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Dralnu
2010-12-05, 07:39 PM
The next part of my evil campaign will be taking place in Underdark Forest, a homebrew area that I have been slowly crafting since our last session months ago. This thread will hold all information regarding this area as a useful tool, primarily for myself when I actually run it, but also for anyone else who wants to use this place for their own games. I got a lot of great suggestions earlier when first sketching out this area and I always appreciate any suggestions to improve what I've got so far. Hope you like it!

The area is designed to be challenging for four PCs, tier 3-4, between level 8-10. Specifically, it is designed for my party:
Dunsten, Human Barbarian 2 / Warblade 6: Tank of the group. Smasher of the group. Likes the Bonecrusher maneuver, a lot. Often does around 40-50 damage on his swings and ignores DR. Has a toned down version of the Mineral Warrior template (DR 2, Natural Armor +2)

Jimmy, Halfling Rogue 5 / Assassin 3: Sneaky scout, silent killer, and trap disabler. Uses his anklet of translocation and rogue's blade to teleport all over the place.

Don, Human Favored Soul 8: Support. Likes combat control. Favorite spell is Summon Undead II for skeletal owlbears. Also likes Dispel Magic. Can fly.

Syn, Drow Scout 8: Sneakiest scout of the group. Often hides / moves silently for 30ish and his eyes and ears are the best too. Has a +1 Seeking Spellstoring Composite Bow that usually holds dispel magic.

I want this area to be hard, but I don't want a TPK. My players have been destroying all the encounters so far though, which is why I want to try and up the ante this time around. Please tell me if you think I'm going overboard with any scenerio!

Overview:
The outside world doesn't know much about Underdark Forest. The only persistent rumors about the forest is that it's a place of perpetual darkness and incredibly dangerous. These rumors are true, and the lack of information about this place is a testimony of the high mortality rate outsiders face when entering.

The cause of the forest's darkness is an open portal connected to the plane of shadow, which is located within the ruined temple grounds of Zangkon Bhet. Because of this unique environment, many creatures from the Underdark have used this opportunity to relocate to the surface area. Anything with darkvision can potentially show up here.

A drow city-state named Rhadal Vel is located just below the surface of the forest and seeks to establish complete control of the are. They're not the only power around, however; mind flayers and beholders are struggling for domination as well.

Of the warring factions, only the drow are willing to co-operate with the party. Matron Lilandra has something the party wants (whatever incentive necessary), but demands that a task must be completed for her first. Ultimately, Lilandra has no plans to make good on her word and tries to kill the adventurers after they're no longer useful to her. Once foiled, the party may be able to assume leadership over the drow, or at least run out with the spoils and a drow army chasing after them.

The Forest:
It's a deciduous forest (http://en.wikipedia.org/wiki/Temperate_deciduous_forest). The darkness enveloping the forest is not magical; darkvision is sufficient to see. The treetops do not completely block out the sky and one can note that, despite whatever time it is outside the forest, the sky viewed from inside always is a starry night. A successful Survival check (DC 15) when viewing the sky reveals that the alignment of the stars are different here, as if viewing the sky of a different world altogether.

There's a wide range of residents in this forest, nearly all of which are either deadly or cunning. Think survival of the fittest kicked into higher gear. Even many unassuming parts of the forest are deceiving, as if the place itself is unnaturally aggressive and predatory. That tree? Evil ent. That flower? Man-eating plant. That lake? Acid. This place sucks if you want to live a long life.

Residents can be anything that can navigate in the dark, such as darkvision and blindsight. Any creature can show up: if they can't see, just throw on Dark template (from ToM p161) and done.

Encounter 1: Shadow Mastiffs (CR 10)
The party presumably enter the forest following the main road. Five minutes walking brings them to a thoroughly destroyed corpse of a cleric, as identified by a holy wooden symbol of Pelor. His bloodied cloak is in tatters and his skeleton is smashed and strewn about the road. A spot check (DC 10) reveals one of his dismembered skeletal hands beside the road still clutching a divine scroll of daylight.

Shortly after this, a pack of 4 shadow mastiffs take note of the party and begin following them through the undergrowth. A spot check opposed to their Hide reveals faint red eyes watching them in the undergrowth, 20ft. away from the road.

The shadow mastiffs are advanced and have a feat change so that they can Spring Attack, which make them far deadlier adversaries. Here are their stats:

Advanced Shadow Mastiff:

Size/Type: Medium Outsider (Extraplanar)
Hit Dice: 6d8+12 (39 hp)
Initiative: +5
Speed: 50 ft. (10 squares)
Armor Class: 14 (+1 Dex, +3 natural), touch 11, flat-footed 13
Base Attack/Grapple: +6/+9
Attack: Bite +9 melee (1d6+4)
Full Attack: Bite +9 melee (1d6+4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Bay, trip
Special Qualities: Darkvision 60 ft., shadow blend, scent
Saves: Fort +9, Ref +7, Will +7
Abilities: Str 17, Dex 13, Con 17, Int 4, Wis 12, Cha 13
Skills: Hide +9, Listen +9, Move Silently +9, Spot +9, Survival +9*
Feats: Dodge, Mobility, TrackB, Spring Attack
Environment: Plane of Shadow
Organization: Solitary, pair, or pack (5-12)
Challenge Rating: 6
Treasure: None
Alignment: Always neutral evil

This creature has the body of a large dog, with a smooth black coat and a mouth full of sharp teeth.

A shadow mastiff is slightly more than 2 feet high at the shoulder and weighs about 200 pounds.

Shadow mastiffs cannot speak, but they understand Common.

Combat
Shadow mastiffs prefer fighting in shadows or dark conditions, which gives them a great advantage.

If a magical light source negates the shadows around them, shadow mastiffs are cunning enough to either move out of the light or back off and break up the opposition with their baying. They have been known to seize and carry off items enspelled with daylight spells.

Bay (Su)
When a shadow mastiff howls or barks, all creatures except evil outsiders within a 300-foot spread must succeed on a DC 13 Will save or become panicked for 2d4 rounds. This is a sonic mind-affecting fear effect. Whether or not the save is successful, an affected creature is immune to the same mastiff’s bay for 24 hours. The save DC is Charisma-based.

Trip (Ex)
A shadow mastiff that hits with its bite attack can attempt to trip the opponent as a free action (+3 check modifier) without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the shadow mastiff.

Shadow Blend (Su)
In any condition of illumination other than full daylight, a shadow mastiff can disappear into the shadows, giving it total concealment. Artificial illumination, even a light or continual flame spell, does not negate this ability. A daylight spell, however, will.

Skills
*A shadow mastiff has a +4 racial bonus on Survival checks when tracking by scent.

Tactics:
Shadow mastiffs have a cunning pack mentality, and this pack is particularly experienced at hunting. Their tactic is to stealthily follow the party and wait for the opportune moment to strike, attacking if their guard goes down or if a member splits from the rest of the group. Alternatively, they start baying and pick off anyone who runs from the group.

They employ their Spring Attack when attacking, lunging at a vulnerable target and then jumping back into the undergrowth. Anyone who gets tripped becomes top priority for the others to attack.

Shadow mastiffs will retreat if their shadow blend is countered or if they're being overwhelmed, perhaps resuming to stalk their prey from a distance for another opportunity.


Encounter 2: Half-Dragon Bearbarians (CR 11)
A group of 3 ex-slave duergars patrol the road, eager to enact vengeance on their former drow owners. These strong warriors were able to steal some of the drow's prized half-dragon bears during their escape. Although the group wishes to return to their clan in the underground, it appears that all entrances back underground are guarded by either drow or mind flayers looking for easy slaves. They now live in a cave not far from their patrol area, living day by day off what they can hunt and looting unsuspecting travelers. The party looks like a good candidate to ambush.

There are 3 duergars riding 3 half-dragon bears. Stats courtesy of dinglesgames. (http://www.dinglesgames.com/tools/NPCGenerator/dnd35/)

Half-dragon (white) Brown Bear:
Bear, brown Half-dragon, White CR 6
Neutral Large Animal
Init +1; Senses Low-light Vision, Scent, Darkvision 60, Low-light Vision

DEFENSE
AC 19, Touch 10, flat footed 18 (+ No Armour, + Shield, none)
(+1 Dex, +9 Natural, -1 size)
hp 63 (6d10+30);
Fort +10, Ref +6, Will +3
Immunity to Cold, sleep, paralasys

OFFENSE
Speed 40, fly 80ft.
Melee
Single Attack Claw +15 (1d4+12)
Full Attack
2 Claw +15 (1d4+12)
Bite +10 (1d6+6)
Space 10ft.; Reach 5ft.
Special Attacks
Improved Grab If hits with claw can start a grapple,
Breath Weapon DC(18) 1/day 6d8 damage 30ft cone of Cold

STATISTICS
Str 35, Dex 13, Con 21, Int 4, Wis 12, Chr 8
Base Attack 4 Grapple 20
Feats
Endurance: +4 on checks to resist non-lethal damage,
Run: Can run at 5 times normal speed,
Track: Track with survival check
Skills Listen 10, Spot 10, Swim 21
MAGIC ITEMS (max value 5600)

Duergar Barbarian 4:

*Note: stats while raging

Dwarf, Duegar CR 5
Lawful evil Medium Humanoid
Barbarian level 4 (skill points 35) Animal Handler
Init 0; Senses Darkvision 120

DEFENSE
AC 10, Touch 8, flat footed 10 (+ Leather, - Rage)
hp 46 (0d8+4d12+12+8);
Fort +9, Ref +1, Will +4
Immunity to poison, paralysis, phantasms, Resistance to spells +2 save vrs spells and spell like abilities, Sensitivity to light, dazzled in bright light

OFFENSE
Speed 30
Melee
Single Attack Warhammer +10 (1d8+7 X3)
Full Attack
Warhammer +10 (1d8+7 X3)
Space 5ft.; Reach 5ft.

Special Attacks
Spell-like Abilities 1/day enlarge person, invisibility,
Spell-like Abilities as wizard CL = 2X level
Rage +4 con +4 Str +2 +2 will save -2 AC per day 2

STATISTICS
Str 20, Dex 11, Con 20, Int 12, Wis 13, Chr 5
Base Attack 4 Grapple 7

Feats
Armour prof light,
Armour prof medium,
Martial Weap Prof,
Power Attack: Subtract from to hit add to damage,
Shield Proficiency: Can use shields,
Simple Weapon Proficiency,
Weapon Focus: +1 to attack rolls

Skills Climb 9, Craft Armourer 3, Craft goldsmith 3, Craft Weapons smith 3, Handle Animal 3, Hide 0, Intimidate 4, Jump 9, Listen 7, Move Silently 8, Ride 2, Spot 2, Survival 6, Swim 3
Languages Common, Dwarven, Undercommon

ECOLOGY
Environment Underground
Organization Team 2-4, Clan 20-80, Squad 9-16
Treasure CoinsGoods times 2Items

SPECIAL ABILITIES
Other +4 AC vrs Giant type creatures
Fast movement Land Movement raised by 10
Illiteracy Cannot Read/Write
Trap Sense Reflex save and AC when dealing with traps bonus 1
Uncanny Dodge Retains Dex bonus if flat footed

MAGIC ITEMS (max value 4300)

Tactics:
The duergars patrol the area by flying with their bear mounts. Once the party is spotted, they swoop down at them, commanding their bears to unleash their powerful frost breaths before landing. The duegars then dismount and command their bears to attack, while they move behind their mounts and cast Enlarge Person on themselves before raging and entering the battle with their warhammers.

After The Battle:
If interrogated, the duergars can tell the party that the drow city is further down the road. With a strong enough Diplomacy roll, the duergar will warn the party of the drow scouts that patrol the road as well.

The duergar's cave dwelling is mundane. These former slaves escaped with nothing remarkable outside of their extraordinary mounts. Bits of bone and ragged clothes in a heap in the corner are all their belongings.

When They Rest... (CR 8)
They might be resting beside an evil treant (http://www.d20srd.org/srd/monsters/treant.htm)! Enjoy your "rest," peons! MUAHAHAHAHA!!!!!

You Should Stay On The Road (CR 11)
The party might decide that staying on the road is a silly idea. You should try persuading them otherwise. My preferred methods of persuasion is with something big, mean, and ugly.

Scenerio 1 (CR 9): They're attacked by 3 Dark Megaraptors (http://www.d20srd.org/srd/monsters/dinosaur.htm).

If one of the party members decides to scout ahead, let him find one Megaraptor 'sleeping.' The two others are hiding nearby. Clever girl! (http://www.youtube.com/watch?v=TO5wryDdEI0)

Random shambling mounds (http://www.d20srd.org/srd/monsters/shamblingMound.htm), driders (http://www.d20srd.org/srd/monsters/drider.htm)

Encounter 3: Drow Scouts (CR12)
A scouting party patrols a section of the road leading to their city. They hide in the treetops beside the road, staying ever vigilant for trespassers and casting Alarm around the immediate vicinity. Should they spot an intruder, they attempt to capture the person, either by making him surrender or knocking him out with drow poison.

The drow are confident that they can handle anyone who passes by their road, due to their arrogant belief in their own skill and their strategical positioning high above in the trees.

The group consists of:
3x Drow Ranger 7 (CR 8)

Drow CR 8
Neutral Evil Medium Humanoid
Ranger level 7 (skill points 80) Scout
Init +3; Senses Darkvision 120

DEFENSE
AC 18, Touch 13, flat footed 15 (+1 chain shirt)
(+3 Dex, +5 armor)
hp 31 (0d8+7d8);
Fort +5, Ref +8, Will +3
Sensitivity to sunlight blinds for 1 round then dazzled, Spell Resistance 11 + level

OFFENSE
Speed 30
Melee
Single Attack Rapier +9 (1d6+3/18-20)
or (+1/+1) Longbow ,Composite +12 (1d8+4 X3)
Full Attack
Rapier +9/4 (1d6+3/18-20)
or (+1/+1) Longbow ,Composite +10/5 (1d8+4 X3) range 165
Space 5ft.; Reach 5ft.
Special Attacks
Drow Poison DC(13) DC13 fall unconscious for 1 minute then DC 13 fall unconscious for 2d4 hours (1d,
Spell-like Abilities 1xday dancing lights, darkness, farie fire
Favored enemy Number of Favored enemies = 2

Spells Known:
Ranger Spells
Level 1 (2) DC 12
Alarm(Abjuration)[ ]
V,S, F/DF rng: Close 25ft + 5ft/2 levels Dur: 2 hours/level (D)
SV None Area: 20-ft.-radius emanation centered on a point in space

Hunter's Mercy (SpC)

STATISTICS
Str 14, Dex 16, Con 11, Int 15, Wis 12, Chr 11
Base Attack 7 Grapple 9

Feats
Many Shot: -4 =2 arrows -6 = 3 arrows -8 =4 arrows,
Rapid Shot: Gain extra ranged attack all attacks at -2,
Armour prof light,
Endurance: +4 on checks to resist non-lethal damage,
Far Shot: Range Increment *1 1/2,
Martial Weap Prof,
Point Blank Shot: +1 to hit +1 damage if within 30 ft,
Precise Shot: Can shoot into melee without -4 penalty,
Shield Proficiency: Can use shields,
Simple Weapon Proficiency,
Track: Track with survival check

Skills
Climb 7, Concentration 0, Handle Animal 3, Heal 7, Hide 17 (+5 cloak), Jump 7, Know dungeon 5, Know geography 8, Listen 11, Ride 6, Search 5, Spot 11, Survival 11, Swim 2, Use Rope 5
Languages Common, Elven, Underccommon

ECOLOGY
Environment Underground
Organization Squad 2-4, Band 20-50, Patrol 5-8
Treasure Standard

SPECIAL ABILITIES
Other +2 on will saves against spells
Animal Companion
Wild Empathy Improve attitude of an animal
Woodland Stride Can move through undergrowth at normal speed

MAGIC ITEMS (max value 12000)
+1 Longbow ,Composite (2000gp)
Cloak of Elvenkind (2,500gp)
+1 mithral shirt (2,100gp)

Tactics:
The drow call to the adventurers to surrender and ready actions to attack if they make any sudden movements. Due to forest terrain (http://www.dandwiki.com/wiki/SRD:Forest_Terrain), that have a +2 AC / +1 Reflex bonus for being in the trees.

They value their lives and will attempt to flee if overwhelmed. They will also try to surrender at a good offer, particularly if the party agrees to be 'escorted' by them to Rhalak Vel to conduct their business.


Rhalak Vel:
Overview:
The drow city of Rhalak Vel is one of drow civilization's most ambitious attempts to slowly gain a foothold on the surface world. The unique darkness of Underdark Forest provides a perfect location to begin spreading drow influence more forcefully.

The city was founded a few decades ago by House Vaerun, who fell in disfavor in the great city of Erelhei-Cinlu (DotU p191) and were subsequently 'honored' with the task of funding a new city in the unique location. The house is currently led by Matron Lilandra, who is also a high priestess of the church of Lolth.

Lilandra took her lemons and made some lemonade. What was once a minor House in a sad excuse of a settlement has now developed into a major power contender in the Underdark due to its key location, much to the dismay of the rivaling cities. Rhalak Vel has gained immense wealth and power from its slave-trading business, which enslaves both cave-dwellers and forest-dwellers. It also effectively plays middleman to most drow/surface dealings on this continent.

Because of this rise in power, Rhalak Vel is growing at a substantial rate. Though Lilandra currently holds a remarkably iron grip on the city, numerous parties are awaiting her demise to found their own Houses amongst the power void.

The Entrance: (CR 12)
The surface entrance is a cave that is located not far from the road. It's easy to spot the well-worn path that leads off the main road to it.

The entrance is guarded by 2 Arcane Guards (MM4 p56) and a House Wizard (DotU p171). They oversee all traffic from the surface to their underground city. They hate their jobs, which they feel is beneath them. They are indifferent to anyone being escorted by drow sentries or have proper identification but are hostile to anyone else.

Tactics:
The two Arcane Guards cast Fly and take to the skies, casting Ray of Exhaustion and Scorching Ray before hitting and outranging people with their spiked chains. The House Wizard casts Evard's Black Tentacles for some battlefield control and then either blasts or something.

Looking at House Wizard though, that NPC is remarkably poorly designed. It dies to a stiff breeze, has no defenses whatsoever, and for some reason has a familiar despite not having a way to acquire one. I'll need to rethink this encounter.

The Tunnel:
A winding tunnel (10ft. wide) leads down to Rhalak Vel. The multiple dead ends make it difficult to navigate without an experienced guide. Patrols of 6 drow warriors (DotU p169) move through the tunnels periodically.

Rhalak Vel Description:
It's based on the guideline for Erelhei-Cinlu (DotU p191) but obviously much smaller scale. There are fewer districts and "unique" quirks. There's only one House as well, House Vaerun.

The Missions:
Due to having only one major player in the city, the party is sent to Matron Lilandra to discuss things. Whatever the party is here for is up to you. Lilandra agrees to help the party if they complete a mission for them.

The party are 'guests' of the House and can rest / restock here before moving out. They are given a drow guide, informed of any particular customs, given special guest badges, etc.

Mission 1: Grell have recently moved into Sangkon Bhet from the underground, which is encroaching on drow territory. The grell are unusually organized and are constantly bringing more slaves from the surrounding area, which the drow perceive as a potential threat. The party's mission is to enter their closest settlement and kill their leader. The drow don't want to be associated with this strike for political reasons.

Mission 2: After the Matron discovers that mind flayers are planning an invasion, she enlists the party to help board the mind flayer's spelljammer and destroy the ship.

After the missions have been completed, the Matron Lilandra goes back on her deal, says that the party's usefulness has run out, and tries to have them killed by her guards.

(Inset Fight)

Once defeated, an Aspect of Lolth appears. She congratulates the party for the entertainment and mentions to the drow PC that he may be worthy of leading her people. There is only one more test. She morphs into a swarm of spiders that crawl into Lilandra's body and transforms her into... A colossal lolth-touched monstrous spider (http://www.d20srd.org/srd/monsters/monstrousSpider.htm)!

Lolth-touched Monstrous Spider, Colossal
Size/Type: Colossal Vermin
Hit Dice: 32d8+160 (304 hp)
Initiative: +2
Speed: 30 ft. (6 squares), climb 20 ft.
Armor Class: 22 (-8 size, +2 Dex, +18 natural), touch 4, flat-footed 20
Base Attack/Grapple: +24/+53
Attack: Bite +29 melee (4d6+18 plus poison)
Full Attack: Bite +29 melee (4d6+18 plus poison)
Space/Reach: 40 ft./30 ft.
Special Attacks: Poison, web
Special Qualities: Darkvision 60 ft., tremorsense 60 ft., vermin traits
Saves: Fort +23, Ref +12, Will +10
Abilities: Str 37, Dex 15, Con 20, Int Ø, Wis 10, Cha 2
Skills: Climb +16, Hide -10*, Jump +10*, Spot +7*
Feats: — —
Environment: Temperate forests
Organization: Solitary
Challenge Rating: 12

Poison (Ex)
A monstrous spider has a poisonous bite. Fort Save DC28, 2d8 Str. The save DCs are Constitution-based. The indicated damage is initial and secondary damage.

Web (Ex)
Both types of monstrous spiders often wait in their webs or in trees, then lower themselves silently on silk strands and leap onto prey passing beneath. A single strand is strong enough to support the spider and one creature of the same size. Web-spinners can throw a web eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to one size category larger than the spider. An entangled creature can escape with a successful Escape Artist check or burst it with a Strength check. Both are standard actions whose DCs are given in the table below. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus.

Web-spinners often create sheets of sticky webbing from 5 to 60 feet square, depending on the size of the spider. They usually position these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Spot check to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot section has the hit points given on the table, and sheet webs have damage reduction 5/—.

A monstrous spider can move across its own web at its climb speed and can pinpoint the location of any creature touching its web.

Escape Artist DC 28
Break DC 32
Hit Points 18

Tremorsense (Ex)
A monstrous spider can detect and pinpoint any creature or object within 60 feet in contact with the ground, or within any range in contact with the spider’s webs.

Skills
Monstrous spiders have a +4 racial bonus on Hide and Spot checks and a +8 racial bonus on Climb checks. A monstrous spider can always choose to take 10 on Climb checks, even if rushed or threatened. Monstrous spiders use either their Strength or Dexterity modifier for Climb checks, whichever is higher.

*Hunting spiders have a +10 racial bonus on Jump checks and a +8 racial bonus on Spot checks. Web-spinning spiders have a +8 racial bonus on Hide and Move Silently checks when using their webs.

Fearless: Immune to all fear effects.

When defeated, the drow PC inherits the Lolth-touched template. The rest of the drow recognize this symbol and follow him.

Ruins of Sangkon Bhet:
Centuries ago, the temple called Sangkon Bhet was dedicated to the worship of Tenebrous, the short-lived deific form of Orcus. The throngs of worshippers opened a portal to the Plane of Shadow in an attempt to bring their god over to the Material Plane. This plan was ultimately thwarted by a group of powerful adventurers, who entered the portal and sacrificed their lives to slay Tenebrous. With their god destroyed, the worshippers disbanded and the temple fell into disrepair. The portal, however, remains opened, and the long exposure to the Plane of Shadow has plunged the entire forest into darkness.

The temple ground is situated in a forest clearing below an inky black sky, with only a few dim stars offering no illumination. The area above consists of little more than jumbled piles of stones, overgrown with thick creepers and split by towering trees that have grown up through the old plazas and buildings above. The grell occupy the caves and underground burrows below.

The Portal: (CR 9)
Situated on a crumbling stone platform in the middle of the temple grounds is a large onyx portal that is actively connected to the Plane of Shadow (http://www.dandwiki.com/wiki/SRD:Plane_of_Shadow). It clearly emanates thick, 'tangible' darkness into the surrounding area. 2x Shadows (http://www.d20srd.org/srd/monsters/shadow.htm) and 1x Greater Shadow inhabit the area and attack those who draw near. (CR 9)

Inscribed on the portal and all over the platform are runes describing the "Shadowy Lord of the Undead" and his "grand entrance to our world." Artistic depictions show a figure holding a rod out to the portal, which allows Tenebrous to emerge.

The portal is connected to the Plane of Shadow, but we certainly don't want the party to head in there. If they dawdle too long in this area or attempt to enter the Plane of Shadow, a Nightwalker (http://www.d20srd.org/srd/monsters/nightshade.htm) slowly approaches them from 100ft. away. An old servant of Tenebrous, this creature is unsure if the party are old worshippers of the former god and isn't immediately hostile, which gives the party ample time to run the hell away. The Nightwalker also isn't interested in leaving his native plane.

Grell Outpost:
I'm using the Grell Outpost from Lords of Madness (p115) with minor changes.

The grell have been aggressively hunting the surrounding areas in raiding parties to capture and enslave a steady stream of humanoids. As this raiding continues, their hunt zone is becoming wider and wider, and the drow believe conflict is inevitable.

The grell are actually following orders of a puppet grell leader that is dominated by a beholder named Gran'nit. The beholder is invisibly behind the scenes and the grell don't even know of his existence. Gran'nit is basically running a business on free labor, the product: slaves. He sells them to a spelljammer mind flayer captain, who then distributes the slaves (aka brains) to various mind flayer encampments throughout the cosmos.

Changes to the encounter:
Regular Grell are advanced +1HD, which nets them:
+1d8 (37hp)
Weapon Focus (tentacles)
+1 BAB
+2 skillpoints (+9 Hide / Move Silently)
+1 Will (+5)

Now their 10 tentacles are at +7, which means they hit more, which means their paralyze chances go up.

Grell Philosopher are advanced 1 Wizard level, which nets:
+1d4 (53hp)
+feat (empower metamagic)
+1 spell of 3rd level (Stinking Cloud)

Now they can use Stinking Cloud, which they can see through due to Blind Sight. Also it doesn't effect skeletons other than hampered vision!

Changes to areas:
- Area 4 has an additional Gnoll Skeleton. The Philosopher flies to the ceiling and drops Stinking Cloud on the party, Ray of Enfeeblement, Summon Monster 2, then pewpews with his lightning lance

- Area 7 has prisoners: 2 bugbears, 6 goblins, 1 drow. Beside the door is a rack holding branding rods with the symbol of a squid face (mind flayer). All the prisoners are branded with this symbol.

- Area 10 now also has a Gauth, who has the Patriarch charmed to do his bidding and has been controlling the operation in the shadows. He angrily attacks the adventurers and is too prideful to retreat. On a small table is an open letter describing the meeting for shipment and a new location for the meeting. This is where the mind flayers can be found.

If the party is breezing through the initial fights, just add more Grell!


Take Out the Spelljammer:
The party must fight through a cave holding mind flayer thralls, enter the portal (Gate) to the ship's hull, make their way to the helm and destroy it, fighting through the mind flayer skeleton crew and then escaping dramatically.

EL 11
4 Ogre Guard Thralls (p110 MMIV)
1 Mind Flayer (maybe advanced?)

The mind flayer would start in the back in his chair. Hopefully the ogres will block the party so that he survives the first round. Then he gets up, moves behind his thralls, and uses mind blast + the ogre's echo mind blast ability.

Half-farspawn voidmind troll done! He'll be unconscious in a large glass container with tubes siphoning his bluish green glowing blood for whatever reason. When the mind flayer(s) leave their seats and the ship is depowered, he wakes up and goes on a rampage:
Half-Farspawn Troll
Half-Farspawn Voidmind Troll
Size/Type: Large Outsider (native)
Hit Dice: 6d8+54 (81 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 20 (-1 size, +3 Dex, +8 natural), touch 12, flat-footed 17
Base Attack/Grapple: +4/+14
Attack: Claw +10 melee (1d6+7); in amorphous form, tentacle +10 melee (1d6+7)
Full Attack: 2 claws +10 melee (1d6+7) and bite +5 melee (1d6+3) and 2 tentacles +5 melee (1d6+3); in amorphous form, 4 tentacles +10 melee (1d6+7)
Space/Reach: 10 ft./10 ft.
Special Attacks: Rend 2d6+9
Special Qualities: Darkvision 90 ft., blindsight 60ft., low-light vision, regeneration 5, scent, immunity to poison, damage reduction 5/magic, resistance to acid and electricity 10, spell resistance 16; in amorphous form, also can’t be flanked and not subject to extra damage from critical hits
Supernatural Abilities: True Strike, Blur 3/day, Touch of Idiocy, Stinking Cloud, Change Shape,
Saves: Fort +14, Ref +5, Will +5
Abilities: Str 25, Dex 16, Con 29, Int 6, Wis 13, Cha 8
Skills: Listen +5, Spot +6
Feats: Alertness, Iron Will, Track
Environment: Cold mountains (Scrag: Cold aquatic)
Organization: Solitary or gang (2-4)
Challenge Rating: 7
Treasure: Standard
Alignment: chaotic evil

Rend (Ex)
If a troll hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 2d6+9 points of damage.

Regeneration (Ex)
Fire and acid deal normal damage to a troll. If a troll loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump.

Change Shape: (p153 LoM)
A half-farspawn’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Half-Farspawn Voidmind Troll
Half-Farspawn Voidmind Troll
Size/Type: Large Outsider (native)
Hit Dice: 6d8+66 (93 hp)
Initiative: +3
Speed: 30 ft. (6 squares)
Armor Class: 25 (-1 size, +4 Dex, +12 natural), touch 13, flat-footed 21
Damage Reduction 5/magic
Base Attack/Grapple: +4/+18
Attack: Claw +12 melee (1d6+9); in amorphous form, tentacle +10 melee (1d8+9)
Full Attack: 2 claws +12 melee (1d6+9) and bite +7 melee (1d6+4) and 2 tentacles +7 melee (1d6+4) and tentacle +7 melee (1d8+4); in amorphous form, 4 tentacles +12 melee (1d6+9) and tentacle +7 melee (1d8+4)
Space/Reach: 10 ft./10 ft.
Special Attacks: Rend 2d6+9, Cone of Slime, Shape Change
Special Qualities: Darkvision 90 ft., blindsight 60ft., low-light vision, regeneration 5, scent, immunity to poison, immunity to acid, immunity to mind-affecting spells and abilities, damage reduction 5/magic, resistance to electricity 10, spell resistance 16, improved grab, constrict; in amorphous form, also can’t be flanked and not subject to extra damage from critical hits
Supernatural Abilities: True Strike, Blur 3/day, Touch of Idiocy, Stinking Cloud, Change Shape, Cone of Slime
Saves: Fort +18, Ref +6, Will +5
Abilities: Str 29, Dex 18, Con 33, Int 8, Wis 13, Cha 6
Skills: Listen +5, Spot +6
Feats: Alertness, Iron Will, Track, Combat Reflexes, Great Fortitude
Environment: Cold mountains (Scrag: Cold aquatic)
Organization: Solitary or gang (2-4)
Challenge Rating: 8
Treasure: Standard
Alignment: chaotic evil

Rend (Ex)
If a troll hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 2d6+9 points of damage.

Regeneration (Ex)
Fire and acid deal normal damage to a troll. If a troll loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump.

Change Shape: (p153 LoM)
A half-farspawn’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Cone of Slime: 1/day 30ft. cone of psionically charged slime, 6d6 acid Reflex 24 half, anyone that takes damage also takes a -2 penalty on Will saves and is stunned for 1d4+1 rounds (fort save DC 24).

Constrict: On successful grapple check, 1d8+12 damage.

Sentient Tentacle: Improved Grab with voidmind tentacle, +4 to grapple, can maintain grapple with tentacle while performing other actions.

Mind Flayer Host: (p189 MM3)

Half-Farspawn Voidmind Troll is pretty darn strong!

That's all I got so far. I made some advanced HD Grell, but would it violate some forum rules if I posted the modified stat blocks here?

I'm not sure which books would be good for random evil forest dangers. Like lakes of acid, for example. I'd also like to place some more potential random encounters and such... Maybe fiendish fire-breathing T-rexes or something so they stick to the road and don't wander.

AslanCross
2010-12-06, 12:00 AM
If it's connected to the Plane of Shadow, use the Shadow template from Lords of Madness. You can get a Shadow Megaraptor, which has a speed of 90 ft and an insane Jump modifier.

Also, a Gauth hiding in a mass of Gas Spores would be very tricky, especially since the Gauth can remotely detonate the fungi with its eye rays. Throw in Violet Fungi for annoyance.

You mentioned Mind Flayers. Mind Flayers make Voidmind creatures (MM3). The Voidmind template is great on giants. How about a Voidmind Skullcrusher Ogre with a bunch of dominated bugbears? A Voidmind Ettin with two sentient tentacles? Or a horrific Half-Farspawn Voidmind Troll?

Dralnu
2010-12-06, 01:31 AM
Those are some great suggestions. I'm adding a pack of Dark (simpler than Shadow imo) Megaraptors as something to throw at the party if they stray from the road.

Where can I find Gas Spores? I like the sound of that setup. Would a standard Beholder be a little too much for my party then?

Voidmind is a good catch. I was reading Lord of Madness for some inspiration on and found an adventurer at the back of the book that talks about boarding a spelljammer ship and taking everyone out. I think this would suit my purposes, since level 8's probably can't handle a mind flayer city. So after some plot hook, the party heads over to a camp that has a Gate'd portal to a spelljammer deck and has a fight with the mind flayers. I'll definitely use some voidminds here. Half-farspawn voidmind troll has 3 tentacle attacks? Sounds fun!

hamishspence
2010-12-06, 05:25 AM
The Dark template has been updated in Tome of Magic, and updated again in Cormyr- Tearing of the Weave.

The Cormyr version is slightly more powerful- since it doesn't require cover or concealment to use it's HiPS ability.

AslanCross
2010-12-06, 05:40 PM
The Dark Template's good enough; I just thought Shadow would be cool for the insane speed bonus it gives to the Megaraptor.

Gas Spores are in Lords of Madness. It's a bit difficult to reverse-engineer them to Medium size (or else they'd be larger than the Gauth) due to their low stats, but I guess you could just make them Medium and ignore all the changes that the Monster Manual suggests. The standard beholder is CR 13, and its Save-or-Dies might be quite frustrating for your party, though.

The Half-Farspawn Voidmind Troll's going to be quite tough to beat as it's immune to acid and mind-affecting, but yeah, it's going to be a great boss monster. It gets even more tentacles in its amorphous form.

Dralnu
2010-12-11, 12:20 AM
I think I'll ignore the gas spores for now. I currently plan on having the party face the grell patriarch and gauth in the same room, which should make the encounter challenging enough.

Got a lot of progress done on the area so far. The spelljammer adventure at the end of LoM will need heavy tweaking though. The biggest unknown for me is just how deadly mind flayers can be in general. Can my group of level 8-9's handle, for example, the bridge encounter against 5 mind flayers? The party has 1 round of free actions though, since the mind flayers spend a full round getting out of their high tech seats.

I'll be putting the half-farspawn voidmind troll submerged inside a glass tube on the ship. For whatever reason its gone berserk and the illithids have put it into suspended animation until they can re-dominate it properly, but with the ship's power ruined, it angrily wakes up...

AslanCross
2010-12-11, 12:23 AM
I'll be putting the half-farspawn voidmind troll submerged inside a glass tube on the ship. For whatever reason its gone berserk and the illithids have put it into suspended animation until they can re-dominate it properly, but with the ship's power ruined, it angrily wakes up...

Funny, I had a very similar encounter idea for a higher-level adventure. Instead of an ubertroll it was a neothelid.

Dralnu
2011-01-13, 04:58 PM
After being pushed back to oblivion, we're finally playing out the next session this sunday. We expect to be playing for 12 hours, which is usual for us since our game nights are so far apart. I'm actually a little nervous for it. I've never put so much preparation time into a session before. I really hope it wasn't a wasted effort.

I have a couple more things to do:
1) Stat out Lilandra and her bodyguards
2) Stat out the half-farspawn voidmind troll
3) Put in the magical items

I can do the first two no problem, but I really suck at coming up with decent gear for the NPCs aka loot for the PCs. The PCs are pretty stacked for their level so I'd rather go for interesting over raw power. Can anyone suggest some loot for that?

AslanCross
2011-01-14, 12:44 AM
If you have Magic Item Compendium, it has rules for converting items of the PCs' level to two items from 2 levels lower. MIC also has a lot of cheap but interesting loot.

faceroll
2011-01-14, 01:10 AM
Are you using MM1 mind flayers or the ones presented in LoM that use XPH psionics?

5 mind blasts going off could be quite devastating. What happens if the whole party ends up stunned in the first round of combat? Do any of them have a way to avoid/escape stunning effects?

Essence_of_War
2011-01-14, 08:55 AM
Can my group of level 8-9's handle, for example, the bridge encounter against 5 mind flayers? The party has 1 round of free actions though, since the mind flayers spend a full round getting out of their high tech seats.


Enemies like MF's are largely dependent on preparedness levels. Given a full round of free actions, I assume that at least 2 MF's will be dead. MF's typically have 44 hp, so the warblade can probably take down 1, the rogue should be able to 1-shot one of them, and even the scout may be able to kill a third. Depending on exactly what the actions the favored soul takes, it is not unthinkable that your monsters will first get to act after 4 of them are dead or disabled. The encounter will probably be trivial at that point unless the whole party gets caught by the remaining guy's mind blast. Assuming the Warblade likely has Moment of Perfect Mind, I find this outcome extremely unlikely.

On the other hand, if they don't 1 shot several of the MF's, they are probably in trouble if they aren't packing some serious mental defenses. I'd expect the warblade to have Moment of Perfect Mind, which should neuter at least 1 blast, the favored soul's saves are rock solid, but the rogue-ish fellows will likely get taken down hard by mind blasts. More than 1 blast will likely take the warblade down, and more than 3-4 will likely fell even the Favored Soul if he doesn't have some sort of preparation.

This is an encounter that could go comically easily, TPK, or anywhere in between depending on the dice.

You need to feel out the difficulty based on how prepared your players are for serious mental attacks.

Dralnu
2011-01-14, 06:18 PM
If you have Magic Item Compendium, it has rules for converting items of the PCs' level to two items from 2 levels lower. MIC also has a lot of cheap but interesting loot.

MiC is pretty awesome, yeah. I wish they had a recommended list chart though. One item I'm sure I'll drop somewhere will be a +1 brutal surge warhammer for the warblade. He's the only one I haven't given a fancy weapon to yet, mostly because he already 1shots everything. The lolth-touched colossal spider should handle a few hits though, hehe.


Are you using MM1 mind flayers or the ones presented in LoM that use XPH psionics?

5 mind blasts going off could be quite devastating. What happens if the whole party ends up stunned in the first round of combat? Do any of them have a way to avoid/escape stunning effects?

I don't know the mechanics of psionics so I was thinking about using MM1. Is XPH more balanced? I suppose I could quickly teach myself it.

I think the warblade might have access to iron heart surge by now. Otherwise, nope. I don't think the warblade has moment of perfect mind either.


This is an encounter that could go comically easily, TPK, or anywhere in between depending on the dice.

You need to feel out the difficulty based on how prepared your players are for serious mental attacks.

Sounds like I need to restructure the encounter then. Maybe something like this?

EL 11
4 Ogre Guard Thralls (p110 MMIV)
1 Mind Flayer (maybe advanced?)

The mind flayer would start in the back in his chair. Hopefully the ogres will block the party so that he survives the first round. Then he gets up, moves behind his thralls, and uses mind blast + the ogre's echo mind blast ability.

Half-farspawn voidmind troll done! He'll be unconscious in a large glass container with tubes siphoning his bluish green glowing blood for whatever reason. When the mind flayer(s) leave their seats and the ship is depowered, he wakes up and goes on a rampage:
Half-Farspawn Troll
Half-Farspawn Voidmind Troll
Size/Type: Large Outsider (native)
Hit Dice: 6d8+54 (81 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 20 (-1 size, +3 Dex, +8 natural), touch 12, flat-footed 17
Base Attack/Grapple: +4/+14
Attack: Claw +10 melee (1d6+7); in amorphous form, tentacle +10 melee (1d6+7)
Full Attack: 2 claws +10 melee (1d6+7) and bite +5 melee (1d6+3) and 2 tentacles +5 melee (1d6+3); in amorphous form, 4 tentacles +10 melee (1d6+7)
Space/Reach: 10 ft./10 ft.
Special Attacks: Rend 2d6+9
Special Qualities: Darkvision 90 ft., blindsight 60ft., low-light vision, regeneration 5, scent, immunity to poison, damage reduction 5/magic, resistance to acid and electricity 10, spell resistance 16; in amorphous form, also can’t be flanked and not subject to extra damage from critical hits
Supernatural Abilities: True Strike, Blur 3/day, Touch of Idiocy, Stinking Cloud, Change Shape,
Saves: Fort +14, Ref +5, Will +5
Abilities: Str 25, Dex 16, Con 29, Int 6, Wis 13, Cha 8
Skills: Listen +5, Spot +6
Feats: Alertness, Iron Will, Track
Environment: Cold mountains (Scrag: Cold aquatic)
Organization: Solitary or gang (2-4)
Challenge Rating: 7
Treasure: Standard
Alignment: chaotic evil

Rend (Ex)
If a troll hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 2d6+9 points of damage.

Regeneration (Ex)
Fire and acid deal normal damage to a troll. If a troll loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump.

Change Shape: (p153 LoM)
A half-farspawn’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Half-Farspawn Voidmind Troll
Half-Farspawn Voidmind Troll
Size/Type: Large Outsider (native)
Hit Dice: 6d8+66 (93 hp)
Initiative: +3
Speed: 30 ft. (6 squares)
Armor Class: 25 (-1 size, +4 Dex, +12 natural), touch 13, flat-footed 21
Damage Reduction 5/magic
Base Attack/Grapple: +4/+18
Attack: Claw +12 melee (1d6+9); in amorphous form, tentacle +10 melee (1d8+9)
Full Attack: 2 claws +12 melee (1d6+9) and bite +7 melee (1d6+4) and 2 tentacles +7 melee (1d6+4) and tentacle +7 melee (1d8+4); in amorphous form, 4 tentacles +12 melee (1d6+9) and tentacle +7 melee (1d8+4)
Space/Reach: 10 ft./10 ft.
Special Attacks: Rend 2d6+9, Cone of Slime, Shape Change
Special Qualities: Darkvision 90 ft., blindsight 60ft., low-light vision, regeneration 5, scent, immunity to poison, immunity to acid, immunity to mind-affecting spells and abilities, damage reduction 5/magic, resistance to electricity 10, spell resistance 16, improved grab, constrict; in amorphous form, also can’t be flanked and not subject to extra damage from critical hits
Supernatural Abilities: True Strike, Blur 3/day, Touch of Idiocy, Stinking Cloud, Change Shape, Cone of Slime
Saves: Fort +18, Ref +6, Will +5
Abilities: Str 29, Dex 18, Con 33, Int 8, Wis 13, Cha 6
Skills: Listen +5, Spot +6
Feats: Alertness, Iron Will, Track, Combat Reflexes, Great Fortitude
Environment: Cold mountains (Scrag: Cold aquatic)
Organization: Solitary or gang (2-4)
Challenge Rating: 8
Treasure: Standard
Alignment: chaotic evil

Rend (Ex)
If a troll hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 2d6+9 points of damage.

Regeneration (Ex)
Fire and acid deal normal damage to a troll. If a troll loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump.

Change Shape: (p153 LoM)
A half-farspawn’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Cone of Slime: 1/day 30ft. cone of psionically charged slime, 6d6 acid Reflex 24 half, anyone that takes damage also takes a -2 penalty on Will saves and is stunned for 1d4+1 rounds (fort save DC 24).

Constrict: On successful grapple check, 1d8+12 damage.

Sentient Tentacle: Improved Grab with voidmind tentacle, +4 to grapple, can maintain grapple with tentacle while performing other actions.

Mind Flayer Host: (p189 MM3)

Half-Farspawn Voidmind Troll is pretty darn strong!

faceroll
2011-01-17, 09:20 PM
Have you run the encounter yet?
LoM mindflayers get manifesting as telepaths equal-ish to their HD (level 7? level 9?). This gives them a great deal more variability, as you can pick different powers for different mindflayers. I would consider repicking feats, too.

Dralnu
2011-01-17, 10:18 PM
Unfortunately I haven't. One of the players couldn't make it yesterday. So the session is postponed again. :smallannoyed:

I guess when I'm bored I'll learn the psionics mechanics and switch the mind flayer(s) to that. Maybe make the ship's captain a ulitharid mind flayer.