS roleplaying game, we invited more ‘hun dozen ofthe most wellknown names in the DED business (past and present) to rank the best adventures of the game's first 30 years. Longtime fans ofthe game should recognize our cover image as the gaping aw of the Face ofthe Great Green Devi whose sphere of annihilation mouth has gob bled up thousands of player characters since its deadly debut in 1978's Tomb of Horrors Younger gamers who have yet to experience the thiling (often arbitrary) deadliness of Gary Gygav’s legendary dungeon can use the “30 Greatest” article a a pointer to the ‘Tomiband dozens of other classic adventures from D&D’s illustrious past. Those of us who have been rolling dice for ages will see several old frendson thelist, aswell asa few ‘upané-coming whipper snappers By far the best aspect of the old fisted tion era was the sense of shared experi- cence. Before TSR segregated its audience by introducing a passel of campaign settings and before second edition came along with its "modem emphasis on storytelling and character development, adventures were the ‘meat and potatoes ofthe D&D experience. To this day atconventions and Intemet message boards around the world, fans of DuNcEoNs & Deacons talk about their favorite DED ‘memories, and fvoriteadventuresare aco ‘mon topic of discussion. Sure, the game's come a long way since the 1970s, and some ofthe “greatest” adver: tures on our list seem somehow primitive compared to the bright new epics coming out from Wizards ofthe Coast and. host of third-party publishers producing products DUNGEON NovENEER 2004 compatible with DUNGEONS & Deacons. But there's something primal about those carly adventures, Sure, nostalgia has a lot to do with it as does the fact that so many of the alltime greats were the “first” to do something. Pharaoh was the first official deathtrap pyramid. In the Dungeon Slavelords was the first adventure to capture the party and set them loose essentially naked at the bottom of the dungeon. But [think there's more to it than that. Tae best ofthe classic adventures provide a setting for the type of high adventure sug: gested by the DUNGEONS & DRAGONS rules themselves (regardless ofeedition), Nomatter whether you play a hard-core hack-and-slash campaign ora omantic epic ofhigh political intrigue, fighters are built to kill monsters, and clerics use their holy might to turn awy undead. At its core, D&D is a game abou killing monsters, stealing their treasure, and using that treasure to go shopping, You can add polities and morality and character on top of that, but you carit really escape tha essential ruth, And the old adventures— best adventures—simply provide cresting atmosphere and setting that bolsters this essence of the DUNGEONS & DRAGONS game. ‘That's not to say that the designers of today havertt Figured out how to put together adventures that equal the fun and excitement ofthe Great Old Ones. A hand fal of recent scenarios appear on the "30 Greatest’ list, speeding through the “tet of time” criteria to become modern-day clas sics. Thirty years from today, it’s possible thelist will be dominated by adventures from the current edition. Iso, Tope the game celebrity panel of the future takes a serious look at the Shack led City Adventure Path, which has appeared in these pages over the course ofthe ast two years. The brainchild of former DUNGEON Editorin-Chief Chris Thomasson, this 1 installment campaign has served as the creative backbone of the magazine since Chris's temure, and has quickly become a favorite of many of ou readers. This issue's highlevel adventure, “Asylum.” concludes the series in epic style wth the same author that started i ll back in Dunezow #97— ristopher Perkins, also a former DUN: GeON editorinchief, Congra due to all the authors of the Shackled City Adventure Path the two Crises, our own James Jacobs, Tito Leati, David Noonan, and Jesse Decker, many of whom pulled double duty to provide to or more installments think the Shackled City Adventure Path sets a very high bar for a mult-adventure campaign, and thank the authors for their incredible work. Its been a real pleasure having them in the pages of DUNGEON, How do we top the Shackled City? Plans are currently in motion fora second DUN GBON Adventure Path, this time to feature no fewer than 20 complete D&D adven- tures, one for each level of play. Look for a more wide-ranging storyline that takes the characters from a humble village to a metropolis of wizards and thieves toa great inland sea and the undead horrors that lurk on its distant shores. Prepare your players for dangers like they have never known. For in 2005, DuNGEoW begins anew Adventure Path: The Age of Worms. Tell your players to keep 4a6 handy ERIK. rik Mona Dunaron Editor-in-Chief [email protected] [ PALACE OFTHE TWISTED KING Ay Phil Larned Matrabont ky Mare Sto + Cactegraphy by Rokert Lazzareit! Ang Sitting» Lon feted (2-5) + Nom Drairt © Dargoon Count Vast gulf of sand stcich as far asthe eye could hope to se. Yet beyond thes ands are the lands of men, and iti there that 1 shall someday rule For now, the tunnels below this ruin must sfc. Iwait {for your vst, for Isha preyon you when you sleep. Those who Ljudge GPs) once esa i {false are for the larder and my dinner plate, Those I deem worthy shall ‘offer up their flesh to me as cay to the sculptor. Soon, you shall all serve me. Soon, you shall all he children of the Twisted King. —Fragmentary journal entry found in the Bright Desert GG Palace ofthe Twisted King” isa short DUNGEONS & DRAGONS adventure suitable for four Sth-level charac ters. Although set in a desert, it can be ‘modified to suit any terrain that is rela tively unsettled, since the majority of this adventure takes place inside a ruined way station, Naturally, if you change the ter rain, youll need to change the sandstorm inlo something more appropriate, like a hurricane, blizzard, or the like Askentyra Background, eee taeda abuidone wy sian in he desert to ambush passing caravans. The Bee eisai at Bessette accel nics Frets fer aca oth are Esai ea tan ate Pah. ey a he eter attacking a particularly treasure-laden tents were being delivered to a powerful evil sorcerer and merchant lord named Ezorath, When the caravan failed to reach its destination, Ezorath was both ember rassed and enraged. In ruthless style, he responded to the affront by hunting the bandits down and wiping them out. He saved his most terrible punishment for Falariss, and used polymorph any object to transform the halfling into a horrible deformed monster called a meenlock. Ezorath intended to use the transformed Falaviss as 2 guardian in his lair, but the newly-transformed meenlock fled into the storage tunnels located beneath the way station. Ezorath had neither the patience nor the interest to chase & meenlock through narrow tunnels, so he gathered up his recovered treasures and returned to his home, In the years since his transformation, Falariss has regained some measure of his arcane power and has managed to capture several passing travelers, trans- forming them into meenlocks as well Falariss eventually forgot his prior life and even his name, but he never forgot his desire to rule a kingdom. He now calls himself the Twisted King, and he and his meenlock subjects haunt the way station, ambushing and transforming those who stay there and slowly expand- ing the monstrous population of his twisted kingdom. Adheenpure Hooks ‘The adventure begins as the PCs seek shelter in the abandoned way station that doubles as Falariss’ aberrant kingdom, ‘They may simply seek shelter there as they travel. or the way station itself may be their destination, Several possible hooks to get the party to travel into the desert are detailed here; choose one appropriate for your campaign. ‘The Infamous Bandit: One of the PCs comes across an old parchment used as a bookmark in a forgotten tone, The parchment turns aut to havea short story ‘on it about an infamous halfling bandit named Falariss. The story tells of how Falariss operated out of a way station in NOVEMBER 2004 DUNGEON 19 the desert, and more to the point, tells of his vast successes in raiding caravans. and travelers. According to the tale, a mighty hoard is hidden somewhere in the way station, just waiting for adventur: rs to find it. The parchment also shows the way station’ location, about two days! travel into a large desert. The Missing Merchant: Someone's gone missing in the desert! A merchant by the name of Yerrin Andrak recently traveled into the desert, seeking to establish trade with the nomads that live there. Yerrin, unfortunately, has yet to return, and his friends and fam- ily approach the PCs with a request to tack him down and find out what may have become of him. In Search of Ezorath's ‘Tombs The great wizard Ezorath died many decades ago, but tales say his followers buried him in a trap-illed tomb somewhere in the desert, along with several of his more powerful magic items. No one's been able to find any evidence of this tomb, but perhaps one of the PCs comes across, a brief mention of Ezorathis mysterious journey into the desert a few years before his death, a ttip to an old, abandoned way tower found on a relatively unused trade route. Perhaps a clue to the loca tion of his tomb can be found there? Shelter from the Storm: The PCs are traveling through the desert for an entirely different reason. During their travel, they notice an ominous dark wall of clouds coming up behind them; 4a massive sandstorm is quickly bear ing down on the group! Fortunately, small, ruined way station up ahead seems to offer shelter, if the PCs can only reach it before the sandstorm bits, If youre using one of the above hooks, you can include this sandstorm as a ‘way to ensure the PCs seck shelter in the ruined waystation, Sandstorms are detailed on page 91 of the DuNceon MasteR's Guide, The actual journey into the desert to the way station iit covered here, allow: {ng you to tailor the trip as you wish to it your campaign. In the WORLD OF GReY- HAWK, the desert could be the Bright Des: crt, In the FORGOTTEN REALMS, it could be Anauroch. In ERERRON, it might be the Blade Desert NEES cn The Abansfoned Way Station Beyond a dune of white shifting sand, the burning desolation of the desert is broken by an astonishing ruin. Wildly canted walls lean inward toward several ruined struc tures, providing some shelter from the ele- ‘ments. Within, onlyone building seems to still stand whole. The building is in @ bad state of repair, with several jagged holes piercing the walls and large portions of the roof caved in. It appears as ifthe ruin has long been abandoned, and there is no sign cof any activity nearby or within, (Originally built bya kingdom that borders the desert, this way station saw a great deal of use until the trade route dried up and itwas zbandoned. Now it is home for the Twisted King and his servants Since meenlocks loathe the sun, you should try to stage the partys arrival at the way station at dusk. Ifyou include the sudden sandstorm adventure hook, they'll have even more reason to seek out shelter in the way station. The aboveground portions of the ruins are constructed of red clay brick Sand piles up along the walls and on the roof of the building, in places to @ depth of 3 feet. The damage to the walls is extensive. An examination ofthis dam- age combined with a successful DC 15, Knowledge (architecture and engineer ing) check indicates that the PC notices that much of the damage seems to have been caused by powerful magic or even siege engines. In fact, Ezorath is respon- sible for this devastation; his spells and summoned creatures did quite » number ‘on the tower during their attack on the bandits so many years ago. The Meevfock Mevace ‘As the PCs explore the ruins, they shouldn't immediately he assaulted by the meenlocks that lurk in the tunnels below, In fact, the entrance tothe mee lock warren is fairly well hidden, and it's entirely likely thatthe PCs wont discover either of the two entrances on their initial search of the ruins, Nevertheless, the PCs should feel the presence of the menacing aberra tions. ven before the meenlocks start using their fear auras and their rend mind attacks, the discovery of tiny body parts, carvings, and other strange arti- facts should give the place a decidedly creepy feel. Ask for Listen and Spot checks once in a while, but despite the results, tell the PCs they hear and sce nothing unusual. You can heighten the sense of pa noia and brooding menace by periodi cally taking a randomly selected player aside to another room to describe a strange movement his character may catch out of the corner of his eye, oF a sudden bizarre odor, or maybe even something as simple as the discovery of a gold coin wedged between a pair of bricks in a wall. These “private con: ferences” should set up a subtle sense of paranoia around the game table; the other players wont know for sure what went on behind those dosed doors, and as a result the sinister themes of this, adventure will be enhanced. Ifthe PCs dorit find the entrances to the meenlock tunnels and instead set up camp in the ruins, the meenlocks take note, Later that night, they use dimen- sion door to leave their tunnels and appear atop the ruined walls that su round area 1. The Twisted King uses his spells (notably ghost sound and dancing lights) to try to draw lone PC guards off into the desert, where the other meen- locks use their fear auras and paralytic claws to immobilize their prey. If the PCs refuse to be lured, the meenlocks use their rend mind attacks from hid- ing on any obvious arcane spellcasters. Asleeping character who fails to resist this atack lurches awake with a seream. The meenlocks dimension door back into their tunnels after each rend mind attack, returning to assault the same PC after 10 minutes or so. If discovered. the ‘Twisted King uses obscuring mist to fill the area with fog, while the other meen- locks use their fear auras and paraly sis attacks to immobilize as many PCs as possible. A meenlock that takes any damage at all dimension doors back into the tunnels to hide. ven if the PCs try to flee, they arentt safe, for the meenlocks track them and continue to try to capture vietim, repeat ing their tactics whenever the PCs sleep, ‘Once they set their sights on a vietim, the meenlocks only give up the chase if at least two of their number are slain, +. Pettowd Well ‘This circular courtyard is open to the ky. ‘Small drifts of sand cover the loor and lie heaped against the crumbling walls. A pat- tially collapsed wel sts in the center around which several buckets are strewn. The buck- ts ate halFfilled with sand, giving some indication that they have not been used in ‘quite sometime Beyond the wellan archway leads into the main part ofthe structure When caravans used to pass through this region on a regular basis, this court. yard was used as a campsite and a place from which to draw water. When Fala iss and his men took itover, they used it for muich the same purpose, except that they robbed and murdered those who stayed and disposed ofthe bodies in the desert. Now the courtyard lies deserted and the well has become dangerous in its own right. ‘The well itself plunges 15 feet to an oily surface of water, itself about 15 feet deep. A sizable quantity of id moss grows along the inside ofthe well, in a stripa few inches wide just above the water level. Its presence has contaminated the water with its poison. Any PC drinking the water can take a Survival check (DC 20) to notice thatthe water tastes alittle odd, and ifthe ‘water is immediately spit out, the charac ter gains a +2 bonus on the resulting to resist the tainted water's effects Anyone who drinks the poisoned water must make a suecessfl Fortitude save (DC 12) or take 142 points of intelligence damage, One minute later, the victim must save again or take 146 points of Intelligence damage. Treasure: Ifa character correctly recog nizes the id moss for what itis, 6 doses of the poisonous stuff can be harvested from the wel. 2. Certs Drange ‘A long rectangular chamber lies beyond the archway, constructed from the same red clay brick as the courtyard. A thick layer ‘of sand covers the floor of the chamber, and here and there a discarded piece of camping equipment pokes out eerily from the dust. The walls of the chamber seem to be covered with shadowy markings of some sort, although closer examination and better illumination is required to make sense of ther ‘An examination of the discarded equipment finds an empty backpack, an empty flask, gnawed bones, and the shredded remains of @ bedroll (all remnants left by former travelers). A successfull Search check (DC 20) also uncovers a few things of a more disturb ing nature: a single human tooth with a Dit of dried flesh still stuck to the root, a clump of haiy wedged in a erack in the wall, a broken arrow caked with dried blood. and what looks like a strangely light red-brown stone (but isin fact half a dried kidney, as a successful DC 15, Heal check reveals). Pethaps the most disturbing is @ charred stump of char- coal that reveals itself to be @ horvibly burnt human finger upon close exami- nation. These grim remnants are all that remains of sudden, horrid attacks on travelers by the meenlocks. The drawings on the walls are made with charcoal (crafted by the meenlocks using burnt remnants fom those lucky ‘enough to be killed rather than captured), ‘These drawings are only present at about 2 feet or lower; no drawings mar the stone walls above this height. The drawings depict stick figures engaged in various murderous activities; limbs and legs and heads lie in mounds while other stick fig tures seem to be feasting on the crudely drawn parts of their victims. ‘The entrances tothe meenlock tunnels below are hidden beneath layers of sand oon the floor. The meenlocks take care to cover them with sand after they are used and then dimension door into their tun nels to avoid disturbing the sand. The tunnels are opened only when they need to transfer victims below. Each is capped with lat sandstone blocks that seal access to the tunnels, and even if the sand is cleared away they remain quite cleverly hidden, A successful Search check (DC 30) made in the right square uncovers ‘the opening; ifthe sand is cleared away the DC drops to 25. The sandstone slabs are surprisingly light, and weigh only 100 ece—two meenlocks working pounds a together can pry one up and push one around, although once a slab is in place it sits flush with the ground. Unless some sort of handholds are carved into a slab, it cannot be opened from abore. Ifa slab is removed, a dark shaft is revealed. This shaft is barely 2 feet wide, and the walls are lined with black moss that is both firmly rooted in the walls and strangely softto the touch. The moss gives numerous handhold, and as a result, the Climb check to navigate the 20-foot deep shaftis only DC5. Of course, the wretched stink of rotting flesh that wafts warmly up from the darkness below may give PCs ‘pause before they plunge in. ‘§ Sandstone Slab: 4 inches thick: Hard ness 8; hp 60; Break DC 28, 5. Reabn ofthe Tistted King (EL 8) ‘When Falariss controlled the way station, he dug out a small storage cave beneath the central chamber to store extra prov sions and the spoils from their raids. In so doing, he discovered a tangled maze of small tunnels in the rock. When Ezorath destroyed his gang, Faariss fled into the tunnels and hid. Now, he and his meen: Jock minions lurk in the tunnels, waiting for unwary travelers touse the ruins above asa campsite. The meenlock tunnels are quite small; ceiling height rarely goes above 2 feet, and the width rately deviates from 2-1/2 feet. The meenlocks can navigate these tunnels with ease, but for Small and Medium creatures these tunnels are nar row and low, Such creatures move at only 1/4 their normal speed, suffer a—8 pens alty on attacks with light weapons and a “8 penalty on attacks with one-handed ‘weapons. Two-handed weapons cannot be used in the tinnel. Large creatures can move only 5 feet pet round, and any- thing larger than that can move only with 4 successful Escape Artist check (DC 30) All Semall and larger creatures lose their Dexterity bonus {if any) to Armor Class while in this area, The tunnels themselves are covered ‘with black moss that grants a +4 circum- stance bonus on Move Silently checks, and the air is hot, close, and recks of rotting flesh, At the end of the twisting maze of tunnels is a small earthen cave 2 smaon coos tt that contains various trophies taken from the creatures’ previous victims, including several polished skulls. Itis from the less- well preserved specimens that the horrid smell emanates, Creatures: Four meenlocks dwell in these tunnels, along with their lord, the Twisted King. The meenlocks take great offence if the capstones to their tunnels are tampered with, but wait for intrud. cers to get further into their tunnels before they attack The Twisted King resembles ¢ normal meenlock witha slightly oversized head. He wears a shabby brown cloak, a badly frayed scroll belt, plain ion amulet. Malicious and cruel by even meenlock standards, the Twisted King delights in capturing and torturing arcane spell casters. He reserves the transformation process for such individuals, and prefers to simply kill members of other lasses. He lost his familiar years ago, and has never bothered to replace it since he now finds animals repulsive and fit only for food. Meenlocks (4): CR 3; Tiny Aberra- tion: HID 448; hp 18 each; Init +1; Spd 20 f.; AC 13, touch 13, flatfooted 12; Base Atk +3: Grp~7; Atk-+3 melee (1d2-2 plus paralysis, law); Full Atk-+3 melee (1d2- 2 plus paralysis, 2 claws): Space/Reach 2-1/2 f.J0 ft; SA fear aura, meenlock transformation, paralysis, rend mind: SQ darkvision 60 ft, dimension door, telepathy 300 ft; AL LE; SV Fort +1, Ref +2, Will 45: Str6, Dex 13, Con 10, Int 11 Wis 12, Cha 15; Monster Manual 11146 Skills: Hide +12, Listen +5, Move Silently +5, Spot +4, Survival +5, Feats: Alertness, Track. Fear Aura (Su): Asa free action, a meen- lock can produce a 30-foot-radius burst centered on itself all ereatures in this area that fal a DC 14 Will save become ca tonic with fear for 1d4+4 rounds, Such creatures are considered helpless as they stand in place, shivering and staring, or ‘otherwise roll into a fetal postion on the ground and sob quietly. A creature that ‘makes the save against this effect cannot be affected again by that meenlock’s fear for 24 hours. Meenlocks are immmume to the fear aura of other meenlocks. The save DC is Charisma-based, This is a mindaffecting fear effect. Meenlock Transformation (Su) Typically, three meenlocks can carry a Medium crea- ture; those that are paralyzed or catatonic with fear are carried back to the meenlock lair and bound, Given time, meenlocks can transform helpless victims into meen: Jocks themselves, as long as atleast three ‘meenlocks are in physical contact with the victim for the duration of the transforms: tion. Afler 1d6 hours of physical contact with the meenlocks, all of the subject's ability scores are reduced to 1 (except for any already at 0). There is no saving throw against this effect. A heal or greater resto: ration restores the creature to normal. In another 1d6 hours of meenlock contact, the transformation is complete; the sub- ject becomes forever a meenlock, losing The Tiseted Xing NOVEMBER 2004 DUNGEON Serr 24 all ofits previous classes and abilities. At this point, only a wish or miracle spel can restore the victim, Paralysis (Ex): Any creature hit by a ‘meenlock's claw must makea DC 14 Fort tude save or be paralyzed for 3d6 rounds. Rend Mind (Su): A meenlock ean project thoughts and suggestions into the mind of single creature within 300 feet. These thoughts cause paranoia images of stalking mon: eyes, and the sensation of being followed cor peering watched, or sized up. The target of this mind-affecting phantasm must make a successful DC 14 Will save or take 144 points of Wisdom damage. Once a meen. Jock uses this ability, it must wait 1d4 rounds before doing so again. The save DG fs Charisma-based. Dimension Door (Su): Once every 2 rounds, meenlock can producea supernat ural effect like that ofa dimension door spel ‘except that the range is only 60 feet and no additional weight can be transported. Possessions: Two wnat eyes. ‘The Twisted King, Meenlock So cerer 5: CR 6; Tiny Aberration; HD 448 plus 5d4; hp 33; Init +5; Spd 20 ft. (4 squares); AC 14, touch 13, flat-footed 13; Base Atk +5; Grp -5; Atk +5 melee (142-2, clay); Full Atk +5 melee (1d2-2, 2 laws) Space/ Reach 2-1/2 £0 fts SA fear aura, meenlock transformation, paralysis, rend mind, spells; $Q darkvision 60 f., dimen- sion door, telepathy; AL NE; SV Fort +3, Ref 44, Will 49; Str 6, Dex 13, Con 10, Int 1, Wis 12, Cha 16, Skills: Hide +12, Knowledge (arcana) +5, Listen +5, Move Silently +5, Spellcraft 7, Spot +4, Suevival +5, Feats: Alertness, Craft Wondrous Item, Improved Initiative, Track Sorcerer Spells Known (6/7/5}: 0—acid splash, dancing lights, ghost sound, mage hand, prestdigitation, touch of fatigue (DC 13); Ast—disguise self, obscuring mist, magi isi, shield; 2nd—blindness/deafiess (DC 15), daze monster (DC 15) +1, cloak of resistance +1, wand of magi missile (CL, 19 charges), scroll of invis ibility and slow, scroll of enervation, 3 Tactics: Ifthe Twisted King discovers that his palace has been violated he uses DUNGEON NOVEMBER 2004 Tete Cooter Fort save er nis scroll of invisibility to spy on the PCs before alerting the others telepathics tothe composition of the party. If the PCs intrude upon these tunnels the meenlocks use their increased mobility inthe tunnels tocatch the PCs in the radius weir fear auras, and use their rend mind attacks while staying out of melee. They only tse their wrath eyes in desperation, since they have limited numbers of these weapons. The Twisted King uses magic misile to damage the PCs, and daze mon- ster to render any obvious bards, wizards, or sorcerers helpless. Those who persist in exploring the tunnels are subjected to guerrilla attacks by the meenlocks, who use dimension door in conjunction with Hide and Move Silently skils to surround and harass the PCs. The Twisted King casts shield, hen unleashes his offensive spells, ing the same hit-and-run tactics as his servants, The meenlocks fight to the death with a ferocity that might surprise unwary or careless PCs ‘Treasure: The southern cave is where the meenlocks sleep and take their vic tims to be consumed or transformed, Most of the eqisipment and grisly tro phies lying about the cave are worthless, though a successful Search check (DC 20) uncovers the following: a masterwork light wooden shield, 2 tanglefoot bags, « healer’s kit, a set of masterwork thieves! tools, and a gold armlet set with a dozen azurites (worth a total of 175 gp). Conchihing the Adtenfure Should the PCs defeat the mecnlods, other travelers. Of course, given the way station's secluded location, it’s just as Tikely o become the lair of another group of monsters or bandits, I the PCs flee the way station for the relative safety of the desert, the meen locks follow them as detailed earlier in he adventure, Only by killing a least two ofthe meenlocks can the PCs escape their Ifthe PCs came to the way station look ing for Falariss, they should find some scraps of paper in the Twisted King's lair that indicate that he and Falatiss were one inthe same; the rumors of a vast treasure hoatd would seem to have been false. If the PCs were looking for Yerrin Andrak, the missing merchant,’ they should find several of his belongings in the Twisted King's lair, but no sign of him or his body. Of course, this is because he's been transformed into one of the meenlocks; something that can be unraveled only with powerful magic. If the PCs are attempting to find Ezorathis lost tomb, they might find some Peay the dai Snorer tn ee ie See eee ae information about the to ist the trash in area 3, or perha him. self might say something cryptic about the lost tomb because of his ancient con- nections with Ezorath Finally, ifany PCs have been captured and transformed, they can be restored te their true forms only with a wish or ‘miracle spell. Securing such a powerful ell and possibly transporting a danger cous meenlock to receive the effects of the ed for four characters of Sth found in the adventure appr around in, removing the substantial spell make for an extended campaign just make sure to let the player whose med roll up a new character was transfo character to play in the meantime! #4 Philip writes, “Ihave always ited mcenlocks, ‘ever since the old Fiend Folio. They bring back men I hope players get as hig a fright out ofthe ure." This is Pili’s second appearance in DUNGEON. = MCRORUNAUARE en ‘THE DEATH OF LASHIMIRE 26 DUNGEON NoveweR 2008 & settled frontier, a single hut faces the open sea, tiny curls of ‘smoke drifting up ftom its crooked chirmney. Beyond, an over- grown trail winds up the face of the isle's only peak to a shallow cave atthe top. The island hardly appears sinister, yt its core fes- ters with evil, betrayal, and madness. This isthe lair of Lashimnire the Shunned, and his latest acquisition may just spell his doorn, The Death of Lashimire” is an adventure designed to chal- lenge four 12tr-level characters. Several of the villains in this adventure use psionics, or otherwise utilize material from the Expanded Psionies Handbook. If you wish to use this adventure without psionics, check out the Adapting the Adventure sidebar ‘on page 39. Although most of the action in this adventure takes place ata single location, the main antagonists move from area to area. A timeline is provided to help you keep track of NPC actions and locations. Since the PCs can interrupt the sequence of events dictated by the timeline, make sure you understand the ‘motivations of the key NPCs before running the adventure, (): 1 remote island, just three miles off the coast ofa lightly Adventure Backaround About 30 years ago, when the infamous psion L Dtenoré had a seat on the Council of Seers (a shadowy organi zation of psionicly gifted scholars), he eaimed a reputation for both creative manipulation of psionic energy and forthe lack of morality of his experiments, His work predominantly involved untested theories about the creation of psionic undead entities himire Ar known as callers in darkness, The Council of Sers approached him about the ethics of his theories several times, but when they discovered that Lashimire was secretly using human prisoners on the Astral Plane as test subjects the council expelled him (as execution of a member or ex-member is forbidden). Angry and bitter, Lashimire retired to his abode, a tiny cave on a dismal, small outcropping of rocks about three miles off the seacoast, near the tiny thorp of Plowsfeld. He and his assistant Arclian con tinued his research with the help ofa githyanki general named Gythra-Kyharz, with whom he had come into contact while con- ducting experiments on the Astral Plane. Gythra-Kyhar2 helped Lashimire acquire human source materials for his experiments in exchange for more undead minions to bolster her armies oon the Astral Plan githyanki remained on good terms for overa decade Recently alocal band of sahuagin uncovered an ancient sunken city that appeared to be of gith origin. The city was built around a disturbingly well-preserved castle, the doors of which sesisted all attempts by the sahuagin to enter. They noted that the doors seemed to bear a strange, sword.shaped indentation. Knowing Lashimite was an expert on githyanki culture, they approached him with their discovery. The psion consulted with his githyanki allies about the city, but they swore they had never built permanent Lashimire's friendly arrangement with the settlements in this region. Relieving the githyanki were lying to him, Lashimire decided to investigate the ruined city for himself He concluded that the central building was warded to bar entry to those who did not wield a githyanki sir sword, so he made a special visit to the astral fortress of his long. time associate General GGythra-Kyharz and smuggled her silver sword back to the Material Plane. It didsit take long for Gythra-Kyhavz to discover the theft 0¢ to realize who had betrayed her, but since the outraged general didrit want any ofer superiors to realize she allowed her sword to be stolen, she did not report its theft. Instead, she intends to lead ‘a small, covert group of githyanki to retrieve it. As this adventure begins, the githyanki have found Lashimire’s assistant and killed him, but have yet to find Lashimire himself or recover the sword. ‘The psion is currently on the mainland looking to acquire a neck: lace ofadaptation but soon returns tohis air. Little does he suspect thats band of murderous githysnki and a party of adventurers (the PCs) walt for him to arzve! Adventure Hooks Ieeally, you should introduce Lashimixe's reputation for evil experimentation and trafficking in undead early in your eam- paign. Rumors ofhis hidden laboratories and magnificent ibrar ies have circulated through grapevines for yeas since Lashimire's expulsion from the Council of Seers, yet none of the rumors seem to be able to agree on the location of his lair If you arertt able to introduce Lashimire in this way, his reputation has instead been covered up by the Council of Seers, ‘whose members view him as both an embarrassing secret and a dangerous renegade, Nevertheless, a successful bardic knowl: edge or Knowledge (psicrafi) check (DC 30) reveals vague leg- ends of Lashimire’s library, which is rumored to hold great ‘magical and psionic tomes. In any case, use one of the following three adventure hooks to get the PCs to travel to Lashimire's lair + The PCs may need to contact Lashimire on their own to pet tion him for an answer to a mysterious question. In this case they have managed to lear the location of his lair in a prior adventure, Alternately, they may have heard rumors that Lash: rite is dead, and their discovery of the location of his lair could lead to vast riches and treasure, + The PCs are approached bya mysterious woman named Tasha, who needs them to deliver a psionic item to an old friend. She gives the PCs directions to this “friene's home,” a small island three miles off the coast. In fact, this woman is a member of the Council of Seers, and the item she wants the PCs to deliver isa psionic version of a robe of powerteseness She hopes that if the robe doesuit ruin Lashimire, he'll be enraged by the affront enough to attack the PCs and that the PCs, in defend- ing themselves, will kill the troublesome renegade before he further casts shadows over the Council's reputation. + If there's a psionic PC in the party who has achieved some mea- sure of fame or notoriety, he may receive a mysterious invitation from Lashimire himself to come tohis lair to discuss an exchange ‘of knowledge. Nothing in the invitation forbids the psionic char: acter from bringing along allies, and since the address given NOVEMBER 2004 DUNGEON 27 THE DEATH OF LASHIMIRE is in a relatively remote area in known. sahuagin tenitory, bringing along some allies might bea good ides. Adventure Timeline This timeline describes the intended actions for Lashimire, the githyanki death Squad, and the sahuagin during the one hour timeframe starting from the point the characters arrive inside Lashimir’s lit The timeline doestt account for actions taken by the PCs, and these actions can casi alter or disrupt the timeline Altering the Timeline The peaary encore adenine veh atimie Tgh is intended course af acon is suggested bythe tlie, the [DM may need 0 “Rudge” progression in aadertocisoe te pion ecotntes tie PC Remember thatthe adventure takes place inside Lahimite's home, an ifhe sees any evldence that there's trouble there he woe thathishome or its secrets are threatened, he makes every attempt to dispose ofthe threat, recruiting the help of his aquatic allies if ec «essary, Only if PCs are exceptionally stealthy and fastidiously careful to hide the bodies of any githyanki slain and dont leave any obvi ous signs of their passing can they escape Lashimine's eventual detection, Adtitiona) Penloyens “The Death of Tashimire i driven by two separate factions Lashimire and his shai allies, andthe gihyankd death squad. Once Tashimire rts, the PCs find themselves ‘Gught between two powerful groups. Make sure to study the major NPCs in this adven- ture, Most ofthe encounters are not ream specific leaving plenty of opportunities for both pliyers and their opponents to plan ambushes. ay naps, oF use other strates ‘All foes are intelligent and should be played that way. It's even possible for the PCs to ally with one of the groups, although Lashimire’s Jeave explore the sunken city he believes ‘Characters arive in Tashimire’s abode, ether by entering va the under ‘The githyanki death squad, led by Gythra-Kyharz, arrives at area 2. Gythra-Kyharz. lights incense in the skulls in area 2 s0 she and her minions wont trigger the traps in the lair below and to open. spends several minutes eating a snack and relaxing after successfully Lashimire walks to area 5 to check on the caller in darkmess and to sms to arca 6 to gather his gear and prepare for the ‘minutes to finalize their plans. The phase door in area 2 activates and the blood canvas traps in area 3 deactivate, and the githyanki death squad enters the lar. Gythra-Kyharz suspects Lashimire has hhidden the silver sword in area 5 or 6; she takes half the squad to Time Elapsed Event Ominues ‘water tunnel to area Sorby descending the ladder to area 3. 5 minutes the entrance tothe lit. 1Sminutes __Lashimire tdeports into area 4 and then walks toarea 6, where he securing a neclaceofadapration. 24 mites ‘make some last-minute constitations with some notes. 30 minutes Lashimir underwater journey to the sunken city 32 minutes Lashimive walks to area 7 and retrieves the silver key from the bot tom drawer of the desk. 35 minutes Lachine enters area 8 to speak with the sahuagin for 10 area 6 and sends the restto area 5 to search, 45 minutes DUNGEON NOVEMBER 2008 Before he leaves, Lashimire makes.a quick walkthrough of his abode to make sure itis secure, Ifhe finds nothing out of place, hhe retums to area 8, dons his new necklace of adaptation, retrieves the ser svond, and accompanies the sahuagin through the sub- ‘merged turmel and into the ocean. It's far more likely that he encounters the githyanki or the DCs at this time, though. Ifhe does, he immediately atacks, enraged that his lair has been invaded. paranoia and the githyankis rage makes such tactic dangerous at best. Lashinirés Leir Lashimie’s lair is located on a small, rocky island about 3 mils from the mainland. You can place this island anywhere in your carn paign world along any unsettled or lightly settled coastline. The joumey to the sl isnot covered in thisadventure;any encounters the PCs have on thet trip should be tailored to the region in which you place the isle. There are no nearby settlements, and no regular ferry service tothe isl; Lashimire uses tl port to come and go from his la ‘The island itself has only a few features of note. A small shack sits on its southem face, near the shore. A faint tail leads up the side ofthe isle from the shack to a low cave opening near the island's single peak, 80 feet above sea evel. This cave entrances dificult to notice from air or and, requiring successful Spot check (DC 10) modified by distance to discover. Lashimire's actual lair consists of several rooms carved out of the {sland’s core, and is accessed by this cave. ‘The underground section of his abode is carved from rock, and the walls polished smooth. Ceilings are 10 feet tll. The cor ridors are circular and 10 feet in diameter, with a 1-foot wide walkway on the bottom of each corridor. The corridors’ uneven shape makes maneuvering difficult, and characters who engage in combat inside them suffer a -2 penalty on their attack rolls, Refiex saves, and Dexterity checks “The penalty ceases as soon as the char acter exits the corridor. Unless otherwise specified, Lashimire's abode is completely dark and characters that are unable to see ‘without a light source must provide one, Finally, the underground section (areas 3-8 is warded with a dimensional ock effet ‘This effect functions at caster level 15, and is maintained bya potent magiering in area 4. As long as the effect is active, astral pro- ection, blink, dimension door, ethereal jaunt, etherealness, gate, maz, plane sf, shadow walk, teleport, and similar spells, psionic powers, or spell and psi-ike powers do not function in these areas, L Arcilans Shack (EL 12) This fifteen-foot square shack stands on. thick pilings driven into a rocky beach, iment NS Gin) task aa es although the Roor of the shack is still only a few fect off the ground. The roof ismade of wooden shingles and the walls, are crusted with sea salt. A single closed door on the north face of the shack pro- vides an entrance. “This small shack was the home of Lashi mie’s assistant, a man named Arclian. Among other jobs, it was his responsibil ity to watch over the isle while Lashimire ‘was away, and to prevent explorers and other visitors from approaching. Unfor tunately, only a short time before the PCs arrive, he failed at this task, A successful Listen check (DC 10) allows a character to hear a loud banging coming from inside the shack, A barely discernable pathway leads up the isle’s slope from the shack: a success ful Survival check (DC 20) is enough to notice the faint path. This path isthe only safe land route to area 2. All other toutes require Climb checks (DC 15) along slip- pery rocks. Failure by 5 or more indicates 2 fall of 16x10 feet, Swaths of blood stain the floor and walls in the shack. Most of the blood is fiom Arcliais body, which lies in a heap against the far wall. Creatures: Inside the shack, a group of six githyanki soulknives are busy tearing the place apart, searching for the miss ing silver sword. This group arrived in advance ofthe bulk ofthe death squad led by Gythra-kyharz in order to secure the territory and scout the area; her group is, scheduled to arrive soon (but not until the PCs enter Lashimite's lair). The soldiers au tall, gaunt figures with rough yellow. skin, pointy, serrated ears, and long black: hair pulled into topknots. Githyanki Soulknife 7 (6): CR 8; Medium humanoid (extraplanat psionic HD 7a10+14; hp 57 each (currently 40 each); Spd 40 ft; AC 20, touch 13, fat- footed 18; Base Atk +5; Grp +8: Atk/Full Atk +10 melee (1d10+4/17-20, +1 keen mind blade) or +9 ranged (141044/17-20, +1 kecn mind bladey; SA mind blade, ps: like abilities, psychic strike +248, throw ‘mind blade: $Q darkvision 60, fee draw, silliyanki traits, mind blade enhancement “+1, potver resistance 12, shape mind blade; AL NE; SV Fort-+, Ref +7, Will +6; St 16, Dex 15, Con 14, Int 10, Wis 12, Cha 8. es Skill: Autobypnosis +11, Balance +4, Jump +4 Listen +11, Spot +11, Tumble +12, Feats: Cleave, Exotic Weapon Profi ciency (basturd sword), Power Atack, Speed of Thought’, Weapon Focus (mind blade)’, Wild Talent’ Languages: Common, Gith, PsiLike Abilities (Sp): 3/day—conceal ing amorpha, far hand, psionic daze (DC 9), ionic dimension door. Manifester level 3. Poseessons: +1 chain shirt, heavy stecl shield, ring of protection +1, 3 brain lock pears, potion of water wal Taeties: Upon spotting opponents, the githyanki move to the sides ofthe hut to avoid being flanked and to aid in flank ing anyone who enters the hut. If the PCs dorit immediately attack them, one of the soulknives addresses them by say- ing, “Infidels, we have come to liberate the general's sword and thereby demand your immediate surrender!” Ifthe PCs surrender, they are stripped of their belongings, bound, and event ally hauled off to the Astral Plane to ive the remainder of their lives as slaves. While this might be the inception of an interesting campaign, it's beyond the scope ofthis adventure. If the PCs attack, the githyanki fight back with their mind blades. They have allimbued their weapons with destructive psychic energy, and thus inflict +248 dam- age on their frst hit, The githyanki fight to the death Treasure: The githyanki have already looted Arcilanis body and have stacked has gear neatly on a desk near his corpse. Included are a ring of protection +2, bracers ofarmor +4, a1 pryckokineticdaguer,a doje of insinuation (23 charges), and 147 gp. 2. Entrance to Lashimire’s Abode ‘A small cave opening near the top of the island's only crag is flanked by a pair of fourfoothigh stakes in the ground, each of which supports a human skull. The top ofeach skull has been cutoff, and the empty eye sockets stare out tosea, The cave ‘beyond is small and cramped, but has been swept clean of rubble and dust, A successful Search check (DC 20) reveals a strangely fat circular section of stone in the cave's floor. A successful Knowledge (architecture and engineering) heck (DC 15) or Search check (DC 25) is ‘enough to note that the stone seems tobea plugin the floor, perhaps blocking an open- ing. The stone plug can be bashed through with enough work, or it can be removed with magic. A successful Psicraft check (DC 27) is enough to identify the plug as a permanent psionic phase door. Lashimnixe usually enters his abode via teleport, and hasnt bothered using this entrance for ‘many years, ‘An inspection of the skulls reveals a black, greasy substance inside them. This is resin from enhanced incense Lashimire bburns in the skulls when he expects visi= tors, One dose of incense must be burned in each skull, and the incense takes 30 ‘minutes to buen completely. Once it has done so, the blood canvas traps in area 3 deactivate for | hour. This isalsothe condi- tion Lashimire has set for the activation of the phase door. Once activated inthis man ner, the phase door remains accessible to allcreatures for 1 hour before returning to solid rock, Lashimire keeps several doses of the ineense in area 6; he burns doses of it only rarely, when he expects visitors or asks his assistant to enter his abode. Ifthe stone plug is removed, a rickety ladder made of humanoid bones leading down 40 feet to area3 is revealed. The lad- der can support up to 300 pounds before it collapses, sending anyone on it tumbling down to the hard stone floor below for the appropriate falling damage. WSione Plug: | ft. thick; Hardness 8; hp 180; Break DC 44 Development: As indicated on the time: line, the githyanki death squad arrives here only 5 minutes after the PCs enter the lair. Detzils on the death squad are given at the end of the adventure; ifany PCs remain here, the githyanki attack them immedi ately as detailed in that section, Otherwise, Gythra-Kyharz lights her stolen doses of incense inthe skulls to deactivate the traps and activate the phase door, B.Dersef Flesh and Welle cf Bld (EL 12) ‘A bone ladder rises up from the center of this square room. A large painted canvas made out of deer oF goatskin is stretched along each wall, Each canvas bears highly detailed images that appear to have been are mad ; viewed at one angle, they painted with blood. The im: deningly abst sect to depict the visage of an elder with deep-set eyes, but viewed at they appear to depict faces thatall scem to fiow together into. sea of expressions. An eight foot diameter patch of what appears tobe living flesh interrupts cach canvas in the mide of each wall. Veins course through these discs of flesh, which also appear to be dotted with fine hairs his room provides access to all four of the Iai’s primary chambers, and as such, Lashimire spared no expense in protecting itwith some quite devious and disturbing traps. Lashimire himselfis immune to the fects of these traps. Traps: All four of the blood canvas murals are psio this room who more than glances at one of the murals must make a Will save (DC 21). A creature that touches 2 mural saves at a2 penalty, even ifit srt looki at the mural. Success indicates that the character is immune to that particular mural, but may still succumb to one of the other three ‘murals, Failure indicates that the character suffers the effects of insanity as he notices himself in the mural, sei child holding the hand of a sinister older ‘man with bulging eyes and strangely huge pupils. A character can attempt to con. sclously avoid looking at the murals with a successful Concentration checl: (DC 10). tthe canvases can harm selves Autacks apa them, but they repair damage to them at the rate of 10 hit points per round. Only acid or fire damage cannot be self repaired, The strange dises of fiesh in the middle of each wall are also trapped. A ¢ who touches this fi y door finds its su face warm and disturbingly pleasant. The flesh feels elastic if pushed or prodded, ifitwere stretched over an open- he wall. Lashimire can cause a flesh door to open ata touch, but any ather crea: ture must cut the fesh open or otherwise destroy it in order to pass through Although each flesh door has only 5 hit points and self atthe rate of epairs damage done to it int per round (except for Je, which permanently acid or fire dam: damage it) itbleeds profusely. A flesh door must be reduced to less than @ hit points in order for a creature to pass thro ‘opening beyond. When a fle door suf fers damage, the creature that da pain and despair and must make a Will save (DC 20) or take 1446 damage as simi body. A successful save halves the damage done. This is a mind-affecting effect simi Tar to the recall. ‘77 Blood Canvas: CR 7; psionic device reat wounds tear open on the victimis igony power location trigger; automatic reset; psionic effect (insanity, 15th Jevel psion, DC 21 Will save negates): Search DC 32; Disable Device DC 32; hp 20, self-repair 10 hit points per d (exept for acid or fre data) +’ Flesh Door: CR 7; psionic device touch tigger; a effect (augmented recall agony, 15th-evel psion, 14d6 damage, DC 20 Will save halves); Search DC27; Disable Device DC 27; hp 5, selfepsi 1 hp per round. 4. Dimensional Lockdown (EL 12) This room is colorfully lit by twelve glow. ing orange crystals mounted on three foot tall bone standards arranged on a twenty footdiameter copper band inlaid in the floor. The crystals are unusual in that they look almost liqui, like rapidly meting ice yet they maintain their general shape and do not diminish in size. The floor inside the ring is covered with a layer of white NOVEMBER 2006 DUNGEON 3 THE DEATH OF LASHIMIRE sand, and in the ring’s center stands a tall ‘humanoid statue of red crystal ‘This powerful magic ring was created for Lashimire by a powerful wizard ally named Korian, who became lost on the Astral Plane after he and Lashimire had a terrible argu: ‘ment about payment for the service. Thering, isthesource ofthe dimensional lock effect that suffuses areas 3-8. Only the area within the ring is unprotected by this effec, anyone within the ring itself can use teleportation spells ficly, Lashimire uses this area as away toenter and exit his lai with case. Creature: Before Lashimire was forced to flee the Council of Seers, he stole a prized magic item from their library, a crystal golem manual. He used this magic tome to create the guardian of this cham: ber, a crystal golem, known to some as 2 psionskiller. Lashimire has little to fear from the construct, but the golem immediately attacks any other intruder it notices, The psion-killer targets creatures with psionic powers in favor of other tar ‘gets, and once itstarts an attackit pursues its quarry relentlessly until either itor its victim is slain, or until Lashimire com- mands itto sop. 32 DUNGEON NovewaeR 2004 Psion Killer: CR 12; Large construct; HDD 15d10+30; hp 112; Init +0; Spd 20 ft: AC 28, touch 9, fat footed 28; Base Atk +1; Grp +25; Atk +20 melee (2d10+10, slam) Full Atk +20 melee (2410+10, 2 slams) Space/Reach 10 ft/10 ft; SA dispel psion: ics: SQ construct traits, damage reduction 10/adamantine, darkvision 60 ft nity to psionics, low-light vision; ALN: SV Fort +5, Ref +3, Will +5; Ste 31, Dex 10, Con Int —, Wis 11, Cha 1; Expanded sonics Handbook 208, Dispel Psionics (Su): psion-kllercan use dispel psionics 28a free action once per tonne. The effect is as an area dispel in a 30-f00t radius burst The dispel check is 1420+10. Immunity to Psionics (Ex): Psion kill: ers completely resist psionic effects that are subject to power resistance bi Laboratory (EL12) The door leading into this room is a flesh door, identical to those in area 3 A case holding six different-sized barbed Jknves les open on a large workbench in the center of this room, drenched with dark stains. A whetstone and a grinding Wheel sit nearby, and a wooden crate rests under the bench. A scourge hangs on a hhook on the north wall. To the west, a set of three stocks and an iron maiden fill out the room’s morbid display. Three crystalline levers protrude from the cast wall, the cen: tral one in the down position and the other two in the up position. An empty extension of the room to the south seems to contain oiling cloud of mist or smoke, This is where Lashimire conducts his rnecromantic experiments into the nature of psionic undeath, focusing on a dieadful creature called a caller in darkness. Lashi- ‘ire has developed a method of adding to an existing caller in darkness by torturing living subjects over the course of several months before allowing the caller in dark ness to absorb a terrified subjet’s essence The equipment in the room may look sinis- ter, but in fact is relatively mundane. Lashimire's one-time.ally Korian created tunique cell to the south out of walls of {orce. The northern section of the cell actu- ally consists of two walls of fr enorthernmost separated by a 5.(oot span. Pulling t ‘aystal lever causes the northern wall of force ta vanish, and pulling the southern ‘most crystal Lover causes the southern wal ffrce to vanish, Returning eit lever to the up position causes the associated wall of force to spring back into being, The central lever serves as safe; as long as itis in the down position, the other two levers ‘cannot be moved at al (Creature: Lashimire has imprisoned an advanced caller in darkness in the cell to the south. At rest, the undead monster Tooks like a swirling cloud of smoke, but when it senses nearby vietims hundreds cof wailing faces boil up out of the cloue's depths. Lashimire often "feeds" victims tothe caller in darkness, using the wall of force levers to firs isolate the victim and then expose him to the undead monster without endangering hiznself The walls of for ping the leve or visual clues. It’s possible that the PCs are invisible, and flip: ‘makes no unusual sounds right unknowingly release the caller in darkness by lowering both walls at the same time, at which point the m readied action to fly out ofthe cella the room beyond takes effect. Ifit escapes, he caller in darkness attacks any living creatures it comes across, but i prefers to attack Lashimite if he's present. Advanced Caller in Darkness: CR 12; Huge undead (incorporeal, psionic); HD 2id12; hp 149; Int 47; Spd 30 fh, Ay 60 (good): AC 12, touch 12, fatfooted 10; Rase Atk +11; Grp — Atk +12 melee touch (246, incotporeal touch); Full Atk +12 melee touch (246, 4incorporeal touches); Space Reach 15 fi/15 fk; SA potlike abilities, steal essence: SQ incorporeal traits, und ralaura, vulnerability osunlight; AL CE; SV Fort +7, Ref +9, Will +15; Str—, Dex 14, Con — Int 14, Wis 14 Stil: Hide +5, Intimidate +25, Knowl edge (psionics) +24, Listen +26, Psicraft-+12, Search +26, Sense Motive 426, Spot 426 Feats: Blind-Fight, Combat Expertise, Combat Reflexes, Dadge, Improved Initia tive, Mobility, Weapon Finesse, Weapon ad traits, nat na 17 Focus (incorporeal touck). la Pri-Like Abilities: / sense, concussion blast (two targets, 3468 tage: Common, will—dainoyant (DC17), psychic emis (DC 14%), pi weston (three targets, DC 15"); 1/day ‘concentration (DC 19). Manife The save DCs are Chi oop) level 7th sma based, ‘Includes augmentation forthe caller's manifester level ‘*¥Includes the inherent +4 save adjust ment described in the power Steal Essence (Su): Any living, intelli gent creature slain by acallerin darkness touch attack is mentally absorbed into the er’s consciousness; the physica body of the victim remains intact. This is a free action and grants the caller temporary hit points and a permanent new screaming face appears within its cloud. A caller in darkness can also steal the essence of living, intelligent creatures within 30 feet that re paralyzed or sleep: ing, or that are helpless due to having @ ‘mental bility score reduced to 0, Doing so is a standard action at provokes attacks of opportunity. The victim dies, and the caller gains 12 temp ary hit points. Unnatural Aura (Su): Any anianal within 30 feet of acaller in darkness must makea DC 24 Will save or become panicked rntil itis no longer within 30 feet of the caller in darkness. A panicked creature that is comered begins cowering. The save DC is Charisma-based, Vulnerability to Su ight (Ex): A cal nn darkness is utterly powerless in natu: ral sunlight and flees from it, It cannot attack in sunlight, and can take only a single move action or standard each round, but not both (nor can it take full-round actions), Treasure: A successfdl Search check (DC 30) discovers a tiny stone frog figurine id den in a niche in the floor behind the iron aiden. This tiny objectis in facta rare fig ‘wondrous power—an opal fog. The fig urine belonged to ane of Lashimirc's visitors who inadvertently said somet! ingto trigger the psioris paranoia, Lashimire struckdown the poor fool witha psychic body to the callin darkness, but not before {he opal fog fel from a pouch and tumbled unnoticed behind the iron maiden, 6.Lechinites Guartre (EL 10) ush and fed the ‘This area consists of two rooms that open into cach other. The northern section con. ‘ainsa large oval table and two chairs, Some wooden bowls and cating utensils ston the lable, and a small stone fireplace and half full coal box rest in the comer. A. counter next to the fireplace is cluttered with pots DEVIL’S WORKSHOP attr io a Ay) =. = NE at Powers for every true M&M Superlink™ fan he A A i be) dy Available at RPGNow.com Lv =] NTU www.Ipjdesign.com Bis a2 ieee all spice rack, afew books, jars of grains and spices, and deied fruits and vegetables. A thick green candle sits on a tiny table next to the door The zrea to the south seems to beabedroom, complete wi large bed on an oval ug, Two mently burning braziers flank the bed, and a chest and wardrobe abut the wall Lashimire relaxes in these rooms as he gets the chance. The kitchen and dining areas are protected by a Trap, but are otherwise unremarkable. The fireplace’s chimney is little more than a narrow fissure that winds up through the rock and opens on the island's eastern face. The unlocked wardrobe to the south contains clothing and shoes. The chest is also unlocked and contains linens, but a successful Search check (DC 25) of the interior of the chest reveals a false bottom that contains some Treasure. ‘Trap: The candle that sits ona table next to the door is trapped. It lights automati cally if tis picked up or knocked over. Otherwise, it automatically lights one tninute after the room is entered unless somicone touches the candle's wick. Once the candle is lit, thick cos of nasty green smoke pour from it—burnt othur fumes! The furmes have a maximum spread from the candle of 40 feet, and can spread into atea 3 if the doors between the rooms ate open, The fumes remain in the room, for 10 minutes before dissipating natu rally; until the fires do so, creatures in the fumes must make Fortitude saving throws each round to avoid the effects of the inhaled poison. The candle is con- sumed once the trap is triggered. “7 Poison Candle Trap: CR 10; psionic device; timed trigger rap activates one min. ute after room is entered) or touch trigger, repair reset; touch bypass (touch candle’s wick within one minute of entering room) gs; maple targets all creatures in a 40 foot spread); never miss; onset delay (2 rounds); poison (burt othur fumes, DC 18 Fortitude save resists, 1 Con drain/346 Con} Search DC 25; Disable Device DC 30. ‘Treasure: Lashimire's journal is hidden in the secet compartment in his ches. The jourmal details his personal life forthe past 40 years and explains how the blood canvas traps, the flesh door, the dimensional lock 34 DUNGEON. NovewisER 2004 in area 4, and the wall of force cage in area 5 function, More recent entries describe his theft ofthe githyanki sword, his discovery of the sunken city, and his association with the sahuagin, The compartment also contains 500 pin ten smal sik pouches, and 26 blocks of ‘nastysmelling incense. This incense is used inarea 2to temporarily disable the blood can ‘vas traps and toopen the main entrancetothe complex; itis otherwise worthless. 7. Library ‘A halfdozen crystalline candles mounted ‘on iron candieholders illuminate this room, A large bookcase with glass doors made of black lacquered wood stands against the ‘west wal, filled with ancient and curious looking books. An oak desk with three draw. es sits in the corner, and near it sa high backed ebony and maple captaiis chat. An ‘open book resis on top ofthe desk. A iron spiral staircase descends into the floor inthe northwest corner ofthe room. “The entrance to this room is a flesh door ‘identical to those detailed in area 3. Lashimire’s library isa litle damp, due to the nearby sea cave, but the bookcase protects the books within from exposure. Many of the books in the bookcase are valuable, and are detailed below under Treasure, The open book on the desk is an insidi ‘ous text Lashimire leaves out to trap unwary intruders. The desk drawers all contain mundane supplies like parchment, inks, and other writing material Anyone who as much as glances at the text in the book opened om the deste must make a successful Wil save (DC 20) Suc- cess indicates the victim sees only gibber: {sh om the page and is immune to further ‘malice from the book, Failure indicates the victim believes he discovers something in the book that unleashes a flood of horrific memories. The vietim believes that he was a subject of manipulation in a horrible case study done by Lashimire many years. ago. These memories show how Lashi ‘mire repeatedly used psionics to force the victim into performing evil deeds with 1e of Wondrous Power: Opal Frog Pau This magical qurine functions identically to those deualed on page 256 of the DuNFON |astees Guide When animated, an opel transforms into a Medium giant frog under the command ofits possessor lain, the fog cannot return for one month. Other than that the tuner ca call upon the frog (wice werk for no more than 12 hours in all. The fiog has the following statistes when animated. ‘ Opal Frog CR; Medium animal: HD S820; hp 42 nt +9: Spd 20, swim 30; AC 14, touch 10, at footed 14; Bose lk +3) Grp 47; At Full A +7 mele (IdBe6 plus poison, bite) oF iP? mele touch (@rappe, tongue; Space) Resch 5/5 fl (15 fe with tongue); SA improved y poison, sallow whole: SQ caksion 60; AL N; $V; St 18, Dex 11, Con 18, Int 1, Wis 3, Cha 6 ‘kis jmp +28, Swim +12. Faas improved Natarl Attack (be), Skil Focus (jump). Improved Grab (Et): To use this ality the opal frog must ht with is tongue stack, I can then atlempltostarea grapple a ae action without provoking an attack of oppertniy olsen (Ey) Injury, Forttude DC 16, ntl damage 184 Strength, secondary damage 244 Suen “The sive DC is Constitution base ‘Swallow Whole Ex): The opal fing cin ty to swallow arabbed opponent ofupioone size smaller ‘bymaling successful grapple check Once nede, the opponent takes 1dt+2poins of bludgeoning ‘damage plus 146 points of acid damage per round from the os digestive julces. & swallowed ‘reature can cut ts iy ovt using aight slashing or percing weapon by dealing, 10 points of dam tage othe fogs vigestive tract (AC 12). Once the creature exits, muscular action elses the ole: another swallowed opponent must cuttsown way out. The opal og’ gut can hold 2Sinal Tiny Diminutve,or 16 Fine or smaller opponents, Ay swallowed opponents and gear harmlessly emerge ina adjacent square he opal fog tetuns tt gurine frm, ‘Skil: An opal og guns a 8 racial bonus on Jump checks Modetete ransnutation; CL 11th; Ca Wondrous item, animate abject; Price 10,000 gp: ‘weight 1B, out his knowledge. From that point on, the victim continues to believe that his actions are being guided by Lashimire's ‘experiments, and as a result he suffers 4 constant 4 penalty on Concentration checks, Wisdom-based skill checks, and Initiative checks, This wretched condition cane cured only with atonement, miracle, psychic chirurgery, realty revision, or wish Although technically a cursed item, this book is worth 3,000 gp to the right buyer. “Treasure: The bookshelf contains twenty large books with titles like Psionic Studies, Paychoportation, Fear and Phobias, A Caller in Darkness (Lashimie's studies on how to create such creatures), Sunken Utopias, Psionic Vampirism, Planar Travel, Architec ture ofthe Ancients, Contemporary Architec- ture, Githyanki Culture, Gthyanki History, Studies on Waterbreathing and the Effects of Drowning, Origins and Creation Myths, and Disciplines of Zuoken. Each book weighs five pounds and is worth 250 gp. 8. The Coral Pol (EL 19) “The walls of this damp, cold sea cave are encrusted with brilliantly colored coral. A small beach rans along the caster end ofthe eave, but the majority ofthe cave is filled with frothing sea water. Several small coral reefs protrude here and there from the water. Hundreds, possibly thousands of purple, red, and blue sea urchins cling to everyavalable nichein the coral, further adding tothe rit of color inthe room. “This sea cave is connected to the ocean by an Sfootwide underwater passageway. ‘The pool itself is only 10 feet deep. The urchins that cling tothe walls and poo! bed are somewhat toxic. Any creature that ties to alk on the bed of urchins or is pushed into or otherwise bumps into a wall) must make a Fortitude save (DC 14) oF become nauseated for one minute. As this minute expires, the victim must save again or sulfer 2 points of Strength damage. A character thathas at least 1 point of natural armor or atleast 3 points of armor bonus to his AC is protected enough that the urchin spines cannot harm him, A strangely rectangular shape can beseen submerged in the pool to the southwest, although noticing it from above the water requires a successful Spot check (DC 30) Remember that characters onthe beach suf fera penalty ofatleast-5oon the check forthe distance involved, An underwater character gains a +10 bonus on this Spot check. The shape is a rectangular case carved ‘out of lat gray stone, The case is extremely heany and weighs 300 pounds; additionally, ‘nner surfaces are lined with lead, pre venting the detection ofan psionic or magic auras within, The case is locked, and can be ‘opened with a successful Open Lock check (DC 30) or withthe platinum key Lashimmire carries. The case contains the silver sword Lashimire stole from the githyanki ‘W Stone Case: Sinthick stone: Hard- ness 8; hp 10; break DC 30 Creatures: Four of Lashimize's sahua gin allies guard the silver sword and wait for the psion's return with his necklace of ‘adaptation. They lurk in the pool, watch ing carefully or intrusions both from the spiral stairs and from the underwater tun- nel, Acharacter may spot them with a suc. «cessful Spot check opposed by their Hide checks. Two of these four sahuagin are rangers; their shark animal companions lurk deeper in the escape tunnel. "This group of sahuagin consists of two ‘rangers (Shimoriah and Klarkith) who serve 4 brutish fourarmed barbarian named ‘Olaunau, The fourth salmagin isa cleric of Sekolah named Yuoagwai. Hei Lachimie's primary point of contact with this tribe, and serves as the group's leader, although he tends to defer to Olaumau in matters of tac tics and combat. Olaunau loves to fight, He believes he is undefeatable and always fights to the death. He is 0 violent that even his ‘comrades are somehat put offy his feroc- ‘ty The two rangers each have a blue shark animal companion; the two Medium sharks luck in the passage leading tothe sea, but arrive in the pool here 14441 rounds afer blood hits the water. ‘Yuougwai is a rarity for sahuagin priests because they are usually female, His main obsession is history and hnis specific func tion for his people is to gather knowledge. He is desperate to petition anyone he can to come and see the sunken city. He believes that such a discovery would alter his role in the generally matriarchal structure of Sekolais church. ‘ Shimoriah and Klarkith, Male Sahua gin Ranger (2): CR 8; Medium monstrous ‘humanoid (aquatic); HD 848+24; hp 63 cach; Init +3; Spd 30 fL, swim 60 ft; AC 19, touch 13, Aatfooted 16; Base Atk +8; Grp +13; Atk H15 melee (1486, +1 trident Fall Atk +13/+8 melee (168+6, +1 trident) and +12/+7 melee (14443, +1 dagger) and +11 melee (14442, bite) or+12 ranged touch (entangle, net}: SA blood frenzy, favored enemy (elf) +4, favored enemy (aquatic humanoid) +2, rake (+11 melee, 14442), spells: SQ animal companion, blindsense 30 fi, darkvision 60 ft, freshwater sensitiv- ity light blindness, speak with sharks, water dependent, wid empathy +7: ALLE; SV Fort +8, Ref-+11, Will+7;Str20, Dex 16, Com 16, Int 12, Wis 14, Cha 8. ‘Skill; Handle Animal +10 (+14 sharks), Hide +14 (+18 underwater), Listen +11 (#15, underwater), Ride +14, Spot +11 (+15 under- water, Survival +12 (includes +4 bonus for being within 50 miles of home), Swim +13, Feats: Endurance’, Improved ‘Two- Weapon Fighting’, Lightning Reflexes, Multiattack®, Track®, Two-Weapon Defense, Two: Weapon Fighting", Weapon Focus (trident) Languages: Common, Sahuagin, Blood Frenzy (Fx): Once per day, sana sin that takes damage in combat can fy into a frenzy in the following round thatlastsuntil itor its opponent is dead. During a frenzy, Shimoriah and Klarkth have the follow: ing statistics: hp 71 each; AC 17, touch 11, EE Bea) erie ele st Hatfooted 14; Grp 414; Atk +16 melee (1847, +1 trident); Fall Atk +14/+9 melee (10847, +1 trident) and +13/+8 melee (Ld, +1 dagger) and +9 melee (14443, bite) or +12 ranged touch (entangle, net); SA rake (+12 ake, 1d4+3); Fort +9: Str 22, Con 18, Ranger Spells Prepared (caster level 3rd) 1st—magic fang, resist energy. Possessions: +1 trident, masterwork net. 1 dagger Yuoagwai, Male Sahuagin Fighter 4/Cleric 4 (Sekolah): CR 10; Medium ‘monstrous humanoid (aquatic); HD 6d8+18 plus 4410+12; hp 78; Init +4) Spd 30 ft, Swim 60 ft; AC 15, touch 10, flat-footed 15; Base Atk +9: Grp +12: Atk +15 melee (148+8, +2 tridem!); Full Atk +15/+10 melee (1d8+8, +2 trident) and +10 melee (1d4+1, bite); SA blood frenzy, rake (+10 melee, 1d4+1), spells SQ blindsense 30 ft,, darkvision 60 ft freshwater sensitivity, light blindness, speak with sharks, water dependent; AL LE; SV Fort +11, Ref +5, Will +12; Str 16, Dex 10, Con 16, Int 14, Wis 19, Cha 11 Skills: Concentration +11, Handle Animal +8 (+12 sharks), Hide +5 (+9 underwater), Knowledge (religion) +10, Listen +9 (+13 underwater), Spot +9 (+13 underwater), Survival +13 (includes +4 bonus for being within 50 miles of home), Swim +19. Feats: Combat Expertise*, Die- hard, Endurance", Improved Disarm, Improved Initiative, Multiattack®, Skill 36 DUNGEON. NovEWeER 2004 Focus (hide), Weapon Focus (trident) ‘Weapon Specialization (trident) Languages: Aquan, Common, Sabuagin. [Blood Frenzy (Ex): Once per day, a sahuae gin that takes damage in combat can fly into a frenzy in the fo lowing round that lasts until it or its opponent is dead. During a frenzy, Yuoagwai has the following statistics: hp 88; AC 13, touch & lat footed 13; Grp +13; Atk +17 melee (148410, +2 trident; Full Atk 417/412 melee (1d8+10, +2 trident) and +11 melee (14442, bite): SA rake (411 melee, 14-2); Fort +13; Str 18, Con 18. Cleric Spells Prepared (caster level 4h: O—cure minor wounds (2), guid ance, read magic resistance, 1st—bane (DC 15), cwelight wounds, protection frm chaos? (DC 15), shield ff, summon monster I; 2nd—

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