Showing posts with label Lady of Air. Show all posts
Showing posts with label Lady of Air. Show all posts

Jul 2, 2012

Shadow Cultists - encounter from Cult of the White Shadow

One of the final remaining encounters mentioned in the Cult of the White Shadow adventure are the Cultists themselves.  These are a varied group of deranged individuals, whom have decided to follow the madness of the cult, at one level of dedication or another.

Membership comes from a nomination, which to be accepted, must be from an individual who has renounced the established Westroner religions, and whom has dedicated him/her self to the path of following the cult's pursuit of knowledge about the White Shadow, the Shadow Wyrms, and the originator of Shadow, the Lady of the Air.

A nominant must serve, as such, for a period of at least one year.  During that time, they are requested to perform more and more horrible acts, which are intended to make life difficult for those around them not of the cult, and also to forward the campaign of fear and terror that the cult pursues.

After a year, the nominant can present them self for recognition as a cultist.  They must have performed some horrible deed, which then can brag about at a council of local elders, in order to impress them for membership.

There are several levels of cultists - from the lowly simple thugs (called the despised), on up through the warrior types (called swords of the shadow), mission leadership (called the mind of the shadow), assassins (claws of the shadow), priests/priestesses (fist of the shadow), and sorcerers (flame of the shadow).  All are chaotic neutral, and all can vary in level, although the despised typically are not above 3rd level.

While doing the business of their cult, all cultists are robed in simple grey robes.


The Despised
Num Appearing: 2d6 (or as a mission master from the Cult decrees)
Alignment: chaotic evil
Movement: Walk 90'
Armor Class: 5
Hit Dice: 2d (12 h.p.)
Attacks: 1 (trademark spiky flail)
Damage: 1d8+2
Save: T2
Morale: 8
Treasure: None, other than mission related.  Individuals - 2d6 GP each.
Special: Usually none, other than special magical conditioning which gives a +2 on all saving throws.  Occasionally, some of The Despised will be given the Food of the Shadow (see below).  An individual member of The Despised is called only Scum, and accompanied by a number.  By vow and oath, the Despised are not allowed to speak, and often have vile, filthy rags tied around their mouths.


There are times when a mission calls for better trained members of the cult than The Despised.  In those instances they are often warriors known as the Swords of the Shadow.  These are lead by leaders known as the Mind of the Shadow.  There will never be more than one Mind of the Shadow on a single mission, regardless of what other types of cultists are present.


Swords of the Shadow
Num Appearing: 1d6
Alignment:  chaotic evil
Movement: Walk 90'
Armor Class: 3
Hit Dice: 4d (36 h.p.)
Attacks: 3 attacks every 2 rounds, Broadsword (specialized)
Damage: 2d4+4
Save: F4
Morale: 10
Treasure: None.  Occasionally, a magic item for the leader of the group.
Special: Swords of the Shadow are human warriors, specialized in the use of the broadsword (THAC0 13).  They will occasionally also carry darts (standard), and these may be poisoned with a burning blood poison (save vs. poison, or take 1d6 per round, for three rounds and a -2 to hit during those three rounds).


The Swords of the Shadow are lead by the blind masters known as the Mind of the Shadow.  Such a leader leads via mental awareness and telepathy, which are the result of long and torturous treatments of dedicated sorcerers.  They lose both their eyesight, and the ability to cast spells, in return for mental gifts the cult bestows on them.


Mind of the Shadow
Num Appearing: 1
Alignment: chaotic evil
Movement: Walk 90'
Armor Class: 8
Hit Dice: 4-8 d4 (number varies)
Attacks: 1 knife; 1 mind blast
Damage: Knife does 1d4, mind blast does 2d6 (see special)
Save: MU4-8
Morale: 10
Treasure: Doses of Food of the Shadow (see below).
Special: The mind blast of the Mind of the Shadow has no effect at all on any type of fey creature, elf or otherwise.  It does affect the intelligent much more than those less gifted in that area.  Apply as a bonus to the damage, the number of additional languages that the target is able to learn.
The Mind of the Shadow is completely blind, but is in constant communication with any Swords of the Shadow or Despised under it's command.  It itself is not affected by being in the dark, or other adverse visibility conditions (including being attacked from the flank or rear), and halves the negatives applied to those it controls.
A party controlled by a Mind of the Shadow is never surprised.


Finally, there are assassins (Claws of the Shadow), priests (Fist of the Shadow), and sorcerers (Flame of the Shadow) but each of these is an individual of reasonably high level (near title level, for their profession) who have, for whatever reason, turned to service of the Cult.  They are each treated as individuals, and as such, would not come under control of a Mind of the Shadow.

The magical food of the shadow is an item that will sometimes be in possession of either The Despised (rarely), or more likely the Swords of the Shadow or a Mind of the Shadow.  It is usually known what doses are present, but in the case that it is not recorded, or in a random encounter, the doses can be diced for.  See below for a description of the effects of this item.


Food of the Shadow (magic item)
The food of the shadow refers to a number of different items. prepared from the magical leavings of shadow creatures, which they exude when absent from the Shadow Dimension for too long.  These leavings are gathered up by select members of The Despised, and prepared according to certain magical formulae, and result in hard small wafers, which may be consumed.  Once done so, a roll on the following chart (1d8) is made (unless the type is known before hand, according to the scenario) to determine the effects.  All effects last for only 2d12 rounds.
  1. Burst into flames - all within weapon's reach of the cultist are singed for 2d4 damage, and must make a save vs. breath weapon each round, to avoid catching fire.  If they catch fire, it burns for 2d6 the first round, and 1d6 for each additional round until it is extinguished.
  2. Fly - the cultist is able to fly, at a speed of 120' per minute.
  3. Iron Skin - the cultist assumes the density and hardness of tough iron.  Armor Class 1.
  4. Become the Shadow - the cultist wisps out into a shadowy form, and then disappears altogether.
  5. Transformation - the cultist becomes a Shadow Creature.  This effect does not wear off, but is permanent.
  6. Legion - the cultist sprouts 4 additional copies of him/her self.
  7. Essence of Acid - the cultist's bodily fluids become a horrible acid.  Any combat blows against the cultist will result in a rain of acid to all within a 10' radius.  All take 2d4 damage, and an additional 1d4 for each of the next two rounds.  A successful save vs. poison will halve the damage.
  8. Devoted Spirit - the cultist is affect as if by a haste spell.

Jun 30, 2012

Shadow Snakes - encounter from the Cult of the White Shadow

A particularly troublesome creature is encountered within the Cult of the White Shadow adventure.  The Shadow Snake is that creature - it is a (thankfully) very rare creature that appears in the Valley of the Old Ones, some say spontaneously, but from the prolonged interaction of the material world with magics from the shadow dimensions.  The process is rumor, and is not completely understood, but it at least offers up (however unlikely) an explanation for the presence of the Shadow Snake in the world of the Valley.

From the mad and gibbering descriptions gained from the occasional deranged Cultists that are actually captured alive, it appears as if the the infernal (or shadow) beings that the Cult is trying to summon to our world - the otherworldly and horrid Shadow Wyrms - have imitative lesser beings that the servants of shadow rely on for magical and other purposes.  Those lesser beings are the Shadow Snakes.

A Shadow Wyrm appears as a vast shadowy body of a giant man-wyrm (snake like body, with pairs of clawed legs, at intervals, appearing out of the body; the front does not end with a simple head, but rather with a humanoid torso, with arms, wings out back, and a curious cobra-hooded head, with hollow black eyes).  It is said that to look into the eyes of a Shadow Wyrm is to lose your soul.  In imitation of these vast, horrific beings, a Shadow Snake is somewhat lesser, being man sized in the torso and head, and lacking wings and legs on the lower serpentine body.  In fact, while in the world of the Valley, the Shadow Snakes appear to be (and are) quite solid and material from the torso up, but the serpentine body slowly fades to cloudy wisps of shadow.

When encountered as a hunting party that have come looking for victims for their masters, the Shadow Wyrms, the Shadow Snakes will seek out any intelligent warm blooded victim.  They usually do not give preference to gender, race, profession or ability.  (The exception to this, in the Cult of the White Shadow adventure is that preference will be given to anyone who encounters the curious orange fog).

An encountered party of Shadow Snakes will consist of some number of warriors (as per stats below), for every 10 warriors, there is a Champion (4 hit dice, 2 weapon attacks/round).  For every 20 warriors, there will be two Champions and a Priest (level 7 cleric, servant of Lady of Air).


Shadow-Snake
Num Appearing:  1d6, or as summoned or created.
Alignment: Chaotic Evil
Movement:  120' fly
Armor Class: 6
Hit Dice: 2hd (12hp)
Attacks: 1 weapon attack (shadow spear), 1 bite
Damage: 1d6+2 (shadow spear); 1d8 (bite)
Save: F3
Morale: 10
Treasure: None. 
Special: If the Shadow-Snake bites its victim, make a saving throw vs. poison.  Failure means that the victim becomes allergic to light for the next 24 hours.  Any light source brighter than a dim candle, or a small torch or lantern, will result in painful burns (1d6 damage) every round the victim remains in the light.
The Shadow Spear will do double damage if it strikes in the dark.
The Shadow-Snakes are semi-invisible at all times (and to all modes of site, unless in their home shadow dimension), meaning that those who rely on site in combat are at a -4 to hit them.



Within the Cult of the White Shadow, there are circulated rumors of specific spells used to contact or summon Shadow Snakes.  Certainly, at one time, among the worshipers of the Lady of Air, there were such spells, and communication with the shadow dimension was quite common, as much so as among higher priests of the Westron Church communicating with the Astral plane.

The first such spell is known as the Shadow Clutch.  It allows a single cleric, capable of casting a 4th level spell, to summon 1d6 Shadow Snake warriors, which will remain in the world, doing the bidding of their summoner (with appropriate bribes of blood from warm blooded intelligent victims), for a period of time up to 1 day per level of the spell caster.  The true strength of the spell seems to be when it is simultaneously cast by up to five clerics (a group of five is referred to as a Clutch).  With each additional caster, past the first, the number of dice of Shadow Snake warriors that are retrieved from the shadow dimension is doubled.  So with two clerics, there are 2 dice; with three clerics there are 4 dice; with four clerics there are 8 dice; and with five clerics there are 16 dice worth of Shadow Snakes retrieved.



Shadow Clutch (spell)
Level: 4CL
Duration: 1 day per level of lowest cleric involved
Range: 30'
Successfully casting this spell brings 1d6 Shadow Snake warriors from the Shadow Dimensions to a point within 30' of the caster.  There may be multiple casters, up to five, each of which would have to know and simultaneously cast the spell.  Each additional caster after the first doubles the number of dice worth of Shadow Snake warriors to retrieve.  For every 10 warriors, there will be a Champion (4 hit dice, 2 attacks/round).  For every 20 warriors, there will be a Priest (level 7 cleric, servant of Lady of Air), as well as two Champions.  The casters must be within 10 feet of each while casting.


In addition to summoning warriors, it is also possible to subject a hated undividual to the Shadow Hunt, where they will be haunted by Shadow Snakes, their Champions and Priests, as well as Shadow Creatures - all come from the shadow dimensions in order to either destroy or retrieve the poor, unfortunate victim.  This curse can only be lifted by a Remove Curse spell, or greater.


Shadow Hunt (spell)
Level: 4MU
Duration: Until removed
Range:50'
A victim cursed by the Shadow Hunt spell will begin to attract beings from the shadow dimensions, who come to the world of the Valley of the Old Ones, specifically to attack and kill (or drag back to the shadow dimensions, in the case of a Shadow Snake priest) the victim.  At random intervals (determined by the DM, but should be at least once per week) new members of the hunt appear somewhere in the vicinity (within 1 mile) of the victim, and will have an uncanny sense as to the victim's location.  The number of Shadow Snakes that arrive is equal to a dice toss of 4d6.  Again, for every 10 warriors, there also appears 1 Champion.  For every 20 warriors, there also appears 1 Priest, in addition to the 2 Champions.  For ever 6 rolled on the dice, there also appears 1 Shadow Creature, serving the leader of the hunt (a Priest if available, if not then a Champion, or one of the Warriors).



Jun 29, 2012

Shadow Creatures - encounter from the Cult of the White Shadow

A creature that appears in the Cult of the White Shadow adventure is the Shadow Creature.  These are semi-ethereal (they have a solid, at least from the perspective of the prime material plane, core - even though it is shifty and elusive) beings, similar to summoned and commanded undead or elementals, but they are of the shadow dimensions.   How the shadow dimensions differ from the ethereal or astral planes is difficult to explain, and the relationship between the shadow dimensions and lower (infernal) planes is equally difficult, even the scholar archivists of Parn Tandalorn find it beyond simple explanation.

It will be recalled that the Cult of the White Shadow adventure takes place with the action mainly in a dungeon.  That dungeon is dug out of the rocky spire at the center of Khomaes, and is accessible through secret means within the estate-villa of Lady Arabelle Siago Rema.  Lady Rema is a lovely, if aging, noble woman that is regarded in the highest of social circles in the high city.  Secretly, however, she is a member of the Cult of the White Shadow, and provides resources, hired thugs, and funds for their operation.  A fact also not known, even among most of the adherents of the Cult, is that Lady Rema suffers from a curious magical affliction, similar in some regards to vampirism.  Rather than feed on human blood, however, she must feed on energies from the shadow dimensions.

Among the few learned individuals who know of her condition, it is suspected that Lady Arabelle Siago Rema contracted her shadow-vampirism through dabbling in magics beyond her understanding, and that she even owns a copy of the cursed book the Earnish-Amantic.  This book is an early text, penned by outcasts from the original Westroner travelers who settled at Dancer's Spike to form Khomaes.  Those outcasts had a curious side religion, following the foul deity Noxecatt.  They came into possession of certain Old One writings, and transcribed some of the spells related to summoning beings related to the Lady of Air.

The Shadow Creatures that are encountered in the Cult of the White Shadow adventure are permanently bound to this dimension, but differ not at all from those that can be summoned.  Following the stats of the creature, two spells from the Earnish-Amantic are presented.


Shadow-Creature
Num Appearing:  As summoned or created.
Alignment: Neutral Evil
Movement:  90' shamble
Armor Class: 6 (see below)
Hit Dice: 3hd (18hp)
Attacks: 2 claws
Damage: 1d6+2/1d6+2
Save: F3
Morale: 10
Treasure: None. 
Special:The Shadow-Creature is not all of our plane of existence, part of it is of other planes of existence.  Because of that, it can often slip through the narrowest of openings.  I can easily slide through portcullis bars, or through a slightly ajar door, but it cannot fit between a door and its doorjam - there must be at least an inch or so of clearance (width) to fit through.  The Shadow-Creature is roughly man-sized (5'6" tall), and cannot double over, so the opening must be approximately as tall.
The Shadow-Creature is nearly invisible, bearing only the merest of ripples in our reality.  Means of magical sight can see the creatures just fine, but not infra-vision.  Ultra-vision can see them.  This means a -4 for anyone fighting such a creature.  Seeing the blur means that the foe of the creature has enough knowledge to know where to attack, but the -4 still applies.
The Shadow-Creature, being only semi-solid, takes half damage from non-magical weapons.


From the surviving translations of the Earnish-Amantic the following spells are available.  The book, and the spells themselves, have a curse on them, however.  Learning the Magic User version of the spell (level 4, Summon Shadow Creature) means that the student must make a -2 save vs. Spell.  Success means no ill effect, failure means the student loses 1d3 intellligence, permanently.

Copies of the book are extremely hard to locate, and are in terrible shape (originals are over 1200 years old).  There have been some transcriptions, over the years, so that evil magic user spell books, or the scrolls of EHPs might have a copy of one of these spells included.  The original Old One text (it is presumed by the Archivists at Parn Tandalorn that all of the information within the Earnish-Amantic was originally in the Book of Zargo Zar the Sage) that the Earnish-Amantic was based on are not known to still be in existence.  Quests for that original source are common, but have never proven to be fruitful.

The style of books that was used, before the reforms of the monastic developments of the early Westroner Church, about 1350 years ago,  were pressed together stacks of oblong paper.  These were encased, in a volume, between plates of wood (or sometimes, leather or ivory), and wrapped in tight strips of leather or cloth. Almost all ancient books from this period, that came from Westroners, are of this variety.  Note that the type of writing here is of a script called Abbigave Round, which is of the Abbigave people, far to the West (rumored), that the Westroners came from.  There is an alternative form called Abbigave Tall.  Abbigave Round has some influence on Westschrift


Summon Shadow Creature (spell)
Level: 4MU
Duration: 1d12 + casters level in hours
Range: 30'
This spell, when cast, means that 1d6 (plus caster's level) in Shadow Creatures (as above statistics) will appear within 30' of the caster.  He/she will then be able to issue some simple commands for the Shadow Creatures to avoid.  If the commands are troubling or contradictory, then the Shadow Creature will disappear.


The other spell is for Clerics.  It must be studied by the cleric before it can be prayed for.  It will only be granted to evil clerics.  Each time the spell is requested (i.e. - added to the list of memorized spells for the day), the Cleric must make a regular save vs. magic.  Failure results in the realization that such creatures are destructive to the world, and that it is damned folly to have anything to do with them.  This shock causes 1d12 psychic damage to the Cleric.

Knowledge of this spell, and also of the Earnish-Amantic, as well as other whispered secrets about the Lady of Air, are passed around in certain circles.  This includes those pursuants of power that pay dark homage to Noxecatt and Dralizar, but also others.


Create Shadow Creature (spell)
Level: 5CL
Duration: Permanent
Range: Touch.
This spell, when cast, will transform a recently (not more than 1 day old) dead corpse into a shadow creature.  The being will then serve the simple commands of the creating Cleric until it is destroyed.  The dead corpse is consumed in the process.




Jun 22, 2012

Khomaes Adventure - Cult of the White Shadow


There are are very interesting forces at work in Khomaes.  Although the Barony (which includes the city) is ruled by a nominally good member of Westroner society, Baron Aldra Ap Iaggio, there are forces within the city that are far from anything recognizable as Westroner culture.  A broad, but unorganized, subculture of different groups exist within the city, some of them religious, some with more earthly gains.  One of the most bizarre, however, is the Cult of the White Shadow.  An encounter by the player characters with this cult would probably be a dangerous one, but one where good characters would probably seek to harm the cult, and its leaders, in any way possible.

This secret organization draws its members from among the families of the wealthy nobility, and yet preys on the members of the poor and dispossessed classes.  The members are typically 2nd and 3rd sons and daughters (and others, further removed from being first son or daughter), that are likely not to partake of the inherited positions of authority and power within those families.  These are drawn into the Cult, and typically have little loyalty to the culture that has little room for them.  It should not be thought that all of the sons and daughters of these families that don't stand to inherit will immediately become members of this or that cult, it is only a small percentage.  But a high percentage of the recruits of the Cult do come from these situations.

The cult believes that it has found a way to contact servitors of one of the deities of the Old Ones.  In this case, it is the Lady of Air, and her servant is the White Shadow.  The White Shadow (according to the Cult) is an ethereal creature (actually from the shadow dimensions, but they are similar in characteristics to the ethereal plane) that seeks to bring about changes to the material plane, such that all beings, especially those with a brain, are subject to the Lady of Air, and her desire to bring an end to stultifying order, and overly shackling concepts of law.  In truth the doctrine is quite complicated, and under close scrutiny (like most Cults) does not seem logical.  The Cultists, however, don't seem to mind.

One of the main activities of the Cult is the summoning of Shadow Wyrms, which are supposed to make the way open for the White Shadow to arrive.  These Shadow Wyrms are infernal creatures, not resident to the world of the Valley, but must be summoned by magical means.  It is the belief of the Cult that those means include the sacrifice of young maidens, and the gathering of those maidens is the main business of the cult, within the city.

The activities of the Cult occasionally arise throughout the city, and there have been several Paladins and Clerics of various orders within the Church that have sought to stamp it out, but it arises again, and again in spite of such efforts.  Currently, the headquarters of the Cult are located in a series of chambers, carved out of the rock of Dancer's Spike, entered via secret passage from the villa of a certain noble famly, the home of Lady Rema.  Lady Arabelle Siago Rema herself (an elderly noble woman) is a member of the cult, but other than hosting the "dungeons" where they are headquartered, has little to do with the day to day abduction and murder activities.  She does, however, maintain a social circle of various nobles that are involved.

A map of the chambers is given here, with a key below.



A. Golden Chamber - This is the main room of the cultists when they gather.  As a precaution against non cultists entering here, there are a number of pillars in the room, which are charmed to produce guardian Shadow Creatures.  These apparently appear in direct proportion to the number of invaders that enter the room.
Each round someone comes into the room, 1d3 shadow creatures appear.  There are 12 pillars, so the maximum number of creatures that can appear in one round is 12.
Smashing the pillars will cause them to cease working.  They are made out of amberstone.  The base of each pillar has a gold collar around it, worth approximately 300gp each.

B. Storage Room - This is the room where the cultists keep their weapons, used for kidnapping and killing.  It has several racks in it, all containing a variety of bladed weapons, from push daggers, on up to short swords (nothing larger).
In the room, located up near the ceiling, there are two air sharks swirling around.  These are the trained pets of the weapons master, and will attack anyone else who enters the room.
If the racks are emptied, hidden inside one (which is not apparent unless all the weapons are removed) there is a hidden magical short sword, which is +2 to hit and damage, and which does double damage vs. elves of all sorts. 

C. Guardian Room -  This room is never entered by normal members of the cult, nor would they progress to the chambers beyond here (E,F,G,H).  In this room are two rot-trolls, which will attack any who enter who are not bearing the gold White Shadow pendant that senior members of the cult bear.  They will not stir from this room, nor will they allow any to pass it while they are still "alive".  A golden lined fountain against the southern wall sparkles out a flowing supply of special unholy water.  It provides healing (as a potion of healing, 1d6+4 hp) to characters and beings of an evil alignment (the rot-trolls know this, and won't hesitate to drink from the fountain in the midst of a fight, should they need to).  It, however, acts as acid vs any characters or creatures of a lawful good or chaotic good alignment. Those of a neutral alignment (true neutral, lawful neutral, or chaotic neutral) are unaffected by the unholy water.

D. Prison Room -  This room contains a large iron cage in the middle of the floor, with approximately 8 wretches crammed into it, who are awaiting sacrifice.  These are all young women, mostly taken from the low city, who have had their minds tampered with.  Sadly, due to diabolical magical treatment, they are no longer aware of their surroundings, or what is happening to them, and are only vessels of life in the most academic sense.  Guarding the room, are 6 Shadow Creatures.

E. Fetid Room - This is a room full of a curious fungus fungus room.  There is a curious growth, covering all surfaces in here (which includes the walls, ceiling, floor, several stone benches, and a fetid pool in a low-walled (12") enclosure, about 8 feet across, in the middle of the room.  All those surfaces have a weird sort of orange fungus growing on it, which will (if it senses body heat nearby), emit a strange orange fog that will not only affect all in the room, but also all those within 10 feet of the doors to the room, even if those doors are shut.
 The orange fog disrupts magic.  It has a chance to disrupt the magical properties of items (roll, once per property, percentile dice.  A roll of 25 or less means the property is negated for a period of 1d4 hours.  Artifact level items are not so affected).  It can make spell casters forget their spells, or lose their ability to channel divine magic.  If a magic user, make a save vs. spell.  If it is failed, then 1d4+1 spells (random from among those memorized) that are currently memorized, are forgotten (i.e. can not be cast without re-memorizing).  If a cleric, make a save vs. spell.  If it is failed, then lose the ability to cast 1d4+1 cleric spells (random levels) for the rest of the day.  In addition, the orange fog (unless a save vs. paralyzation is made) will render the victim "attractive" to the Shadow Snakes in room G.
The pool, if disturbed (it has a surface crust of the orange fungus' spoors), will cause two great shelled giant rotting filth-prawns to rise up out of the muck, and begin to attack (and inject with their damned magical larvae) any in the room.

F. Nursery Chamber - In this room is a giant larval grub (15' long, 8' high and 8' wide) of a greater mist walker.  It is being tended to by six Cultists (3 Swords of the Shadow; 1 Mind of the Shadow; 2 Flames of the Shadow) at any one time.  These are senior cultists, and at least two of them are (in addition to their normal stats, see below) also trained as 7th level necromancers. The sole duty of the Cultists is to take care of the grub, and not to enter combat in other areas of the dungeon.

The grub, if attacked, can be killed without difficulty (it only requires some repeated hacking, for approximately 1d6+6 rounds).  The problem with this is, that the juices and fluids that will spray forth from the grub will affect all in the room, as per the Mental Lash of a lesser Mist Walker.
If the cultists are killed, or if the Grub is attacked, then the giant Grub will flail about, seeking to crush all in the room.  Each turn in the room with the flailing Grub, all who are smaller than Large size, must make a saving throw vs. petrification, or suffer 2d8 damage from being rolled on and crushed by the ponderous Grub.  This is in addition to any save required because of spraying juices or fluids.  If anyone is paralyzed, due to spraying fluids, then they suffer a -2 to their saving throw attempt to avoid being crushed.
The cultists each wear a gold pendant, the sort that will allow passage beyond the rot-trolls of room C.  These are worth, in gold, approximately 150 gp each.  Selling them in the city of Khomaes, however, is likely to arouse suspicion, and perhaps prompt a visit from cult assassins.

G. Portal Room - This room contains the portal, guarded though it is, to the treasure room of this dungeon.  The center of this room has, on the floor, a round slab of marble, with a carved magical circle on it, that serves as a portal.  Activating the portal consists of putting on the curious bone helmet sitting on a pedestal, within arm's length of the magical circle, and then standing on the circle.
Hanging from the ceiling,in all parts of the room other than the very center where the magical circle is, are thick, rubbery tentacle-like roots hanging from the ceiling, having forced their way through the rocky ceiling, and now filling the room.
Swirling around, through the air, and among the tentacles, are a half dozen (6) Shadow Snakes.  These will give attack preference to anyone who still bears the orange fungus gas from room E.
If metal weapons are used in combat against the Shadow Snakes, the tentacles will react, and begin spraying a protective mist into the room, which is a light acid spray.  Everyone in the room during a round when metal weapons are used (and the immediate round following) has to make a dexterity save (d20 vs dexterity) in order to avoid a thick discharge of the acidic mist.  Failure means an acid attack (2d4 first round, 1d4 for two following rounds; save vs. poison for half damage).
There are several niches in the walls around the room (which have to be looked for specifically, because the tentacles from the ceiling will hide them from casual observation).  The niches each contain an urn, most of which are full of poisonous insects (no real attack, can be smashed handily, but save vs. poison to avoid a nuisance bite, if save is failed, then take 1d3 poison, and the irritant gives -1 to all attacks for two days).  There is one urn (random) that contains gemstones worth 3000 gp.
Standing on the magical circle, while wearing the helmet, will activate the teleportation form this room to room K (the only way to enter room K is via this portal).  The actual teleportation takes 1d6 rounds, during which time the person being teleported is subjected to acid sprays (save as usual) from the tentacles, and can be attacked by the Shadow Snakes.

H. White Room. - This room is empty, and is painted white throughout.  There are blood stains on the floor, and bits of rotting flesh in the corner of the room.

J. Entrance. - This is the entrance to the Cult dungeon.  It is found at the end of a long secret passage, from a hidden room at Lady Rema's villa.  There are casks of wine stashed here, as well as a pile of clothing, and normal city garb.  On the wall are a number of peg hooks, each holding one or two grey robes, with hoods. These are the garbs of the cultists.

K. Audience Chamber. - Upon being teleported into this room from G., the room takes on a curious glow once the inhabitant is standing in it.  That glow slowly fades to black, and then stars appear all around the person in the chamber.  It appears as if they are not standing on anything, but are suspended in deep space.  From out of the space, comes a hideous, gigantic white creature, like a huge (miles long?) body of a great white moth's body.  The flesh on top of the worm is rotting, and flaking off into space, and the legs are apparently groping.  The gigantic wings are rotting through here and there.  The face of the thing is shockingly horrible - looking like a great abomination of a woman's head, but deformed in horrible ways.  The face sees the victim, and the great wretched, fetid creature begins gyrating towards the person in the chamber.  It will seek to communicate telepathically, but since it is so alien, yet strong, it has a chance of damaging the mind.
This has a huge potential of affecting the individual negatively.  First, make a save vs. spell, to see if the mind is damaged.  If the save is failed, lose 1d3 Intelligence and 1d3 Wisdom.  Next, make a save vs death magic.  If this is failed, then the alignment of the victim is affected.  First, test the law/neutral/chaos axis - roll 1d6.  On a 1-3, the alignment shifts one slot towards chaos.  Then test the good/neutral/evil axis - again roll 1d6, on a 1-3 the alignment shifts one slot towards evil.  These changes can be overcome over time, but will affect the character's behavior in the short term (several weeks).  Finally, there is a chance that the character, in being touched by the creature in space, will be affected by exposure to the magic of that being.  Roll a test vs. Intelligence.  If this is passed (use the modified Intelligence, if it was lowered), then the character has learned some secrets of the creature's magic.  The character now has a chance to learn 1d6 spells that would normally be accessible by a necromancer.  Randomize which spells, and then roll (based on the character's intelligence) the chance to know that spell.  After all this, the character takes 3d6 psychic damage, but is returned to room G.  Unless the character passes a Wisdom test, he/she will be in a coma for two days.
If the character, at any point, removes the helmet, then the connection is broken.  Immediately take 6d6 psychic damage, and return to room G.  Also make a Wisdom test to avoid coma, but if failed, then this coma lasts 4 days.

Next posting will include stats on the following creatures from this dungeon:


Nov 20, 2010

History of the World - Valley of the Old Ones

The Valley, of course, is part of a much larger world.  This is a short version of the history of that world, according to the Archivists of Parn Tandalorn.

Once, a long time before there was time, the world had no music.  Without music, there was no magic.  Without magic, there were no numbers.  But one by one, through the strength of their will, the elemental gods of the Old Ones awoke.  Their names are now long forgotten, but in the course of things, each of them had a number.  The first, the lord of fire, helped to bring the rest into being.  They came in order, the Lord of Fire, the Lady of Air, Earth Weaver and the One beneath the Waves.  From them the rest of the gods of the Old Ones came, each after its own element.  Now their numbers were many, and  from this they could wring out all manner of magic.

The magic allowed the gods to create, each after his or her own fashion, the things that would live on the earth.  Plants, Animals, Fish, Birds.  Even the Old Ones.  They were created by the Lord of Fire and the Lady of Air directly, and held sway over all other things.  Through their ordering, the magic gave way to music, and now the world was complete.

After a time, a king arose amongst the Old Ones named Ba'a Zarn the Builder.  Ba'a Zarn and his people built all manner of fantastic cities and wonders.  Some still stand - the Sky Lake of Cittar and the Great Block.  Some are long gone.  Many were deep under the earth, still more were among the clouds.  One of the amazing feats of Ba'a Zarn was the construction of the Great River, which completely crosses the face of the world from one end to the other.  Along with the Great River is the King's Highway.  Much of the King's Highway is still in existence, and these two wonders - the River and the Highway - run through the middle of the Valley of the Old Ones.

It is said that the Valley itself was once a garden of the Old Ones, where they would come to take their ease and talk with all of the creatures of the gods.  Certainly they left behind some fantastic structures in the mountains and on the plains of the valley.  Many these days shun such spots, as they are the home of amazing creatures and inscrutable magic, but others seek them out as spots of adventure and fantastic treasures.