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View Full Version : Valley Of Genocide ~ Adventure [3.5]



zarakstan
2009-07-29, 03:04 PM
So I've decided to make a post concerning an adventure I decided to make, which will probably never get played :smallbiggrin:

The adventure starts when the PCs travel to the Valley of Genocide!

First the history, a long time ago (about 1500 years) a vast empire encompassed the Valley of Genocide. The Valley itself was ruled by a wizard (who is actually a wizard/incarnate/soulcaster from MoI), he ruled over ~3000 people who lived in a small village in the valley. After an experiment done by the wizard a strange rift opened in the fabric of nature. Through this rift came a horrid plague that killed most of the population, and turned others into lost (from FB), a horrid blizzard that swept through the valley, and a race of strange creatures (mind flayers). The empire lost contact with the valley so they resorted to divination magic to find out what had happened. They learned about the plague and about the everlasting winter, but they're divination magic could yield no results about the illithids. Fearing the plague the empire didn't dare venture near the valley in order to reclaim it. After years the empire fell, and the illithids came in small numbers, venturing out of the valley where the first adventurers fought them. Now the nation the posses the valley has tried to reclaim it, sending fourth a band of settlers to make a village near the rim of the valley in order to mine the reputed precious gems from the mountains. The village's name is Sepatuar.

Now the PCs, presumably powerful aberration hunters, have to come in order to find the source of the illithid thread and destroy them once and for all.

Okay so, that is the general gist of it please give feed back relating to the idea and if you want I would love to post more information about the game :smallsmile:

EDIT:
More info:
Encounter 1 spoilered for size:

A1: The PCs have just arrived at a remote village in an icy climate. This encounter is to get the characters into the flow of the game and to see the mood Valley of Genocide is set in. You continue your trek upon the icy road. Traveling is slow, but you finally see ahead of you a village silhouetted against the sunset reflecting of the foot of snow that layers the frozen ground. As you arrive in the village an eerie quite reaches your ears. You see figures scurrying around the town although you are at too great a distance to tell who or what they are. You see some sort of contraption in the village square.
M1 Lord Astril
M2 Vilicar and Aniform (provided later in the NPCs section)
M3 Estravar (manipulator form, provided later in the NPCs section)
M4 Spawn of the Mindless
M5 Thoon Thrall 1st level commoner (MM5 p.111)
M6 Thoon Thrall 1st level warrior
M7 Thoon Thrall 2nd level warrior
M8 Thoon Infiltrator (MM5 p. 110)


Lord Astril CR 9
CE Medium Undead (augmented humanoid)
Init +0; Senses darkvision 60ft., low-light vision, Listen +7, Spot+7
Languages Common, Lord Astril refrains from speaking because his voice has been grotesquely mutated (although that could set the mood for the PCs if he spoke in his grim voice foretelling doom and destruction to all those who resist Estravar), telepathy (can communicate to Estravar only this ability only functions if Estravar is within 10 miles)
AC 17 (+7 natural), touch 10, flat-footed 17
hp 72 (11HD); fast healing 5, damage reduction 5/slashing
Immune undead immunities, acid
Fort +3, Ref +3, Will +7
Speed 30ft.
Melee Slam +12 (1d8+9, plus 2d6 acid, plus rot DC 18 Fort)
Space 5ft. Reach 5ft.
Base Atk +5 Grp +11
Atk Options power attack
SA mind blast (3/day DC 16 Will stunned for 2d4 rounds), rot
Spell-Like Abilities (CL 11)
At will- detect magic (sense quintessence)
Abilities Str 22, Dex 11, Con-, Int 4, Wis 10, Cha 13
SQ undead traits, damage reduction, fast healing, acid
Feats power attack, sense quintessence, improved natural weapon (slam), ability focus (rot)
Skills Spot +7, Listen +7
Possessions A tattered blood-stained noble’s outfit (50gp)
Rot (Su) After a successful slam attack the victim must make a DC 18 Fort save or take 1d6 temporary Con damage and 1 permanent Con drain. Every time this attack does Con damage Lord Astril gains 5 temporary hit points.
Mind Blast (Sp) 60ft. cone, stun for 2d4 rounds Will DC 16 negates. Astril may use this ability 3/day before he exhausts his psychic reserve of mind blasts.
Acid (Ex) Astrils new heavily transformed body produces a thin coat of acid. Any non-reach melee weapon’s wielder takes 1d6 acid damage every attack. As well as every slam attack made by Astril does 2d6 points of acid damage. A DC 15 Fort save can be attempted to resist this acid attack.





Spawn of the Mindless CR 5
LE Medium Undead (augmented humanoid)
Init +-1; Senses darkvision 60ft., low-light vision, Listen +0, Spot+0
Languages Spawn of the Mindless cannot speak but they obey the commands of more important initiates of Thoon
AC 16 (+7 natural, -1 dex), touch 9, flat-footed 16
hp 43 (6HD);
Immune undead immunities, acid
Fort +2, Ref +2, Will +5
Speed 30ft.
Melee Slam +9 (1d8+9, plus 1d6 acid, plus rot DC 14 Fort)
Space 5ft. Reach 5ft.
Base Atk +3 Grp +9
SA mind blast (1/day DC 14 Will stunned for 2d4 rounds), rot
Abilities Str 22, Dex 11, Con-, Int -, Wis 10, Cha 13
SQ undead traits, damage reduction, fast healing, acid
Feats considering spawn of the mindless don’t have a brain in their skull they lack feats
Skills considering spawn of the mindless don’t have a brain in their skull they lack skills
Rot (Su) After a successful slam attack the victim must make a DC 16 Fort save or take 1 point of temporary Con damage. Every time this attack does Con damage a Spawn of the Mindless gains 5 temporary hit points.
Acid (Ex) A Spawn of the Mindless’s new heavily transformed body produces a thin coat of acid. Every slam attack made by Astril does 1d6 points of acid damage. A DC 13 Fort save allows anyone to ignore this acid damage.




Thoon Thrall 1st Level Warrior CR 3
LE Medium Monstrous Humanoid
Init +1; Senses darkvision 60ft, Listen +5, Spot +5
Languages Common, Telepathy 100ft. (only with Thoon Infiltrators)
AC 20 (+1 natural, +1 dex, +6 armor, +2 shield), touch 11, flat-footed 19
hp 29 (3HD); overdrive healing 5; immolate
Fort +2, Ref +2, Will +5
Speed 40ft.; 30ft. when dormant
Melee longsword +8 (1d8+4 damage 19-20*2)
Space 5ft. Reach 5ft.
Base Atk +3 Grp +7
Atk Options power attack
Abilities Str 18, Dex 13, Con 14, Int 10, Wis 8, Cha 7
SA immolate
SQ overdrive healing 5, dormancy
Feats power attack, weapon focus (longsword)
Skills Listen +5, Spot +5, Craft (weapon-smith) +5
Possessions A longsword, a suit of banded mail, 12sp in assorted trinkets, 4gp
Dormancy (Ex) A Thoon thrall spends most of its time in a dormant. When it is dormant, a Thoon thrall’s overdrive healing doesn’t function, and the thrall doesn’t move at full speed. It appears exactly as it did before a Thoon infiltrator turned it into a Thoon thrall. As a full-round action a Thoon thrall can end its dormancy. Throbbing vein like growths emerge from its skin, and the thrall’s true nature becomes apparent. If a Thoon infiltrator is within 100ft. a Thoon thrall can end its dormancy as a swift action.
Once a Thoon thrall ends its dormancy, it can’t return to a dormant state. Due to overdrive healing, a Thoon thrall cannot survive out of dormancy for long.
Thrall to Thoon Infiltrator (Ex) A Thoon Thrall responds to the commands of the nearest Thoon infiltrator as if dominated no save allowed.
Overdrive Healing (Su) This ability works like fast healing 5, but a thrall can gain temporary hit points beyond its full normal hit points. A thrall’s skin begins to blister and swell when this happens, and the thrall grows visibly larger. Once its temporary hit points equal or exceed its full normal hit points, a Thoon thrall must make a save every round or explode.
Immolate (Su) When a Thoon thrall is fully healed and has temporary hit points equal to or greater than its full normal hit points, it might explode, its body unable to contain the energy within. At the end of its turn, if a Thoon thrall’s temporary hit points equal or exceed its full normal hit points, it must succeed on a DC 13 Fort save or explode in a 10ft. radius, dealing 3d6 points of fire damage (plus 1d6 for each other Thoon thrall within 30ft.)



Thoon Thrall 2nd Level Warrior CR 3
LE Medium Monstrous Humanoid
Init +1; Senses darkvision 60ft, Listen +6, Spot +6
Languages Common, Telepathy 100ft. (only with Thoon Infiltrators)
AC 20 (+1 natural, +1 dex, +6 armor, +2 shield), touch 11, flat-footed 19
hp 36 (4 HD); overdrive healing 5; immolate
Fort +2, Ref +2, Will +5
Speed 40ft.; 30ft. when dormant
Melee longsword +9 (1d8+4 damage 19-20*2)
Space 5ft. Reach 5ft.
Base Atk +4 Grp +8
Atk Options power attack
Abilities Str 18, Dex 13, Con 14, Int 10, Wis 8, Cha 7
SA immolate
SQ overdrive healing 5, dormancy
Feats power attack, weapon focus (longsword)
Skills Listen +6, Spot +6, Craft (weapon-smith) +6
Possessions A longsword, a suit of banded mail, 12sp in assorted trinkets, 4gp
Dormancy (Ex) A Thoon thrall spends most of its time in a dormant. When it is dormant, a Thoon thrall’s overdrive healing doesn’t function, and the thrall doesn’t move at full speed. It appears exactly as it did before a Thoon infiltrator turned it into a Thoon thrall. As a full-round action a Thoon thrall can end its dormancy. Throbbing vein like growths emerge from its skin, and the thrall’s true nature becomes apparent. If a Thoon infiltrator is within 100ft. a Thoon thrall can end its dormancy as a swift action.
Once a Thoon thrall ends its dormancy, it can’t return to a dormant state. Due to overdrive healing, a Thoon thrall cannot survive out of dormancy for long.
Thrall to Thoon Infiltrator (Ex) A Thoon Thrall responds to the commands of the nearest Thoon infiltrator as if dominated no save allowed.
Overdrive Healing (Su) This ability works like fast healing 5, but a thrall can gain temporary hit points beyond its full normal hit points. A thrall’s skin begins to blister and swell when this happens, and the thrall grows visibly larger. Once its temporary hit points equal or exceed its full normal hit points, a Thoon thrall must make a save every round or explode.
Immolate (Su) When a Thoon thrall is fully healed and has temporary hit points equal to or greater than its full normal hit points, it might explode, its body unable to contain the energy within. At the end of its turn, if a Thoon thrall’s temporary hit points equal or exceed its full normal hit points, it must succeed on a DC 14 Fort save or explode in a 10ft. radius, dealing 3d6 points of fire damage (plus 1d6 for each other Thoon thrall within 30ft.)

So this is the first encounter, :smallsmile: I did it in expedition esk format. This encounter is when the PCs come in to town and they see the mayor hanging from a noose in town square as well as several new monsters of my creation "spawn of the mindless" and various "thoon thralls" who will attack when they see the spawn and astril loosing the battle. Upon defeating the encounter if the PCs inspect the bodies of the spawn or astril they notice that they all have a hole in the back of their heads revealing the inside of their skull, and no brain!

EDIT: Oh yeah BTW the game starts at 8th level!
EDIT:
Encounter 2-3 Spoilered for size:

So this is encounter 2-3 it takes place in a network of caverns in one of the mountains nearby the mining operation. Although, it might not fall in the 2-3 spot because the mind flayers here are preforming a ritual to add a special disease to the water used by the town and the affects of the disease will not become apparent in the beginning (not until the players have caught the disease that is :smalltongue:)

A1: The PCs have just arrived at a remote village in an icy climate. This encounter is to get the characters into the flow of the game and to see the mood Valley of Genocide is set in. You continue your trek upon the icy road. Traveling is slow, but you finally see ahead of you a village silhouetted against the sunset reflecting of the foot of snow that layers the frozen ground. As you arrive in the village an eerie quite reaches your ears. You see figures scurrying around the town although you are at too great a distance to tell who or what they are. You see some sort of contraption in the village square.
M1 Lord Astril
M2 Vilicar and Aniform (provided later in the NPCs section)
M3 Estravar (manipulator form, provided later in the NPCs section)
M4 Spawn of the Mindless
M5 Thoon Thrall 1st level commoner (MM5 p.111)
M6 Thoon Thrall 1st level warrior
M7 Thoon Thrall 2nd level warrior
M8 Thoon Infiltrator (MM5 p. 110)


Lord Astril CR 9
CE Medium Undead (augmented humanoid)
Init +0; Senses darkvision 60ft., low-light vision, Listen +7, Spot+7
Languages Common, Lord Astril refrains from speaking because his voice has been grotesquely mutated (although that could set the mood for the PCs if he spoke in his grim voice foretelling doom and destruction to all those who resist Estravar), telepathy (can communicate to Estravar only this ability only functions if Estravar is within 10 miles)
AC 17 (+7 natural), touch 10, flat-footed 17
hp 72 (11HD); fast healing 5, damage reduction 5/slashing
Immune undead immunities, acid
Fort +3, Ref +3, Will +7
Speed 30ft.
Melee Slam +12 (1d8+9, plus 2d6 acid, plus rot DC 18 Fort)
Space 5ft. Reach 5ft.
Base Atk +5 Grp +11
Atk Options power attack
SA mind blast (3/day DC 16 Will stunned for 2d4 rounds), rot
Spell-Like Abilities (CL 11)
At will- detect magic (sense quintessence)
Abilities Str 22, Dex 11, Con-, Int 4, Wis 10, Cha 13
SQ undead traits, damage reduction, fast healing, acid
Feats power attack, sense quintessence, improved natural weapon (slam), ability focus (rot)
Skills Spot +7, Listen +7
Possessions A tattered blood-stained noble’s outfit (50gp)
Rot (Su) After a successful slam attack the victim must make a DC 18 Fort save or take 1d6 temporary Con damage and 1 permanent Con drain. Every time this attack does Con damage Lord Astril gains 5 temporary hit points.
Mind Blast (Sp) 60ft. cone, stun for 2d4 rounds Will DC 16 negates. Astril may use this ability 3/day before he exhausts his psychic reserve of mind blasts.
Acid (Ex) Astrils new heavily transformed body produces a thin coat of acid. Any non-reach melee weapon’s wielder takes 1d6 acid damage every attack. As well as every slam attack made by Astril does 2d6 points of acid damage. A DC 15 Fort save can be attempted to resist this acid attack.





Spawn of the Mindless CR 5
LE Medium Undead (augmented humanoid)
Init +-1; Senses darkvision 60ft., low-light vision, Listen +0, Spot+0
Languages Spawn of the Mindless cannot speak but they obey the commands of more important initiates of Thoon
AC 16 (+7 natural, -1 dex), touch 9, flat-footed 16
hp 43 (6HD);
Immune undead immunities, acid
Fort +2, Ref +2, Will +5
Speed 30ft.
Melee Slam +9 (1d8+9, plus 1d6 acid, plus rot DC 14 Fort)
Space 5ft. Reach 5ft.
Base Atk +3 Grp +9
SA mind blast (1/day DC 14 Will stunned for 2d4 rounds), rot
Abilities Str 22, Dex 11, Con-, Int -, Wis 10, Cha 13
SQ undead traits, damage reduction, fast healing, acid
Feats considering spawn of the mindless don’t have a brain in their skull they lack feats
Skills considering spawn of the mindless don’t have a brain in their skull they lack skills
Rot (Su) After a successful slam attack the victim must make a DC 16 Fort save or take 1 point of temporary Con damage. Every time this attack does Con damage a Spawn of the Mindless gains 5 temporary hit points.
Acid (Ex) A Spawn of the Mindless’s new heavily transformed body produces a thin coat of acid. Every slam attack made by Astril does 1d6 points of acid damage. A DC 13 Fort save allows anyone to ignore this acid damage.




Thoon Thrall 1st Level Warrior CR 3
LE Medium Monstrous Humanoid
Init +1; Senses darkvision 60ft, Listen +5, Spot +5
Languages Common, Telepathy 100ft. (only with Thoon Infiltrators)
AC 20 (+1 natural, +1 dex, +6 armor, +2 shield), touch 11, flat-footed 19
hp 29 (3HD); overdrive healing 5; immolate
Fort +2, Ref +2, Will +5
Speed 40ft.; 30ft. when dormant
Melee longsword +8 (1d8+4 damage 19-20*2)
Space 5ft. Reach 5ft.
Base Atk +3 Grp +7
Atk Options power attack
Abilities Str 18, Dex 13, Con 14, Int 10, Wis 8, Cha 7
SA immolate
SQ overdrive healing 5, dormancy
Feats power attack, weapon focus (longsword)
Skills Listen +5, Spot +5, Craft (weapon-smith) +5
Possessions A longsword, a suit of banded mail, 12sp in assorted trinkets, 4gp
Dormancy (Ex) A Thoon thrall spends most of its time in a dormant. When it is dormant, a Thoon thrall’s overdrive healing doesn’t function, and the thrall doesn’t move at full speed. It appears exactly as it did before a Thoon infiltrator turned it into a Thoon thrall. As a full-round action a Thoon thrall can end its dormancy. Throbbing vein like growths emerge from its skin, and the thrall’s true nature becomes apparent. If a Thoon infiltrator is within 100ft. a Thoon thrall can end its dormancy as a swift action.
Once a Thoon thrall ends its dormancy, it can’t return to a dormant state. Due to overdrive healing, a Thoon thrall cannot survive out of dormancy for long.
Thrall to Thoon Infiltrator (Ex) A Thoon Thrall responds to the commands of the nearest Thoon infiltrator as if dominated no save allowed.
Overdrive Healing (Su) This ability works like fast healing 5, but a thrall can gain temporary hit points beyond its full normal hit points. A thrall’s skin begins to blister and swell when this happens, and the thrall grows visibly larger. Once its temporary hit points equal or exceed its full normal hit points, a Thoon thrall must make a save every round or explode.
Immolate (Su) When a Thoon thrall is fully healed and has temporary hit points equal to or greater than its full normal hit points, it might explode, its body unable to contain the energy within. At the end of its turn, if a Thoon thrall’s temporary hit points equal or exceed its full normal hit points, it must succeed on a DC 13 Fort save or explode in a 10ft. radius, dealing 3d6 points of fire damage (plus 1d6 for each other Thoon thrall within 30ft.)



Thoon Thrall 2nd Level Warrior CR 3
LE Medium Monstrous Humanoid
Init +1; Senses darkvision 60ft, Listen +6, Spot +6
Languages Common, Telepathy 100ft. (only with Thoon Infiltrators)
AC 20 (+1 natural, +1 dex, +6 armor, +2 shield), touch 11, flat-footed 19
hp 36 (4 HD); overdrive healing 5; immolate
Fort +2, Ref +2, Will +5
Speed 40ft.; 30ft. when dormant
Melee longsword +9 (1d8+4 damage 19-20*2)
Space 5ft. Reach 5ft.
Base Atk +4 Grp +8
Atk Options power attack
Abilities Str 18, Dex 13, Con 14, Int 10, Wis 8, Cha 7
SA immolate
SQ overdrive healing 5, dormancy
Feats power attack, weapon focus (longsword)
Skills Listen +6, Spot +6, Craft (weapon-smith) +6
Possessions A longsword, a suit of banded mail, 12sp in assorted trinkets, 4gp
Dormancy (Ex) A Thoon thrall spends most of its time in a dormant. When it is dormant, a Thoon thrall’s overdrive healing doesn’t function, and the thrall doesn’t move at full speed. It appears exactly as it did before a Thoon infiltrator turned it into a Thoon thrall. As a full-round action a Thoon thrall can end its dormancy. Throbbing vein like growths emerge from its skin, and the thrall’s true nature becomes apparent. If a Thoon infiltrator is within 100ft. a Thoon thrall can end its dormancy as a swift action.
Once a Thoon thrall ends its dormancy, it can’t return to a dormant state. Due to overdrive healing, a Thoon thrall cannot survive out of dormancy for long.
Thrall to Thoon Infiltrator (Ex) A Thoon Thrall responds to the commands of the nearest Thoon infiltrator as if dominated no save allowed.
Overdrive Healing (Su) This ability works like fast healing 5, but a thrall can gain temporary hit points beyond its full normal hit points. A thrall’s skin begins to blister and swell when this happens, and the thrall grows visibly larger. Once its temporary hit points equal or exceed its full normal hit points, a Thoon thrall must make a save every round or explode.
Immolate (Su) When a Thoon thrall is fully healed and has temporary hit points equal to or greater than its full normal hit points, it might explode, its body unable to contain the energy within. At the end of its turn, if a Thoon thrall’s temporary hit points equal or exceed its full normal hit points, it must succeed on a DC 14 Fort save or explode in a 10ft. radius, dealing 3d6 points of fire damage (plus 1d6 for each other Thoon thrall within 30ft.)


EDIT:
Information on the village:

Here is just some of the basic information about the village! Pardon my horrid writing :smallredface:
Village Sepatuar:
Population, 789 people all of which humans (this is the adult population)
Power Center: Conventional, the ruling mayor (who has recently been put to death), Monstrous, Q'tula's band of warriors who have invaded the village and killed the mayor.
Power Center AL, the mayor has always been kind and generous to the people so the alignment of the conventional power center is LG. Estravar rues by terror and destruction. He kills all who resist him in his tyrannical reign this makes the monstrous power center LE or CE depending on Estravar’s form.
Community Authorities: Shulock (male Wiz 7), the wizard of the tower, has always had authority and influence inside the community. The moment the attack started Shulock spent all his time trying to ward his tower to protect himself and as many citizens as he could. Q'tula has not yet had time to remove the wards from the tower so Shulock for now remains safe. Jacka (female Ftr 3 Barb 1) is a fierce woman earning her well-deserved respect within Sepatuar. She has fully committed herself to the protection of Sepatuar and is one of its most powerful guardians. During the “attack” on the town she was overcome at her post when two loyal guards (now Thoon thralls) attacked her from behind although she killed one she was subdued and is now locked in the cellar of the guardhouse. The captain of the guard, Isaac (male Ftr 6), controls the now overwhelmed force of town protectors he like Jacka has been captured and locked in the cellar of the guard house taking with him a Spawn of the Mindless and a Thoon thrall. Andrew the owner of the town general store was killed by a Thoon infiltrator (MM5 p.109) who now has taken on his likeness and started creating Thoon thralls from innocent customers. Lord Astril (previously a male aristocrat 5, now dead) used to be the most important of all people in Sepatuar (considering he was the mayor). He always ruled with a benevolent hand and never had unjust punishments delt to his citizens. Now he is merely an animated puppet under the service of Q'tula. Jozan (male Ran 4 Barb 2) is the leader of the mining expedition. In years past he was a hardy winter warrior and survived out in the cold of the mountains. One day he was attacked by a pack of advanced wolves that nearly killed him, but he was saved by Isaac and henceforth has been one of Isaac’s most loyal friends and is deeply indebted to the town of Sepatuar.
Important Buildings in the Village Sepatuar:
The Warm Winter tavern has always been the locals’ favorite place to get a drink and a hot fireplace. The owner of the tavern is a weathered beaten and bedraggled veteran of the great colonization, he has been here since the town was first settled. His name is Edgar (expert 3). Edgar runs the Warm Winter with a generous pour earning him a fair amount of money over the years. He and Lord Astril were childhood friends when the village was first settled and have been ever since. The recent attack has rattled Edgar and he wants revenge for the atrocity delt to Astril, but he knows he doesn’t have nearly the power to do so. He comes out immediately to ask the PCs if they will help return Astril to his normal state so he can be buried.
Andrew’s General Store is the only store in town. Andrew (Thoon infiltrator see above) sells all basic adventuring gear and as the PCs will be happy to note lots of warm weather garments. He can supply PCs with the occasional item over 800gp, but nothing over 1500gp although he has everything below 800gp market value their price will be increased due to the isolation of Sepatuar. If the PCs get on his good side he is happy to reduce the prices by 10% and give them inside information about the town. All of this remains true even though Andrew is actually a Thoon infiltrator. Although he might attack at an opportune moment or not sell the PCs a vital item in whatever way he finds fitting he will try to strike out against the PCs. Andrew has developed a large network of Thoon thralls throughout the town and is waiting for Q'thulu's orders to attack and kill everyone in the town. Two of Andrew’s thralls are in the Shulock’s tower waiting for orders to disable the wards to allow easy entrance for Q'thulu's forces.

EDIT:
Now for some of the bad guy illithids who live in the valley *I know this is out of order, but I'm a disorganized kind of person*:

This is the big bad guy! I am very proud of him basically all homebrew :smalltongue: the idea I have for him right now is that he was one of the few remaining gold dragons in the illithid empire in the future before they came back in time and an illithid tadpole was put into him and turned him into this. He gets his incarnum power from the tainted energy in the land (yes I am using taint) so here he is:

Q’thula
LE male Dragon (aberration blooded, illithid blooded, evil, psionic)
Hp 230 (20 HD) DR 10/good and magic; fast healing 2
Init +0 Senses Listen +7 Spot +7; Low-light Vision, Darkvision 120ft., Scent, Blind Sense 60ft.
Languages Common, Draconic, Infernal, Abyssal, Undercommon, Celestial, Sylvan, Auran, Ignan, Terran, Druidic, Aquan, Dwarven, Elven, telepathy 1000ft.
AC 25 (+16 natural, -2 size, +1 deflection), touch 8, flat-footed 25
Immune magical sleep effects, paralysis, negative energy, acid
Resist cold 10 PR 30
Fort +17, Ref +12, Will +19
Weakness weakness to magical healing
Speed 60ft., fly 150ft. (good), swim 80ft.
Melee bite +31 (2d8 +11), 2 claws +26 (2d6 +5), 2 wing slaps +26 (1d8 +5), tail tentacle +26 (2d6 +16), or 4 tentacles +26 (1d8 +11 and 1d6 acid)
Space 15ft. Reach bite 15ft., claw 10ft., wing 15ft., tail tentacle 30ft., tentacles, see extract entry
Base Atk +20 Grp +39
Atk Options frightful presence (DC 28 Will, 150ft.), improved grab, ceremorphoisis, extract
Special Actions crush (DC 28 Ref, 2d8 +16), breath weapon (DC 28 Ref half, 6d6 acid, 3d6 negative energy), breath weapon (DC 28 Will negates or stunned for 3d4 rounds), create spawn
Abilities Str 33, Dex 10, Con 21, Int 30, Wis 24, Cha 27
SQ alternate form, taint, water breathing
Taint Corruption 14 (moderate), Depravity 14 (moderate), see below
Feats Improved Maneuverability, Quicken Breath, Surge of MalevolenceB, Debilitating Power (psionc equivalent of debilitating spell)B, Overchannel, Quicken Power, Burrowing Power, Psionic Meditation
Skills Autohypnosis +32 Bluff +31, Concentration +28, Disguise +31 (+33 to act in character), Knowledge (Arcana) +33, Knowledge (Dungeoneering) +33, Knowledge (The Planes), Knowledge (Psionics) +35, Knowledge (Religion) +33, Listen +30 Psicraft +35 (+37 to address power stones), Sense Motive +30, Spellcraft +35 Spot +30, Swim +11 Use Psionic Device +33 (+35 involving power stones), Use Magic Device +33 (+35 involving scrolls)
Possessions lesser ring of soulbound protection, lesser cloak of soulbound resistance, amulet with five essentia jewls
Telepath Powers (7th level manifester)
Powers Know 15, 81 Power Points
1st— Force Screen (standard action, auditory, lasts 7 minutes +4 shield to AC, 1 power point to manifest, Augment 1. Spend for every 4 more power points you spend +1 more to AC, eph 108) A
Precognition Defensive (standard action, material and visual +1 insight to AC and saves for 7 minutes only applies while not flat-footed, 1 power point to manifest, Augment 1. Spend 3 power point increase the insight bonus by 1, 2. 6 power points and you cast it as a swift action, eph 124) A
Charm Psionic (standard action, mental, DC 21 Will Save, Lasts 7 hours, only affects humanoids Augment 1. Spend 2 power points and the power affects one of these types: fey, giant, magical beast, or monstrous humanoid 2. Spend an additional 4 power points and the power affects one of these types dragons, aberrations, elemental, or outsiders 3. Spend an extra 4 power points this power instead last for 7 days Note: for every 2 power points spent augmenting this power increase the DC by 1, power resistance, eph 83) A
Mind Thrust (standard action, auditory, 1 power point to manifest 75ft. range, 1d10 type less damage, DC 21 Will Save to resist, Augment, 1. Spend one power point to do an extra 1d10 damage Note: for every 2 power points spent this way increase the DC by 1, power resistance, eph 120) A,
Inertial Armor (standard action, visual, for 7 hours a +4 armor bonus to AC, 1 power point to manifest, Augment, 1. Q’tula may spend an extra 2 power points, each time he does the AC bonus increases by 1, eph 113)

2nd— Ego Whip (standard action, auditory, 3 power points to manifest 1d4 cha damage and the target is stunned for 1 round DC 22 Will Save half damage minimum of 1 and negates the stunning effect, Augment 1. 4 power points for 1d4 more cha damage and a +1 bonus to the save DC, power resistance eph 98,) AM
Share Pain (standard action, material and mental, 3 power points to manifest, target touched takes half of Q’tula’s hit point damage, target must be willing, 7 hours, eph 132)
Aversion (standard action, auditory and material, DC 22 Will save or the subject has an aversion to a thing, object, event or action, for 7 hours, the person won’t be suicidal and if forced takes a -2 penalty with everything to do with the aversion, 3 power points to manifest, Augment 1. You may spend 2 additional power points to increase the duration by 1 hour and save DC by 1, power resistance, eph 79) AM
Energy Stun (standard action, auditory, 3 power points to manifest choose a square within 65ft. a 5ft. burst of energy comes from that square, 1d6 damage DC 22 Ref half if you fail that DC 22 Will or your stunned, cold: +1 damage per die Fort instead of reflex, electricity: +2 DC, +2 on manifester checks to overcome power resistance, fire: +1 damage per die, sonic: -1 damage a die ignores hardness, Augment: 1. For every extra power point you use in this power’s manifesting an additional 1d6 and plus one to all the save DCs, power resistance, eph 104) A
3rd— Energy Retort (standard action, 5 power points to manifest, visual, 11 minutes, first attack that succeeds each round triggers an automatic response of 4d6 damage to the attacker on a ranged touch attack, target must be within 40ft. and be seen, energy type is either cold which adds +1 damage per damage die and the save is Fort, electricity which +2 bonus to the DC and +2 to overcome power resistance, fire which adds one damage per damage die, or sonic which is -1 damage per damage die and ignores an object’s hardness, PR, DC 23 Ref for half, Augment: 1. For each additional power point spent duration increases 1 minute, eph 103) A
Time Hop (standard action, 5 power points to manifest, auditory and visual, one medium creature moves forward in time 7 rounds DC 23 Will negates, each round the subject gets to make a DC 15 Wis check to return to time, when someone returns to the time stream they return to the same square, or closest unoccupied square, facing the same direction believing no time has passed, Augment: 1. For every 2 additional power points spent the power can affect a larger size category 2. Each additional 2 power points spent allows this power to affect another creature that is at most 15ft. away from target creature, PR, eph 137) AM
Mental Barrier (immediate action, 5 power points to manifest, auditory, +4 deflection bonus to AC for one round, counts as a quickened power, last one round, Augment: 1. Spend 4 additional power points deflection bonus increases by 1, 2. Every additional power point spent increases duration by one round, eph 115) A
Eradicate Invisibility (standard action, 5 power points to manifest, visual, all invisible creatures within 50ft. must make DC 23 Ref save or become visible, Augment: 1. For each additional power point spend radius of burst increases by 5ft., eph 105) A
4th— Dominate Psionic (1 round, 7 power points to manifest, mental, as phb 224, DC 24 Will to resist, concentration, Augment: 1. Spend 2 power points and the power affects one of these types: fey, giant, magical beast, or monstrous humanoid 2. Spend an additional 4 power points and the power affects one of these types dragons, aberrations, elemental, or outsiders 3. for every 2 additional power points can affect an additional target and +1 to the DC, PR, eph 96) AM
Dimension Door, Psionic (standard action, 7 power points to manifest, visual, teleports subject and other willing people touched 680ft., Augment: 1. Spend 6 additional power points manifest as a move action, eph 92) A
Soulmelds (Su): Q’thula shapes as a 9th level incarnate.
Soulmelds 5 Essentia 9 Charka Binds 2 Essentia Capacity 3
Feet Charka—Impulse Boots (uncanny dodge, Essentia: for each 1 invested +1 enhancement bonus to Ref save, Charka Bind: evasion)
Hand Charka—Bloodwar Gauntlets (evil, mind affecting, +1 moral on attack rolls, Essentia: for each 1 invested +1 moral on damage rolls, Charka Bind: +4 to confirm critical hits
Lucky Dice (once per round as a swift action gain +1 bonus to attack and damage, saves, or skill and ability checks for one round, when using roll 2d6 if result is 7 all bonuses, Essentia: for each point of essentia invested bonus lasts another round, Charka Bind, all allies in 30ft. get the bonus)
Arm Charka—Bloodwar Gauntlets (see above, except Charka Bind: unshape soulmeld for a 20ft. burst of energy, anyone in burst other than Q’thula takes 3d6 damage per point of essentia invested Fort DC 19 + essentia invested, for half, instead of hand charka bind)
Bluesteel Bracers (+2 insight to initiative, Essentia: for each point of essentia invested +1 insight to weapon damage rolls, Charka Bind: all allies within 30ft. +2 initiative)
Shoulder Charka—Adamant Pauldrons (25% chance that sneak attacks and critical hits fail, Essentia: for each essentia invested DR 1/good, Charka Bind: 50% chance to ignore sneak attacks and critical hits)
Pauldrons of Health (immunity to disease, sickening, and nauseating effects, Essentia: for each one point of essentia invested +1 bonus to Fort saves, Charka Bind: immunity to energy drain
Throat Charka—Necrocarnum Mantle (immunity to disease, Essentia: for each point of essestia invested +1 profane bonus on saves against mind-affecting affects)
Waist Charka—Necrocarnum Shroud (whenever a living creature takes damage within 5ft. +1 profane bonus to attack and damage rolls for one round or rounds equal to the creatures HD if it dies, Essentia: for each point of essentia the radius expands by 5ft.)
Necrocarnum Vestaments (cold resistance 5, Essentia: for each point of essentia invested bonus 3 hp)
Heart Charka—Necrocarnum Vestaments (see above)
Soul Charka— Necrocarnum Shroud (see above)
Breath Weapon (Su): Q’thula has two different types of breath weapons, the first being a line of acid imbued with negative energy. This attack is a 120ft. line that deals 6d6 acid damage and 3d6 negative energy (that likewise heals undead). A DC 28 Reflex save halves this damage. His other breath weapon is a 50ft. cone of concentrated psionic energy that is almost identical to an illithid’s mind blast. Anyone caught in this cone must make a DC 28 Will save or be stunned for 3d4 rounds. This affect counts as a 4th level mind-affecting power. After using either one of his breath weapons Q’thula must wait 1d4 rounds before using either one of them again.
Crush (Ex): Q’thula can only crush creatures of small or smaller size. To do so he must make a DC 18 jump check (14 with a running start) if he succeeds the victims must make a DC 28 Reflex save or be pinned and take 2d8+16 bludgeoning damage a round.
Improved Grab (Ex): To use this ability Q’thula must hit a medium or smaller creature with his tail tentacle. He may then attempt to start a grapple as a free action without provoking an attack of opportunity. If he wins the grapple check, he establishes a hold and may attempt to use his extract or ceremorphoisis special abilities. Q’thula is not considered grappled while he uses this ability. Although, he cannot use his tail attack and if he continues to act normally using only his tail to continue grappling he takes a -20 penalty on his opposed grapple checks involving the person grabbed in his tail. While grappling a creature with his tail and Q’thula may only move at ½ his speed, and to do so he must make a successful grapple check with the associated -20 penalty.
Ceremorphoisis (Ex): In a special mucus filled pouch within the nexus of Q’thula’s tongue tentacles is an incubator for the most hardy illithid tadpoles. Once Q’thula has achieved a pin with his tail tentacle he may attempt to draw the pinned creature next to his mouth, by succeeding on a grapple check. After that he may spend a 5 rounds, taking attacks of opportunity each round, to inject an illithid tadpole through the victims eye socket. This begins the process of ceremorphoisis described on pages 62-63 of Lords of Madness. Each round before the injection the victim may attempt a grapple check to escape the pin and prevent the ceremorphoisis.
Extract (Ex): this ability is similar to the ceremorphoisis ability shown above because Q’thula must draw a creature into his space with his tail tentacle. He may then attempt to use his tongue tentacles to extract that creature’s brain (or part of it, see the create spawn entry). To do this he must hit with his four tentacles (he may only use this attack on a creature within his space). He may only attack with one tentacle at a time once. He may choose to forgo all the damage his tentacles would normally do in favor of keeping the victim alive. If he hits he must make a successful grapple check to attach that tentacle to the creature’s brain. After all four tentacles are attached he may extract that creature’s brain, killing it instantly unless the creature has more than one head or is otherwise immune to this attack.
Create Spawn (Su): Once Q’thula has attached all four of his tentacles to a creature he has a choice. He may eat the entire brain of that creature causing the it to rise 1d4 minutes later as a spawn of the mindless or he may eat a portion of its brain creating a voidmind creature (see Monster Manual III p.187), unlike most illithids he can create a voidmind without the help of two other illlithids, alternatively he may create a hole in the creature’s head without eating any brains, for that creature’s use in further experimentations.
Water Breathing (Ex): Q’thula can breathe underwater indefinitely and can freely use his breath weapon, psionics, and other abilities while submerged. Although, his acidic breath weapon does electricity damage while he is submerged. Q’thula may not attack from water out of water with his breath weapon or vice versa.
Frightful Presence (Ex): Whenever Q’thula engages in a hostile action, towards a creature that is not immune to fear, or flies overhead, within 150ft. of them they become filled with dread. They must make a DC 28 Will save or become frightened for 1d4 rounds and shaken for 1d6 rounds after that. Even if they successfully save they become shaken for 1d4 rounds. Unlike normal the frightened condition does not make you flee it instead bestows a -4 penalty on all attack rolls saving throws, skill, checks, and ability checks.
Taint: Unlike most creatures Q’thula doesn’t acquire taint. He has an effective taint score of half of his Cha modifier plus one, for both depravity and corruption.
Alternate Form (Su): Q’thula can assume the form of any medium or smaller creature. His two favored forms are an illithid or human. When he transforms he loses all of his extraordinary abilities and gains the creature he transforms into extraordinary abilities. He also gains his new form’s physical ability scores, but retains his mental abilities.
Weakness to Magical Healing (Ex): If Q’thula is targeted with a restoration, greater restoration, or heal spell he takes 6d6 points of damage and is unable to use his Surge of Malevolence or Debilitating Power, feats for 1d4 days. He may attempt a Will save to negate this.
Skills: Q’thula has a +8 bonus racial bonus on any Swim check to perform some special action or avoid a hazard. He can always choose to take 10 on a Swim check even if distracted or engaged. He can use the run action while swimming, provided he swims in a straight line.
Feats:
Quicken Breath: Q’thula may use his breath weapon as a free action. If he does so he must wait an additional 4 rounds before he can use his breath weapon again.
Surge of Malevolence: Once per day Q’thula may gain a +6 bonus on any attack roll, saving throw, or check. He must declare this use before he knows the result of the roll.
Debilitating Power: Twice per day Q’thula may make one of his powers deal 2 points of Con damage or 4 points Wis damage, his choice.
Overchannel: Q’thula may take 1d8 points of damage to increase his manifester level, for one round, by 1, 3d8 damage to increase his manifester level by two, or 5d8 damage to increase his manifester level by 3.
Quicken Power: Q’thula may expend his psionic focus and use 6 additional power points to manifest a power as a swift action.
Burrowing Power: Q’thula may expend his psionic focus and use 2 additional power points to manifest a power that can move through any material. To do so he must make a psicraft check DC equal to 10 + the object’s hardness + 1 for each foot of thickness.
Psionic Meditation: It only takes Q’thula a move action to gather his psionic focus. This action does not take attacks of opportunity.
Items:
Ring of Soulbound Protection: This ring imbues a +1 deflection bonus to AC and is an essentia reciprocal, it can hold a maximum of 2 essentia points and each point of essentia invested increases the deflection bonus by 1.
Cloak of Soulbound Resistance: This cloak gives a +1 resistance bonus on saving throws to its wearer. It can hold a maximum of 2 essentia and each point of essentia invested increases its resistance bonus by 1.
Amulet with Five Essentia Jewls: This is an amulet with five essentia jewls. As a swift action Q'thula may expend of of the five jewls to add 1 extra essentia to his essentia pool for one round.

evil-frosty
2009-07-29, 03:07 PM
I wouldnt mind more information if just to take it and mold it to my game. But this sounds very interesting. And you could really creep the party out depending on how you play the mind flayers and possibly other aberrations that have come to the area.

zarakstan
2009-07-29, 03:09 PM
I wouldnt mind more information if just to take it and mold it to my game. But this sounds very interesting. And you could really creep the party out depending on how you play the mind flayers and possibly other aberrations that have come to the area.

Thanks! :smallsmile: Sure I'll post more info and you can take as much as you want :smallamused: and yes I am planning on running this like a horror campaign O.o So I'll update this thread in one moment with more information!

zarakstan
2009-07-29, 03:16 PM
I added the first encounter and more information is on its way!

zarakstan
2009-07-29, 03:56 PM
Updated with more information! Maybe I should run this in play-by-post . . .

evil-frosty
2009-07-29, 04:14 PM
I havent read the encounters yet but if you run this as a post by post i would be interested in playing and then wont read the encounters as that would be cheating if i am playing thru this as a player.

zarakstan
2009-07-29, 04:19 PM
I havent read the encounters yet but if you run this as a post by post i would be interested in playing and then wont read the encounters as that would be cheating if i am playing thru this as a player.

Cool! :smallsmile: I think I might run it in play-by-post so don't read the encounters!

evil-frosty
2009-07-29, 04:20 PM
ok i wont then. If you are running it as a pbp what level would the party start at, so i can make a character?

zarakstan
2009-07-29, 04:28 PM
ok i wont then. If you are running it as a pbp what level would the party start at, so i can make a character?

8th just remember this game is heavily aberration oriented!
run ideas through me so I can give you the go ahead