3, SPEGTACULAR D&D ADVENTURES
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:| FATAL FINALE: THE LAST ADVENTURE PATH
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iISSUE #116 NOVEMBER 2004
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4 DUNGEON NovEaER 2004
Be ee aS em
SPECIAL FEATURE
68 THE 30 GREATEST D&D
ADVENTURES OF ALL TIME
‘Our expert panel ranks th
adventures of the garne!
ADVENTURES
18 PALACE OF THE
TWISTED KING
Philip Larwi
eaks, revealing a mor
throudéd by the
ambling walls mig!
respite from the terri
the keep's ancient meenloek master
adventure for Sth
DEATH OF LASHIMIRE
ASYLUM
Chis
Tn the final chapter of the Shackled CitySculptor Dave Studer brings
of Horrors to three
yemous dimensions with
dition of the classic
nfamous
sat Green Devil Face
depicted by seminal
Duxczos & Daacons artis
Erol Otus
Deep in the primaeval swamps of Lake Gloomey
39 The Portent
59 Mt. Zogon
94 Downer
shrouded in perpetual mists lies the city of The Brothers
of the Swamp. For years past this “religious”
Jelved into the forbidden areas of study and dete
6 Editorial .
10 Prison Mail “The Temple of the Frog”
82 Dungeoncraft
98 Wil Save
Take advantage ofthe RPGA'S Puaree Drop by www.rpga.com for more
Rewanns program by coring points details, and use the following
86 The Cast with the adventures ftom this issue of adventure codes:
88 The City Duncrow! Each adventure is worth Palace ofthe Twisted King (116PTON)
60. ThelDungeon 2 DRD Player Rewards points, and Death of Lashimite (T16DLDN)
2 remains active until 12/30/04 Asylum (116ASON)
The Journey
v
NOVEMBER 2004 DUNGEON 5ADVENTURES,
i,
ADVENTURE PATH
is issue contains two milestones. The
firsts our cover feature, the 30 Greatest
D&D Adventures of all Time” In this
latest entry in our yearlong edlebration of
the 30th anniversary of the DUNGEONS &
DRAGONS roleplaying game, we invited more
‘hun dozen ofthe most wellknown names
in the DED business (past and present) to
rank the best adventures of the game's first
30 years. Longtime fans ofthe game should
recognize our cover image as the gaping
aw of the Face ofthe Great Green Devi
whose sphere of annihilation mouth has gob
bled up thousands of player characters since
its deadly debut in 1978's Tomb of Horrors
Younger gamers who have yet to experience
the thiling (often arbitrary) deadliness of
Gary Gygav’s legendary dungeon can use
the “30 Greatest” article a a pointer to the
‘Tomiband dozens of other classic adventures
from D&D’s illustrious past. Those of us
who have been rolling dice for ages will see
several old frendson thelist, aswell asa few
‘upané-coming whipper snappers
By far the best aspect of the old fisted
tion era was the sense of shared experi-
cence. Before TSR segregated its audience by
introducing a passel of campaign settings
and before second edition came along with
its "modem emphasis on storytelling and
character development, adventures were the
‘meat and potatoes ofthe D&D experience. To
this day atconventions and Intemet message
boards around the world, fans of DuNcEoNs
& Deacons talk about their favorite DED
‘memories, and fvoriteadventuresare aco
‘mon topic of discussion.
Sure, the game's come a long way since
the 1970s, and some ofthe “greatest” adver:
tures on our list seem somehow primitive
compared to the bright new epics coming
out from Wizards ofthe Coast and. host of
third-party publishers producing products
DUNGEON NovENEER 2004
compatible with DUNGEONS & Deacons.
But there's something primal about those
carly adventures, Sure, nostalgia has a lot
to do with it as does the fact that so many
of the alltime greats were the “first” to do
something. Pharaoh was the first official
deathtrap pyramid. In the Dungeon
Slavelords was the first adventure to capture
the party and set them loose essentially
naked at the bottom of the dungeon. But
[think there's more to it than that.
Tae best ofthe classic adventures provide
a setting for the type of high adventure sug:
gested by the DUNGEONS & DRAGONS rules
themselves (regardless ofeedition), Nomatter
whether you play a hard-core hack-and-slash
campaign ora omantic epic ofhigh political
intrigue, fighters are built to kill monsters,
and clerics use their holy might to turn awy
undead. At its core, D&D is a game abou
killing monsters, stealing their treasure, and
using that treasure to go shopping, You can
add polities and morality and character on
top of that, but you carit really escape tha
essential ruth, And the old adventures—
best adventures—simply provide
cresting atmosphere and setting that
bolsters this essence of the DUNGEONS &
DRAGONS game.
‘That's not to say that the designers
of today havertt Figured out how to put
together adventures that equal the fun and
excitement ofthe Great Old Ones. A hand
fal of recent scenarios appear on the "30
Greatest’ list, speeding through the “tet of
time” criteria to become modern-day clas
sics. Thirty years from today, it’s possible
thelist will be dominated by adventures
from the current edition.
Iso, Tope the game celebrity panel of
the future takes a serious look at the Shack
led City Adventure Path, which has appeared
in these pages over the course ofthe ast two
years. The brainchild of former DUNGEON
Editorin-Chief Chris Thomasson, this 1
installment campaign has served as the
creative backbone of the magazine since
Chris's temure, and has quickly become a
favorite of many of ou readers. This issue's
highlevel adventure, “Asylum.” concludes
the series in epic style wth the same author
that started i ll back in Dunezow #97—
ristopher Perkins, also a former DUN:
GeON editorinchief, Congra
due to all the authors of the Shackled City
Adventure Path the two Crises, our own
James Jacobs, Tito Leati, David Noonan, and
Jesse Decker, many of whom pulled double
duty to provide to or more installments
think the Shackled City Adventure Path
sets a very high bar for a mult-adventure
campaign, and thank the authors for their
incredible work. Its been a real pleasure
having them in the pages of DUNGEON,
How do we top the Shackled City? Plans
are currently in motion fora second DUN
GBON Adventure Path, this time to feature
no fewer than 20 complete D&D adven-
tures, one for each level of play. Look for
a more wide-ranging storyline that takes
the characters from a humble village to a
metropolis of wizards and thieves toa great
inland sea and the undead horrors that lurk
on its distant shores. Prepare your players
for dangers like they have never known. For
in 2005, DuNGEoW begins anew Adventure
Path: The Age of Worms.
Tell your players to keep 4a6 handy
ERIK.
rik Mona
Dunaron Editor-in-Chief
[email protected][ PALACE OFTHE TWISTED KING
Ay Phil Larned Matrabont ky Mare Sto + Cactegraphy by Rokert Lazzareit!
Ang Sitting» Lon feted (2-5) + Nom Drairt © Dargoon Count
Vast gulf of sand stcich as far asthe eye could hope to se. Yet
beyond thes ands are the lands of men, and iti there that 1 shall
someday rule For now, the tunnels below this ruin must sfc. Iwait
{for your vst, for Isha preyon you when you sleep. Those who Ljudge
GPs) once esa
i
{false are for the larder and my dinner plate, Those I deem worthy shall
‘offer up their flesh to me as cay to the sculptor. Soon, you shall all
serve me. Soon, you shall all he children of the Twisted King.
—Fragmentary journal entry found in the Bright DesertGG Palace ofthe Twisted King” isa short
DUNGEONS & DRAGONS adventure
suitable for four Sth-level charac
ters. Although set in a desert, it can be
‘modified to suit any terrain that is rela
tively unsettled, since the majority of this
adventure takes place inside a ruined way
station, Naturally, if you change the ter
rain, youll need to change the sandstorm
inlo something more appropriate, like a
hurricane, blizzard, or the like
Askentyra Background,
eee
taeda abuidone wy sian in he
desert to ambush passing caravans. The
Bee eisai at
Bessette accel nics
Frets fer aca oth are
Esai ea tan ate
Pah. ey a he eter
attacking a particularly treasure-laden
tents were being delivered to a powerful
evil sorcerer and merchant lord named
Ezorath, When the caravan failed to reach
its destination, Ezorath was both ember
rassed and enraged. In ruthless style, he
responded to the affront by hunting the
bandits down and wiping them out. He
saved his most terrible punishment for
Falariss, and used polymorph any object
to transform the halfling into a horrible
deformed monster called a meenlock.
Ezorath intended to use the transformed
Falaviss as 2 guardian in his lair, but
the newly-transformed meenlock fled
into the storage tunnels located beneath
the way station. Ezorath had neither
the patience nor the interest to chase &
meenlock through narrow tunnels, so he
gathered up his recovered treasures and
returned to his home,
In the years since his transformation,
Falariss has regained some measure of
his arcane power and has managed to
capture several passing travelers, trans-
forming them into meenlocks as well
Falariss eventually forgot his prior life
and even his name, but he never forgot
his desire to rule a kingdom. He now
calls himself the Twisted King, and he
and his meenlock subjects haunt the way
station, ambushing and transforming
those who stay there and slowly expand-
ing the monstrous population of his
twisted kingdom.
Adheenpure Hooks
‘The adventure begins as the PCs seek
shelter in the abandoned way station that
doubles as Falariss’ aberrant kingdom,
‘They may simply seek shelter there as
they travel. or the way station itself may be
their destination, Several possible hooks
to get the party to travel into the desert are
detailed here; choose one appropriate for
your campaign.
‘The Infamous Bandit: One of the PCs
comes across an old parchment used
as a bookmark in a forgotten tone, The
parchment turns aut to havea short story
‘on it about an infamous halfling bandit
named Falariss. The story tells of how
Falariss operated out of a way station in
NOVEMBER 2004 DUNGEON 19the desert, and more to the point, tells
of his vast successes in raiding caravans.
and travelers. According to the tale, a
mighty hoard is hidden somewhere in
the way station, just waiting for adventur:
rs to find it. The parchment also shows
the way station’ location, about two days!
travel into a large desert.
The Missing Merchant: Someone's
gone missing in the desert! A merchant
by the name of Yerrin Andrak recently
traveled into the desert, seeking to
establish trade with the nomads that
live there. Yerrin, unfortunately, has
yet to return, and his friends and fam-
ily approach the PCs with a request to
tack him down and find out what may
have become of him.
In Search of Ezorath's ‘Tombs The great
wizard Ezorath died many decades ago,
but tales say his followers buried him
in a trap-illed tomb somewhere in the
desert, along with several of his more
powerful magic items. No one's been
able to find any evidence of this tomb,
but perhaps one of the PCs comes across,
a brief mention of Ezorathis mysterious
journey into the desert a few years before
his death, a ttip to an old, abandoned
way tower found on a relatively unused
trade route. Perhaps a clue to the loca
tion of his tomb can be found there?
Shelter from the Storm: The PCs
are traveling through the desert for an
entirely different reason. During their
travel, they notice an ominous dark
wall of clouds coming up behind them;
4a massive sandstorm is quickly bear
ing down on the group! Fortunately,
small, ruined way station up ahead
seems to offer shelter, if the PCs can
only reach it before the sandstorm bits,
If youre using one of the above hooks,
you can include this sandstorm as a
‘way to ensure the PCs seck shelter in
the ruined waystation, Sandstorms are
detailed on page 91 of the DuNceon
MasteR's Guide,
The actual journey into the desert to
the way station iit covered here, allow:
{ng you to tailor the trip as you wish to it
your campaign. In the WORLD OF GReY-
HAWK, the desert could be the Bright Des:
crt, In the FORGOTTEN REALMS, it could
be Anauroch. In ERERRON, it might be
the Blade Desert
NEES cn
The Abansfoned Way Station
Beyond a dune of white shifting sand, the
burning desolation of the desert is broken
by an astonishing ruin. Wildly canted walls
lean inward toward several ruined struc
tures, providing some shelter from the ele-
‘ments. Within, onlyone building seems to
still stand whole. The building is in @ bad
state of repair, with several jagged holes
piercing the walls and large portions of the
roof caved in. It appears as ifthe ruin has
long been abandoned, and there is no sign
cof any activity nearby or within,
(Originally built bya kingdom that borders
the desert, this way station saw a great
deal of use until the trade route dried up
and itwas zbandoned. Now it is home for
the Twisted King and his servants
Since meenlocks loathe the sun, you
should try to stage the partys arrival at
the way station at dusk. Ifyou include the
sudden sandstorm adventure hook, they'll
have even more reason to seek out shelter
in the way station.
The aboveground portions of the
ruins are constructed of red clay brick
Sand piles up along the walls and on
the roof of the building, in places to @
depth of 3 feet. The damage to the walls
is extensive. An examination ofthis dam-
age combined with a successful DC 15,
Knowledge (architecture and engineer
ing) check indicates that the PC notices
that much of the damage seems to have
been caused by powerful magic or even
siege engines. In fact, Ezorath is respon-
sible for this devastation; his spells and
summoned creatures did quite » number
‘on the tower during their attack on the
bandits so many years ago.
The Meevfock Mevace
‘As the PCs explore the ruins, they
shouldn't immediately he assaulted by
the meenlocks that lurk in the tunnels
below, In fact, the entrance tothe mee
lock warren is fairly well hidden, and it's
entirely likely thatthe PCs wont discover
either of the two entrances on their initial
search of the ruins,
Nevertheless, the PCs should feel
the presence of the menacing aberra
tions. ven before the meenlocks start
using their fear auras and their rend
mind attacks, the discovery of tiny body
parts, carvings, and other strange arti-
facts should give the place a decidedly
creepy feel. Ask for Listen and Spot
checks once in a while, but despite the
results, tell the PCs they hear and sce
nothing unusual.
You can heighten the sense of pa
noia and brooding menace by periodi
cally taking a randomly selected player
aside to another room to describe a
strange movement his character may
catch out of the corner of his eye, oF
a sudden bizarre odor, or maybe even
something as simple as the discovery
of a gold coin wedged between a pair
of bricks in a wall. These “private con:
ferences” should set up a subtle sense
of paranoia around the game table; the
other players wont know for sure what
went on behind those dosed doors, and
as a result the sinister themes of this,
adventure will be enhanced.
Ifthe PCs dorit find the entrances to
the meenlock tunnels and instead set up
camp in the ruins, the meenlocks take
note, Later that night, they use dimen-
sion door to leave their tunnels and
appear atop the ruined walls that su
round area 1. The Twisted King uses his
spells (notably ghost sound and dancing
lights) to try to draw lone PC guards off
into the desert, where the other meen-
locks use their fear auras and paralytic
claws to immobilize their prey. If the
PCs refuse to be lured, the meenlocks
use their rend mind attacks from hid-
ing on any obvious arcane spellcasters.
Asleeping character who fails to resist
this atack lurches awake with a seream.
The meenlocks dimension door back
into their tunnels after each rend mind
attack, returning to assault the same PC
after 10 minutes or so. If discovered. the
‘Twisted King uses obscuring mist to fill
the area with fog, while the other meen-
locks use their fear auras and paraly
sis attacks to immobilize as many PCs
as possible. A meenlock that takes any
damage at all dimension doors back into
the tunnels to hide.
ven if the PCs try to flee, they arentt
safe, for the meenlocks track them and
continue to try to capture vietim, repeat
ing their tactics whenever the PCs sleep,
‘Once they set their sights on a vietim, themeenlocks only give up the chase if at
least two of their number are slain,
+. Pettowd Well
‘This circular courtyard is open to the ky.
‘Small drifts of sand cover the loor and lie
heaped against the crumbling walls. A pat-
tially collapsed wel sts in the center around
which several buckets are strewn. The buck-
ts ate halFfilled with sand, giving some
indication that they have not been used in
‘quite sometime Beyond the wellan archway
leads into the main part ofthe structure
When caravans used to pass through
this region on a regular basis, this court.
yard was used as a campsite and a place
from which to draw water. When Fala
iss and his men took itover, they used it
for muich the same purpose, except that
they robbed and murdered those who
stayed and disposed ofthe bodies in the
desert. Now the courtyard lies deserted
and the well has become dangerous in
its own right.
‘The well itself plunges 15 feet to an
oily surface of water, itself about 15 feet
deep. A sizable quantity of id moss grows
along the inside ofthe well, in a stripa few
inches wide just above the water level. Its
presence has contaminated the water with
its poison. Any PC drinking the water can
take a Survival check (DC 20) to notice
thatthe water tastes alittle odd, and ifthe
‘water is immediately spit out, the charac
ter gains a +2 bonus on the resulting
to resist the tainted water's effects
Anyone who drinks the poisoned water
must make a suecessfl Fortitude save
(DC 12) or take 142 points of intelligence
damage, One minute later, the victim
must save again or take 146 points of
Intelligence damage.
Treasure: Ifa character correctly recog
nizes the id moss for what itis, 6 doses
of the poisonous stuff can be harvested
from the wel.
2. Certs Drange
‘A long rectangular chamber lies beyond
the archway, constructed from the same
red clay brick as the courtyard. A thick layer
‘of sand covers the floor of the chamber,
and here and there a discarded piece of
camping equipment pokes out eerily from
the dust. The walls of the chamber seem
to be covered with shadowy markings of
some sort, although closer examination
and better illumination is required to make
sense of ther
‘An examination of the discarded
equipment finds an empty backpack,
an empty flask, gnawed bones, and
the shredded remains of @ bedroll (all
remnants left by former travelers). A
successfull Search check (DC 20) also
uncovers a few things of a more disturb
ing nature: a single human tooth with a
Dit of dried flesh still stuck to the root, a
clump of haiy wedged in a erack in the
wall, a broken arrow caked with dried
blood. and what looks like a strangely
light red-brown stone (but isin fact half
a dried kidney, as a successful DC 15,
Heal check reveals). Pethaps the most
disturbing is @ charred stump of char-
coal that reveals itself to be @ horvibly
burnt human finger upon close exami-
nation. These grim remnants are all that
remains of sudden, horrid attacks on
travelers by the meenlocks.
The drawings on the walls are made
with charcoal (crafted by the meenlocks
using burnt remnants fom those lucky
‘enough to be killed rather than captured),
‘These drawings are only present at about
2 feet or lower; no drawings mar the stone
walls above this height. The drawings
depict stick figures engaged in various
murderous activities; limbs and legs and
heads lie in mounds while other stick fig
tures seem to be feasting on the crudely
drawn parts of their victims.
‘The entrances tothe meenlock tunnels
below are hidden beneath layers of sand
oon the floor. The meenlocks take care to
cover them with sand after they are used
and then dimension door into their tun
nels to avoid disturbing the sand. The
tunnels are opened only when they need
to transfer victims below. Each is capped
with lat sandstone blocks that seal access
to the tunnels, and even if the sand is
cleared away they remain quite cleverly
hidden, A successful Search check (DC
30) made in the right square uncovers
‘the opening; ifthe sand is cleared away
the DC drops to 25. The sandstone slabs
are surprisingly light, and weigh only 100
ece—two meenlocks working
pounds a
together can pry one up and push one
around, although once a slab is in place it
sits flush with the ground. Unless some
sort of handholds are carved into a slab,
it cannot be opened from abore.
Ifa slab is removed, a dark shaft is
revealed. This shaft is barely 2 feet wide,
and the walls are lined with black moss
that is both firmly rooted in the walls and
strangely softto the touch. The moss gives
numerous handhold, and as a result, the
Climb check to navigate the 20-foot deep
shaftis only DC5. Of course, the wretched
stink of rotting flesh that wafts warmly up
from the darkness below may give PCs
‘pause before they plunge in.
‘§ Sandstone Slab: 4 inches thick: Hard
ness 8; hp 60; Break DC 28,
5. Reabn ofthe Tistted King (EL 8)
‘When Falariss controlled the way station,
he dug out a small storage cave beneath
the central chamber to store extra prov
sions and the spoils from their raids. In
so doing, he discovered a tangled maze of
small tunnels in the rock. When Ezorath
destroyed his gang, Faariss fled into the
tunnels and hid. Now, he and his meen:
Jock minions lurk in the tunnels, waiting
for unwary travelers touse the ruins above
asa campsite.
The meenlock tunnels are quite small;
ceiling height rarely goes above 2 feet,
and the width rately deviates from 2-1/2
feet. The meenlocks can navigate these
tunnels with ease, but for Small and
Medium creatures these tunnels are nar
row and low, Such creatures move at only
1/4 their normal speed, suffer a—8 pens
alty on attacks with light weapons and a
“8 penalty on attacks with one-handed
‘weapons. Two-handed weapons cannot
be used in the tinnel. Large creatures
can move only 5 feet pet round, and any-
thing larger than that can move only with
4 successful Escape Artist check (DC 30)
All Semall and larger creatures lose their
Dexterity bonus {if any) to Armor Class
while in this area,
The tunnels themselves are covered
‘with black moss that grants a +4 circum-
stance bonus on Move Silently checks,
and the air is hot, close, and recks of
rotting flesh, At the end of the twisting
maze of tunnels is a small earthen cave
2 smaon coos ttthat contains various trophies taken from
the creatures’ previous victims, including
several polished skulls. Itis from the less-
well preserved specimens that the horrid
smell emanates,
Creatures: Four meenlocks dwell in
these tunnels, along with their lord, the
Twisted King. The meenlocks take great
offence if the capstones to their tunnels
are tampered with, but wait for intrud.
cers to get further into their tunnels before
they attack
The Twisted King resembles ¢ normal
meenlock witha slightly oversized head.
He wears a shabby brown cloak, a badly
frayed scroll belt, plain ion amulet.
Malicious and cruel by even meenlock
standards, the Twisted King delights in
capturing and torturing arcane spell
casters. He reserves the transformation
process for such individuals, and prefers
to simply kill members of other lasses.
He lost his familiar years ago, and has
never bothered to replace it since
he now finds animals repulsive and fit
only for food.
Meenlocks (4): CR 3; Tiny Aberra-
tion: HID 448; hp 18 each; Init +1; Spd 20
f.; AC 13, touch 13, flatfooted 12; Base
Atk +3: Grp~7; Atk-+3 melee (1d2-2 plus
paralysis, law); Full Atk-+3 melee (1d2-
2 plus paralysis, 2 claws): Space/Reach
2-1/2 f.J0 ft; SA fear aura, meenlock
transformation, paralysis, rend mind:
SQ darkvision 60 ft, dimension door,
telepathy 300 ft; AL LE; SV Fort +1, Ref
+2, Will 45: Str6, Dex 13, Con 10, Int 11
Wis 12, Cha 15; Monster Manual 11146
Skills: Hide +12, Listen +5, Move
Silently +5, Spot +4, Survival +5,
Feats: Alertness, Track.
Fear Aura (Su): Asa free action, a meen-
lock can produce a 30-foot-radius burst
centered on itself all ereatures in this area
that fal a DC 14 Will save become ca
tonic with fear for 1d4+4 rounds, Such
creatures are considered helpless as they
stand in place, shivering and staring, or
‘otherwise roll into a fetal postion on the
ground and sob quietly. A creature that
‘makes the save against this effect cannot
be affected again by that meenlock’s fear
for 24 hours. Meenlocks are immmume
to the fear aura of other meenlocks. The
save DC is Charisma-based, This is a
mindaffecting fear effect.
Meenlock Transformation (Su) Typically,
three meenlocks can carry a Medium crea-
ture; those that are paralyzed or catatonic
with fear are carried back to the meenlock
lair and bound, Given time, meenlocks
can transform helpless victims into meen:
Jocks themselves, as long as atleast three
‘meenlocks are in physical contact with the
victim for the duration of the transforms:
tion. Afler 1d6 hours of physical contact
with the meenlocks, all of the subject's
ability scores are reduced to 1 (except for
any already at 0). There is no saving throw
against this effect. A heal or greater resto:
ration restores the creature to normal. In
another 1d6 hours of meenlock contact,
the transformation is complete; the sub-
ject becomes forever a meenlock, losing
The Tiseted Xing
NOVEMBER 2004 DUNGEON
Serr24
all ofits previous classes and abilities. At
this point, only a wish or miracle spel can
restore the victim,
Paralysis (Ex): Any creature hit by a
‘meenlock's claw must makea DC 14 Fort
tude save or be paralyzed for 3d6 rounds.
Rend Mind (Su): A meenlock ean
project thoughts and suggestions into
the mind of single creature within 300
feet. These thoughts cause paranoia
images of stalking mon:
eyes, and the sensation of being followed
cor peering
watched, or sized up. The target of this
mind-affecting phantasm must make a
successful DC 14 Will save or take 144
points of Wisdom damage. Once a meen.
Jock uses this ability, it must wait 1d4
rounds before doing so again. The save
DG fs Charisma-based.
Dimension Door (Su): Once every 2
rounds, meenlock can producea supernat
ural effect like that ofa dimension door spel
‘except that the range is only 60 feet and no
additional weight can be transported.
Possessions: Two wnat eyes.
‘The Twisted King, Meenlock So
cerer 5: CR 6; Tiny Aberration; HD 448
plus 5d4; hp 33; Init +5; Spd 20 ft. (4
squares); AC 14, touch 13, flat-footed 13;
Base Atk +5; Grp -5; Atk +5 melee (142-2,
clay); Full Atk +5 melee (1d2-2, 2 laws)
Space/ Reach 2-1/2 £0 fts SA fear aura,
meenlock transformation, paralysis, rend
mind, spells; $Q darkvision 60 f., dimen-
sion door, telepathy; AL NE; SV Fort +3,
Ref 44, Will 49; Str 6, Dex 13, Con 10, Int
1, Wis 12, Cha 16,
Skills: Hide +12, Knowledge (arcana)
+5, Listen +5, Move Silently +5, Spellcraft
7, Spot +4, Suevival +5,
Feats: Alertness, Craft Wondrous Item,
Improved Initiative, Track
Sorcerer Spells Known (6/7/5}: 0—acid
splash, dancing lights, ghost sound, mage
hand, prestdigitation, touch of fatigue (DC
13); Ast—disguise self, obscuring mist, magi
isi, shield; 2nd—blindness/deafiess (DC
15), daze monster (DC 15)
+1, cloak of resistance +1, wand of magi
missile (CL, 19 charges), scroll of invis
ibility and slow, scroll of enervation, 3
Tactics: Ifthe Twisted King discovers
that his palace has been violated he uses
DUNGEON NOVEMBER 2004
Tete
Cooter
Fort save
er
nis scroll of invisibility to spy on the PCs
before alerting the others telepathics
tothe composition of the party.
If the PCs intrude upon these tunnels
the meenlocks use their increased mobility
inthe tunnels tocatch the PCs in the radius
weir fear auras, and use their rend mind
attacks while staying out of melee. They
only tse their wrath eyes in desperation,
since they have limited numbers of these
weapons. The Twisted King uses magic
misile to damage the PCs, and daze mon-
ster to render any obvious bards, wizards,
or sorcerers helpless. Those who persist
in exploring the tunnels are subjected to
guerrilla attacks by the meenlocks, who
use dimension door in conjunction with
Hide and Move Silently skils to surround
and harass the PCs. The Twisted King casts
shield, hen unleashes his offensive spells,
ing the same hit-and-run tactics as his
servants, The meenlocks fight to the death
with a ferocity that might surprise unwary
or careless PCs
‘Treasure: The southern cave is where
the meenlocks sleep and take their vic
tims to be consumed or transformed,
Most of the eqisipment and grisly tro
phies lying about the cave are worthless,
though a successful Search check (DC
20) uncovers the following: a masterwork
light wooden shield, 2 tanglefoot bags, «
healer’s kit, a set of masterwork thieves!
tools, and a gold armlet set with a dozen
azurites (worth a total of 175 gp).
Conchihing the Adtenfure
Should the PCs defeat the mecnlods,other travelers. Of course, given the way
station's secluded location, it’s just as
Tikely o become the lair of another group
of monsters or bandits,
I the PCs flee the way station for the
relative safety of the desert, the meen
locks follow them as detailed earlier in
he adventure, Only by killing a least two
ofthe meenlocks can the PCs escape their
Ifthe PCs came to the way station look
ing for Falariss, they should find some
scraps of paper in the Twisted King's lair
that indicate that he and Falatiss were one
inthe same; the rumors of a vast treasure
hoatd would seem to have been false.
If the PCs were looking for Yerrin
Andrak, the missing merchant,’ they
should find several of his belongings
in the Twisted King's lair, but no sign
of him or his body. Of course, this is
because he's been transformed into one
of the meenlocks; something that can be
unraveled only with powerful magic.
If the PCs are attempting to find
Ezorathis lost tomb, they might find some
Peay
the dai
Snorer tn
ee ie
See eee ae
information about the to
ist the
trash in area 3, or perha him.
self might say something cryptic about
the lost tomb because of his ancient con-
nections with Ezorath
Finally, ifany PCs have been captured
and transformed, they can be restored
te their true forms only with a wish or
‘miracle spell. Securing such a powerful
ell and possibly transporting a danger
cous meenlock to receive the effects of the
ed for four characters of Sth
found in the adventure appr
around in, removing the substantial
spell make for an extended campaign
just make sure to let the player whose
med roll up a new
character was transfo
character to play in the meantime! #4
Philip writes, “Ihave always ited mcenlocks,
‘ever since the old Fiend Folio. They bring back
men I hope players get as hig a fright out ofthe
ure." This is Pili’s
second appearance in DUNGEON.
=
MCRORUNAUARE
en‘THE DEATH OF LASHIMIRE
26 DUNGEON NoveweR 2008 &
settled frontier, a single hut faces the open sea, tiny curls of
‘smoke drifting up ftom its crooked chirmney. Beyond, an over-
grown trail winds up the face of the isle's only peak to a shallow
cave atthe top. The island hardly appears sinister, yt its core fes-
ters with evil, betrayal, and madness. This isthe lair of Lashimnire
the Shunned, and his latest acquisition may just spell his doorn,
The Death of Lashimire” is an adventure designed to chal-
lenge four 12tr-level characters. Several of the villains in this
adventure use psionics, or otherwise utilize material from the
Expanded Psionies Handbook. If you wish to use this adventure
without psionics, check out the Adapting the Adventure sidebar
‘on page 39. Although most of the action in this adventure takes
place ata single location, the main antagonists move from area
to area. A timeline is provided to help you keep track of NPC
actions and locations. Since the PCs can interrupt the sequence
of events dictated by the timeline, make sure you understand the
‘motivations of the key NPCs before running the adventure,
(): 1 remote island, just three miles off the coast ofa lightly
Adventure Backaround
About 30 years ago, when the infamous psion L
Dtenoré had a seat on the Council of Seers (a shadowy organi
zation of psionicly gifted scholars), he eaimed a reputation for
both creative manipulation of psionic energy and forthe lack of
morality of his experiments, His work predominantly involved
untested theories about the creation of psionic undead entities
himire Ar
known as callers in darkness, The Council of Sers approached
him about the ethics of his theories several times, but when they
discovered that Lashimire was secretly using human prisoners
on the Astral Plane as test subjects the council expelled him (as
execution of a member or ex-member is forbidden). Angry and
bitter, Lashimire retired to his abode, a tiny cave on a dismal,
small outcropping of rocks about three miles off the seacoast,
near the tiny thorp of Plowsfeld. He and his assistant Arclian con
tinued his research with the help ofa githyanki general named
Gythra-Kyharz, with whom he had come into contact while con-
ducting experiments on the Astral Plane. Gythra-Kyhar2 helped
Lashimire acquire human source materials for his experiments
in exchange for more undead minions to bolster her armies
oon the Astral Plan
githyanki remained on good terms for overa decade
Recently alocal band of sahuagin uncovered an ancient sunken
city that appeared to be of gith origin. The city was built around
a disturbingly well-preserved castle, the doors of which sesisted
all attempts by the sahuagin to enter. They noted that the doors
seemed to bear a strange, sword.shaped indentation. Knowing
Lashimite was an expert on githyanki culture, they approached
him with their discovery. The psion consulted with his githyanki
allies about the city, but they swore they had never built permanent
Lashimire's friendly arrangement with the
settlements in this region. Relieving the githyanki were lying to
him, Lashimire decided to investigate the ruined city for himself
He concluded that the central building was warded to bar entryto those who did not wield a githyanki sir sword, so he made a
special visit to the astral fortress of his long. time associate General
GGythra-Kyharz and smuggled her silver sword back to the Material
Plane. It didsit take long for Gythra-Kyhavz to discover the theft
0¢ to realize who had betrayed her, but since the outraged general
didrit want any ofer superiors to realize she allowed her sword to
be stolen, she did not report its theft. Instead, she intends to lead
‘a small, covert group of githyanki to retrieve it. As this adventure
begins, the githyanki have found Lashimire’s assistant and killed
him, but have yet to find Lashimire himself or recover the sword.
‘The psion is currently on the mainland looking to acquire a neck:
lace ofadaptation but soon returns tohis air. Little does he suspect
thats band of murderous githysnki and a party of adventurers (the
PCs) walt for him to arzve!
Adventure Hooks
Ieeally, you should introduce Lashimixe's reputation for evil
experimentation and trafficking in undead early in your eam-
paign. Rumors ofhis hidden laboratories and magnificent ibrar
ies have circulated through grapevines for yeas since Lashimire's
expulsion from the Council of Seers, yet none of the rumors
seem to be able to agree on the location of his lair
If you arertt able to introduce Lashimire in this way, his
reputation has instead been covered up by the Council of Seers,
‘whose members view him as both an embarrassing secret and
a dangerous renegade, Nevertheless, a successful bardic knowl:
edge or Knowledge (psicrafi) check (DC 30) reveals vague leg-
ends of Lashimire’s library, which is rumored to hold great
‘magical and psionic tomes.
In any case, use one of the following three adventure hooks to
get the PCs to travel to Lashimire's lair
+ The PCs may need to contact Lashimire on their own to pet
tion him for an answer to a mysterious question. In this case
they have managed to lear the location of his lair in a prior
adventure, Alternately, they may have heard rumors that Lash:
rite is dead, and their discovery of the location of his lair
could lead to vast riches and treasure,
+ The PCs are approached bya mysterious woman named Tasha,
who needs them to deliver a psionic item to an old friend. She
gives the PCs directions to this “friene's home,” a small island
three miles off the coast. In fact, this woman is a member of
the Council of Seers, and the item she wants the PCs to deliver
isa psionic version of a robe of powerteseness She hopes that
if the robe doesuit ruin Lashimire, he'll be enraged by the
affront enough to attack the PCs and that the PCs, in defend-
ing themselves, will kill the troublesome renegade before he
further casts shadows over the Council's reputation.
+ If there's a psionic PC in the party who has achieved some mea-
sure of fame or notoriety, he may receive a mysterious invitation
from Lashimire himself to come tohis lair to discuss an exchange
‘of knowledge. Nothing in the invitation forbids the psionic char:
acter from bringing along allies, and since the address given
NOVEMBER 2004 DUNGEON 27THE DEATH OF LASHIMIRE
is in a relatively remote area in known.
sahuagin tenitory, bringing along some
allies might bea good ides.
Adventure Timeline
This timeline describes the intended
actions for Lashimire, the githyanki death
Squad, and the sahuagin during the one
hour timeframe starting from the point the
characters arrive inside Lashimir’s lit
The timeline doestt account for actions
taken by the PCs, and these actions can
casi alter or disrupt the timeline
Altering the Timeline
The peaary encore adenine
veh atimie Tgh is intended course
af acon is suggested bythe tlie, the
[DM may need 0 “Rudge” progression in
aadertocisoe te pion ecotntes tie PC
Remember thatthe adventure takes place
inside Lahimite's home, an ifhe sees any
evldence that there's trouble there he woe
thathishome or its secrets are threatened, he
makes every attempt to dispose ofthe threat,
recruiting the help of his aquatic allies if ec
«essary, Only if PCs are exceptionally stealthy
and fastidiously careful to hide the bodies of
any githyanki slain and dont leave any obvi
ous signs of their passing can they escape
Lashimine's eventual detection,
Adtitiona) Penloyens
“The Death of Tashimire i driven by two
separate factions Lashimire and his shai
allies, andthe gihyankd death squad. Once
Tashimire rts, the PCs find themselves
‘Gught between two powerful groups. Make
sure to study the major NPCs in this adven-
ture, Most ofthe encounters are not ream
specific leaving plenty of opportunities for
both pliyers and their opponents to plan
ambushes. ay naps, oF use other strates
‘All foes are intelligent and should be played
that way. It's even possible for the PCs to ally
with one of the groups, although Lashimire’s
Jeave explore the sunken city he believes
‘Characters arive in Tashimire’s abode, ether by entering va the under
‘The githyanki death squad, led by Gythra-Kyharz, arrives at area
2. Gythra-Kyharz. lights incense in the skulls in area 2 s0 she and
her minions wont trigger the traps in the lair below and to open.
spends several minutes eating a snack and relaxing after successfully
Lashimire walks to area 5 to check on the caller in darkmess and to
sms to arca 6 to gather his gear and prepare for the
‘minutes to finalize their plans. The phase door in area 2 activates
and the blood canvas traps in area 3 deactivate, and the githyanki
death squad enters the lar. Gythra-Kyharz suspects Lashimire has
hhidden the silver sword in area 5 or 6; she takes half the squad to
Time Elapsed Event
Ominues
‘water tunnel to area Sorby descending the ladder to area 3.
5 minutes
the entrance tothe lit.
1Sminutes __Lashimire tdeports into area 4 and then walks toarea 6, where he
securing a neclaceofadapration.
24 mites
‘make some last-minute constitations with some notes.
30 minutes Lashimir
underwater journey to the sunken city
32 minutes Lashimive walks to area 7 and retrieves the silver key from the bot
tom drawer of the desk.
35 minutes Lachine enters area 8 to speak with the sahuagin for 10
area 6 and sends the restto area 5 to search,
45 minutes
DUNGEON NOVEMBER 2008
Before he leaves, Lashimire makes.a quick walkthrough of his
abode to make sure itis secure, Ifhe finds nothing out of place,
hhe retums to area 8, dons his new necklace of adaptation, retrieves
the ser svond, and accompanies the sahuagin through the sub-
‘merged turmel and into the ocean. It's far more likely that he
encounters the githyanki or the DCs at this time, though. Ifhe
does, he immediately atacks, enraged that his lair has been invaded.
paranoia and the githyankis rage makes such
tactic dangerous at best.
Lashinirés Leir
Lashimie’s lair is located on a small, rocky
island about 3 mils from the mainland. You
can place this island anywhere in your carn
paign world along any unsettled or lightly
settled coastline. The joumey to the sl isnot
covered in thisadventure;any encounters the
PCs have on thet trip should be tailored to
the region in which you place the isle. There
are no nearby settlements, and no regular
ferry service tothe isl; Lashimire uses tl
port to come and go from his la
‘The island itself has only a few features
of note. A small shack sits on its southem
face, near the shore. A faint tail leads up
the side ofthe isle from the shack to a low
cave opening near the island's single peak,
80 feet above sea evel. This cave entrances
dificult to notice from air or and, requiring
successful Spot check (DC 10) modified by
distance to discover. Lashimire's actual lair
consists of several rooms carved out of the
{sland’s core, and is accessed by this cave.
‘The underground section of his abode
is carved from rock, and the walls polished
smooth. Ceilings are 10 feet tll. The cor
ridors are circular and 10 feet in diameter,
with a 1-foot wide walkway on the bottom
of each corridor. The corridors’ uneven
shape makes maneuvering difficult, and
characters who engage in combat inside
them suffer a -2 penalty on their attack
rolls, Refiex saves, and Dexterity checks
“The penalty ceases as soon as the char
acter exits the corridor. Unless otherwise
specified, Lashimire's abode is completely
dark and characters that are unable to see
‘without a light source must provide one,
Finally, the underground section (areas
3-8 is warded with a dimensional ock effet
‘This effect functions at caster level 15, and
is maintained bya potent magiering in area
4. As long as the effect is active, astral pro-
ection, blink, dimension door, ethereal jaunt,
etherealness, gate, maz, plane sf, shadow
walk, teleport, and similar spells, psionic
powers, or spell and psi-ike powers do
not function in these areas,
L Arcilans Shack (EL 12)
This fifteen-foot square shack stands on.
thick pilings driven into a rocky beach,iment NSGin) task aa es
although the Roor of the shack is still
only a few fect off the ground. The roof
ismade of wooden shingles and the walls,
are crusted with sea salt. A single closed
door on the north face of the shack pro-
vides an entrance.
“This small shack was the home of Lashi
mie’s assistant, a man named Arclian.
Among other jobs, it was his responsibil
ity to watch over the isle while Lashimire
‘was away, and to prevent explorers and
other visitors from approaching. Unfor
tunately, only a short time before the PCs
arrive, he failed at this task,
A successful Listen check (DC 10)
allows a character to hear a loud banging
coming from inside the shack,
A barely discernable pathway leads up
the isle’s slope from the shack: a success
ful Survival check (DC 20) is enough to
notice the faint path. This path isthe only
safe land route to area 2. All other toutes
require Climb checks (DC 15) along slip-
pery rocks. Failure by 5 or more indicates
2 fall of 16x10 feet,
Swaths of blood stain the floor and
walls in the shack. Most of the blood is
fiom Arcliais body, which lies in a heap
against the far wall.
Creatures: Inside the shack, a group of
six githyanki soulknives are busy tearing
the place apart, searching for the miss
ing silver sword. This group arrived in
advance ofthe bulk ofthe death squad led
by Gythra-kyharz in order to secure the
territory and scout the area; her group is,
scheduled to arrive soon (but not until the
PCs enter Lashimite's lair). The soldiers
au tall, gaunt figures with rough yellow.
skin, pointy, serrated ears, and long black:
hair pulled into topknots.
Githyanki Soulknife 7 (6): CR 8;
Medium humanoid (extraplanat psionic
HD 7a10+14; hp 57 each (currently 40
each); Spd 40 ft; AC 20, touch 13, fat-
footed 18; Base Atk +5; Grp +8: Atk/Full
Atk +10 melee (1d10+4/17-20, +1 keen
mind blade) or +9 ranged (141044/17-20,
+1 kecn mind bladey; SA mind blade, ps:
like abilities, psychic strike +248, throw
‘mind blade: $Q darkvision 60, fee draw,
silliyanki traits, mind blade enhancement
“+1, potver resistance 12, shape mind blade;
AL NE; SV Fort-+, Ref +7, Will +6; St 16,
Dex 15, Con 14, Int 10, Wis 12, Cha 8.
es
Skill: Autobypnosis +11, Balance +4,
Jump +4 Listen +11, Spot +11, Tumble +12,
Feats: Cleave, Exotic Weapon Profi
ciency (basturd sword), Power Atack,
Speed of Thought’, Weapon Focus (mind
blade)’, Wild Talent’
Languages: Common, Gith,
PsiLike Abilities (Sp): 3/day—conceal
ing amorpha, far hand, psionic daze (DC 9),
ionic dimension door. Manifester level 3.
Poseessons: +1 chain shirt, heavy stecl
shield, ring of protection +1, 3 brain lock
pears, potion of water wal
Taeties: Upon spotting opponents, the
githyanki move to the sides ofthe hut to
avoid being flanked and to aid in flank
ing anyone who enters the hut. If the
PCs dorit immediately attack them, one
of the soulknives addresses them by say-
ing, “Infidels, we have come to liberate the
general's sword and thereby demand your
immediate surrender!”
Ifthe PCs surrender, they are stripped
of their belongings, bound, and event
ally hauled off to the Astral Plane to ive
the remainder of their lives as slaves.
While this might be the inception of an
interesting campaign, it's beyond the
scope ofthis adventure.
If the PCs attack, the githyanki fight
back with their mind blades. They have
allimbued their weapons with destructive
psychic energy, and thus inflict +248 dam-
age on their frst hit, The githyanki fight
to the death
Treasure: The githyanki have already
looted Arcilanis body and have stacked
has gear neatly on a desk near his corpse.
Included are a ring of protection +2, bracers
ofarmor +4, a1 pryckokineticdaguer,a doje
of insinuation (23 charges), and 147 gp.
2. Entrance to Lashimire’s Abode
‘A small cave opening near the top of the
island's only crag is flanked by a pair of
fourfoothigh stakes in the ground, each
of which supports a human skull. The
top ofeach skull has been cutoff, and the
empty eye sockets stare out tosea, The cave
‘beyond is small and cramped, but has been
swept clean of rubble and dust,
A successful Search check (DC 20)
reveals a strangely fat circular section
of stone in the cave's floor. A successful
Knowledge (architecture and engineering)
heck (DC 15) or Search check (DC 25) is
‘enough to note that the stone seems tobea
plugin the floor, perhaps blocking an open-
ing. The stone plug can be bashed through
with enough work, or it can be removed
with magic. A successful Psicraft check
(DC 27) is enough to identify the plug as
a permanent psionic phase door. Lashimnixe
usually enters his abode via teleport, and
hasnt bothered using this entrance for
‘many years,
‘An inspection of the skulls reveals a
black, greasy substance inside them. This
is resin from enhanced incense Lashimire
bburns in the skulls when he expects visi=
tors, One dose of incense must be burned
in each skull, and the incense takes 30
‘minutes to buen completely. Once it has
done so, the blood canvas traps in area 3
deactivate for | hour. This isalsothe condi-
tion Lashimire has set for the activation of
the phase door. Once activated inthis man
ner, the phase door remains accessible to
allcreatures for 1 hour before returning to
solid rock, Lashimire keeps several doses
of the ineense in area 6; he burns doses of
it only rarely, when he expects visitors or
asks his assistant to enter his abode.
Ifthe stone plug is removed, a rickety
ladder made of humanoid bones leading
down 40 feet to area3 is revealed. The lad-
der can support up to 300 pounds before it
collapses, sending anyone on it tumbling
down to the hard stone floor below for the
appropriate falling damage.
WSione Plug: | ft. thick; Hardness 8;
hp 180; Break DC 44
Development: As indicated on the time:
line, the githyanki death squad arrives here
only 5 minutes after the PCs enter the lair.
Detzils on the death squad are given at the
end of the adventure; ifany PCs remain
here, the githyanki attack them immedi
ately as detailed in that section, Otherwise,
Gythra-Kyharz lights her stolen doses of
incense inthe skulls to deactivate the traps
and activate the phase door,
B.Dersef Flesh and Welle cf Bld (EL 12)
‘A bone ladder rises up from the center of
this square room. A large painted canvas
made out of deer oF goatskin is stretched
along each wall, Each canvas bears highly
detailed images that appear to have beenare mad
; viewed at one angle, they
painted with blood. The im:
deningly abst
sect to depict the visage of an elder
with deep-set eyes, but viewed at
they appear to depict
faces thatall scem to fiow together into. sea
of expressions. An eight foot diameter patch
of what appears tobe living flesh interrupts
cach canvas in the mide of each wall. Veins
course through these discs of flesh, which
also appear to be dotted with fine hairs
his room provides access to all four of
the Iai’s primary chambers, and as such,
Lashimire spared no expense in protecting
itwith some quite devious and disturbing
traps. Lashimire himselfis immune to the
fects of these traps.
Traps: All four of the blood canvas
murals are psio
this room who more than glances at one
of the murals must make a Will save (DC
21). A creature that touches 2 mural saves
at a2 penalty, even ifit srt looki
at the
mural. Success indicates that the character
is immune to that particular mural, but
may still succumb to one of the other three
‘murals, Failure indicates that the character
suffers the effects of insanity as he notices
himself in the mural, sei
child holding the hand of a sinister older
‘man with bulging eyes and strangely huge
pupils. A character can attempt to con.
sclously avoid looking at the murals with a
successful Concentration checl: (DC 10).
tthe canvases can harm
selves
Autacks apa
them, but they repair damage to them
at the rate of 10 hit points per round. Only
acid or fire damage cannot be self repaired,
The strange dises of fiesh in the middle
of each wall are also trapped. A ¢
who touches this fi
y door finds its su
face warm and disturbingly pleasant. The
flesh feels elastic if pushed or prodded,
ifitwere stretched over an open-
he wall. Lashimire can cause a flesh
door to open ata touch, but any ather crea:
ture must cut the fesh open or otherwise
destroy it in order to pass through
Although each flesh door has only 5 hit
points and self
atthe rate of
epairs damage done to it
int per round (except for
Je, which permanently
acid or fire dam:
damage it) itbleeds profusely. A flesh door
must be reduced to less than @ hit points
in order for a creature to pass thro
‘opening beyond. When a fle
door suf
fers damage, the creature that da
pain and despair and must make a Will
save (DC 20) or take 1446 damage as simi
body. A successful save halves the damage
done. This is a mind-affecting effect simi
Tar to the recall.
‘77 Blood Canvas: CR 7; psionic device
reat wounds tear open on the victimis
igony power
location trigger; automatic reset; psionic
effect (insanity, 15th Jevel psion, DC 21 Will
save negates): Search DC 32; Disable Device
DC 32; hp 20, self-repair 10 hit points per
d (exept for acid or fre data)
+’ Flesh Door: CR 7; psionic device
touch tigger; a
effect (augmented recall agony, 15th-evel
psion, 14d6 damage, DC 20 Will save
halves); Search DC27; Disable Device DC
27; hp 5, selfepsi 1 hp per round.
4. Dimensional Lockdown (EL 12)
This room is colorfully lit by twelve glow.
ing orange crystals mounted on three foot
tall bone standards arranged on a twenty
footdiameter copper band inlaid in the
floor. The crystals are unusual in that they
look almost liqui, like rapidly meting ice
yet they maintain their general shape and
do not diminish in size. The floor inside
the ring is covered with a layer of white
NOVEMBER 2006 DUNGEON
3THE DEATH OF LASHIMIRE
sand, and in the ring’s center stands a tall
‘humanoid statue of red crystal
‘This powerful magic ring was created for
Lashimire by a powerful wizard ally named
Korian, who became lost on the Astral Plane
after he and Lashimire had a terrible argu:
‘ment about payment for the service. Thering,
isthesource ofthe dimensional lock effect that
suffuses areas 3-8. Only the area within the
ring is unprotected by this effec, anyone
within the ring itself can use teleportation
spells ficly, Lashimire uses this area as away
toenter and exit his lai with case.
Creature: Before Lashimire was forced
to flee the Council of Seers, he stole a
prized magic item from their library, a
crystal golem manual. He used this magic
tome to create the guardian of this cham:
ber, a crystal golem, known to some as
2 psionskiller. Lashimire has little to
fear from the construct, but the golem
immediately attacks any other intruder it
notices, The psion-killer targets creatures
with psionic powers in favor of other tar
‘gets, and once itstarts an attackit pursues
its quarry relentlessly until either itor its
victim is slain, or until Lashimire com-
mands itto sop.
32 DUNGEON NovewaeR 2004
Psion Killer: CR 12; Large construct;
HDD 15d10+30; hp 112; Init +0; Spd 20 ft:
AC 28, touch 9, fat footed 28; Base Atk +1;
Grp +25; Atk +20 melee (2d10+10, slam)
Full Atk +20 melee (2410+10, 2 slams)
Space/Reach 10 ft/10 ft; SA dispel psion:
ics: SQ construct traits, damage reduction
10/adamantine, darkvision 60 ft
nity to psionics, low-light vision; ALN: SV
Fort +5, Ref +3, Will +5; Ste 31, Dex 10, Con
Int —, Wis 11, Cha 1; Expanded sonics
Handbook 208,
Dispel Psionics (Su): psion-kllercan use
dispel psionics 28a free action once per tonne.
The effect is as an area dispel in a 30-f00t
radius burst The dispel check is 1420+10.
Immunity to Psionics (Ex): Psion kill:
ers completely resist psionic effects that
are subject to power resistance
bi Laboratory (EL12)
The door leading into this room is a flesh
door, identical to those in area 3
A case holding six different-sized barbed
Jknves les open on a large workbench in
the center of this room, drenched with
dark stains. A whetstone and a grinding
Wheel sit nearby, and a wooden crate rests
under the bench. A scourge hangs on a
hhook on the north wall. To the west, a set of
three stocks and an iron maiden fill out the
room’s morbid display. Three crystalline
levers protrude from the cast wall, the cen:
tral one in the down position and the other
two in the up position. An empty extension
of the room to the south seems to contain
oiling cloud of mist or smoke,
This is where Lashimire conducts his
rnecromantic experiments into the nature
of psionic undeath, focusing on a dieadful
creature called a caller in darkness. Lashi-
‘ire has developed a method of adding to
an existing caller in darkness by torturing
living subjects over the course of several
months before allowing the caller in dark
ness to absorb a terrified subjet’s essence
The equipment in the room may look sinis-
ter, but in fact is relatively mundane.
Lashimire's one-time.ally Korian created
tunique cell to the south out of walls of
{orce. The northern section of the cell actu-
ally consists of two walls of fr
enorthernmost
separated
by a 5.(oot span. Pulling t
‘aystal lever causes the northern wall of
force ta vanish, and pulling the southern
‘most crystal Lover causes the southern walffrce to vanish, Returning eit
lever to
the up position causes the associated wall of
force to spring back into being, The central
lever serves as
safe; as long as itis
in the down position, the other two levers
‘cannot be moved at al
(Creature: Lashimire has imprisoned an
advanced caller in darkness in the cell to
the south. At rest, the undead monster
Tooks like a swirling cloud of smoke, but
when it senses nearby vietims hundreds
cof wailing faces boil up out of the cloue's
depths. Lashimire often "feeds" victims
tothe caller in darkness, using the wall of
force levers to firs isolate the victim and
then expose him to the undead monster
without endangering hiznself
The walls of for
ping the leve
or visual clues. It’s possible that the PCs
are invisible, and flip:
‘makes no unusual sounds
right unknowingly release the caller in
darkness by lowering both walls at the
same time, at which point the m
readied action to fly out ofthe cella
the room beyond takes effect. Ifit escapes,
he caller in darkness attacks any living
creatures it comes across, but i prefers to
attack Lashimite if he's present.
Advanced Caller in Darkness: CR 12;
Huge undead (incorporeal, psionic); HD
2id12; hp 149; Int 47; Spd 30 fh, Ay 60
(good): AC 12, touch 12, fatfooted 10; Rase
Atk +11; Grp — Atk +12 melee touch (246,
incotporeal touch); Full Atk +12 melee touch
(246, 4incorporeal touches); Space Reach 15
fi/15 fk; SA potlike abilities, steal essence:
SQ incorporeal traits, und
ralaura, vulnerability osunlight; AL CE; SV
Fort +7, Ref +9, Will +15; Str—, Dex 14, Con
— Int 14, Wis 14
Stil: Hide +5, Intimidate +25, Knowl
edge (psionics) +24, Listen +26, Psicraft-+12,
Search +26, Sense Motive 426, Spot 426
Feats: Blind-Fight, Combat Expertise,
Combat Reflexes, Dadge, Improved Initia
tive, Mobility, Weapon Finesse, Weapon
ad traits, nat
na 17
Focus (incorporeal touck).
la
Pri-Like Abilities: /
sense, concussion blast (two targets, 3468
tage: Common,
will—dainoyant
(DC17), psychic emis (DC 14%), pi
weston (three targets, DC 15"); 1/day
‘concentration (DC 19). Manife
The save DCs are Chi
oop)
level 7th
sma based,
‘Includes augmentation forthe caller's
manifester level
‘*¥Includes the inherent +4 save adjust
ment described in the power
Steal Essence (Su): Any living, intelli
gent creature slain by acallerin darkness
touch attack is mentally absorbed into the
er’s consciousness; the physica
body of the victim remains intact. This
is a free action and grants the caller
temporary hit points and a permanent
new screaming face appears within its
cloud. A caller in darkness can also steal
the essence of living, intelligent creatures
within 30 feet that
re paralyzed or sleep:
ing, or that are helpless due to having @
‘mental bility score reduced to 0, Doing so
is a standard action
at provokes attacks
of opportunity. The victim dies, and the
caller gains 12 temp
ary hit points.
Unnatural Aura (Su): Any anianal within
30 feet of acaller in darkness must makea
DC 24 Will save or become panicked rntil
itis no longer within 30 feet of the caller
in darkness. A panicked creature that is
comered begins cowering. The save DC
is Charisma-based,
Vulnerability to Su
ight (Ex): A cal
nn darkness is utterly powerless in natu:
ral sunlight and flees from it, It cannot
attack in sunlight, and can take only a
single move action or standard
each round, but not both (nor can it take
full-round actions),
Treasure: A successfdl Search check (DC
30) discovers a tiny stone frog figurine id
den in a niche in the floor behind the iron
aiden. This tiny objectis in facta rare fig
‘wondrous power—an opal fog. The fig
urine belonged to ane of Lashimirc's visitors
who inadvertently said somet!
ingto trigger
the psioris paranoia, Lashimire struckdown
the poor fool witha psychic
body to the callin darkness, but not before
{he opal fog fel from a pouch and tumbled
unnoticed behind the iron maiden,
6.Lechinites Guartre (EL 10)
ush and fed the
‘This area consists of two rooms that open
into cach other. The northern section con.
‘ainsa large oval table and two chairs, Some
wooden bowls and cating utensils ston the
lable, and a small stone fireplace and half
full coal box rest in the comer. A. counter
next to the fireplace is cluttered with pots
DEVIL’S WORKSHOP
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