Return to the Therran Scenario Page

 

The Hut
A Therran Encounter Scenario for PCs of ECL 13-14

 

Summary:

The PCs must defeat an evil hag and her magical hut before her evil plan can be brought to full fruition.

Assumptions:

The PCs are dwelling in the Fortress of Eixtenizti.

Location:

Aladur

Historical Date:

Late Winter 706 A.C.

DM's Introduction:

Note: This scenario is more of an extended encounter than a full-fledged scenario. It can be used as a prelude to the scenario Rifts. The scenario is loosely based on Baba Yaga and her dancing hut. It also takes significant elements from Hungry Jack from the World of Glorantha and Runequest.

The Hag and the Hut:

Trincomali was the lover of an ancient trickster spirit of Aladur named Garivmindul who became corrupted and fled the land for the Elemental Planes. Trincomali could not or would not accompany her lover, but ever did she serve as his eyes and ears on the Material Plane and as the trickster descended into evil, so too did Trincomali.

The killorens of Aladur know of Trincomali. She is the bogeyman of the area...an entity feared and often spoken of in tales by flickering moonbug light on autumn nights. But she is also rarely seen, for the killorens have, according to their old tales, defeated her many times in the past, though always she barely escaped each time. Because of her many close calls, she has become far more circumspect in her evil, content to lurk on the fringes of killoren lands, causing whatever petty mischief she can and providing information to her lover.

Any killoren can tell the PCs tales of Trincomali. She is reputed to be a powerful wielder of nature magic and her dancing hut is legendary amongst the killorens. But few, if any, have actually seen her or been involved with her past depredations, so that many younger killorens believe she is merely a legend designed to scare them.

They could not be more wrong. Trincomali does exist, and over the centuries her power has grown, nurtured by her own isolation and the power of her lover.

The Situation:

Trincomali has spent the better part of the last century gathering the materials for epic magic she has devised...the creation of a corrupting jack. A corrupting jack is a natural construct that is imbued with evil essences and spirits from the netherworld. The device is designed to corrupt the natural world around it, slowly converting the animal and plant life in the region into parodies of the natural order and abominations of what is right. Furthermore, the device feeds on the corruption is imparts, and this causes its influence to spread further and further until its influence can eventually encompass entire lands and regions.

Trincomali has activated her corrupting jack, and she hopes that she has activated it remotely enough so that by the time the killorens have learned of its presence, it will have influenced so large an area that she will have a ready made army to oppose them. However, she does not want the device so remote from Aladur so as to not affect the killoren directly.

And so, the corrupting jack has been activated not too far from the PCs' stronghold. Trincomali, so absorbed in the creation of the device until recently, was unaware of the PCs' presence and it never occurred to her to check on the ruined fortress that had previously stood untouched and shunned by the killorens for centuries. As such, the PCs will become alerted to the influence of the corrupting jack well before Trincomali is ready, and they can attempt to destroy the device and, perhaps, even Trincomali and her hut as well.

Part One - Unnatural Influences

Summary: The PCs observe the corruption of animal life and track the corruption to its source.

The PCs will first be alerted to the growing danger by the killoren druidess Ezramdruindil (F, NG, Killoren Druid 2). She normally resides at Farbera's grove just outside of Eixtenizti Fortress and she spends much of her day speaking with and playing with animals who come to the grove to seek her companionship or healing. Ezramdruindil has been speaking to a group of birds who have told her of strange things happening in the jungle near the Gelbamthimbir River. The frog song normally heard this time of year is a strange one that the birds have never heard before and they have seen other animals acting strangely...squirrels swarming over an ocelot and devouring it, a spider monkey tossing its baby from a high tree onto the ground, ants tearing their queens apart.

Ezramdruindil will urge the PCs to head to that area to determine what is happening there. She, being a peaceful and non-adventurous druid, will not accompany the PCs. If the PCs linger at their stronghold for too long, the DM should start having other animals visit the druid grove and relate their tales. Should the PCs entirely ignore the situation, it is up to the DM to determine what will eventually happen (see Part Three below).

The journey to the area should not take too long for high level PCs, nor should it be difficult. Nothing appears amiss until the PCs reach the verges of the Coatlizin Jungle where the Gelbamthimbir River emerges and winds its way towards the marshes around Lake Sumpir. The jungle here is swampy and wet, with frequent pools and muddy expanses.

Inquiries of animals outside of the Coatlizin Jungle will turn up only more confirmation of the tales already told to Ezramdruindil. Speaking with plants will reveal nothing. Once in the jungle proper within about 30 miles of the southernmost point of the Gelbamthinbir River on the map, the tales of the animals will become more personal. They will tell of members of their groups (herds, packs, etc.) wandering off in the night and not coming back, sometimes devouring or brutally slaying their young before doing so. The plants here can also tell of some sort of lingering corruption in the earth.

If the PCs cast a spell like commune with nature, the general location of the corruption can be determined. Commune with nature can reveal the following facts (remember, only 3 are revealed with a single casting) if the area of corruption is within range of the spell's effect:

The ground or terrain = normal jungle terrain, with some swampy areas.

Plants = jacaranda trees, cypress trees, ferns, reeds, bamboo, many corrupted by something.

Minerals = nothing exceptional.

Bodies of water = only small jungle pools and small lakes.

People = no settlements of any size or large groups of people

General animal population = snakes, wolves, jungle birds, ocelots, jaguars, lizards, frogs (including giant or dire versions of all), many corrupted by something.

Presence of woodland creatures = none

Presence of powerful unnatural creatures = yes if within range of the site of the corrupting jack; some powerful unnatural presence resides about 35 miles upriver from where the Gelbamthinbir River emerges from the jungle.

The general state of the natural setting = some unnatural corruption has taken hold of the very land itself, including the plants and animals.

Assuming the PCs have not waited too long and allowed the corrupting jack's influence to grow too much, a few miles after entering the jungle (or reaching to within 30 miles of the point where the Gelbamthinbir River leaves the map to the south) the corruption will begin to become evident. For the next few miles the corruption will only be apparent to those learned in the ways of nature. Animal calls sound slightly off-key. Plants grow in a slightly strange manner, perhaps displaying colours that are of a slightly strange hue. A DC 25 Knowledge (nature) check will reveal the fact that something is amiss, and this will decrease by 5 for each further 2 miles travelled, until it becomes apparent to all. When the DC becomes 0 (at 20 miles from the corrupting jac site), the corruption will become fully evident.

Here, trees are twisted and warped, with blackened bark bearing seeping cracks from which a thick blood red sap flows. Leaves are wrinkled and leathery and, if examined closely, seem to have vague designs of screaming faces contained within their subtle colourations.

Animals are also corrupted. Some bear pustulant sores and others have strange, tumor-like growths sprouting from them. Herbivores can be seen devouring insects and smaller animals, and insects that are normally solitary can be found in swarms.

The Corrupted Jungle

The jungle should be treated as medium forest. Normal travel rate would be at 1/4 rate if not travelling along the river valley, or 1/2 rate if doing so. The jungle canopy, always blocking enoough sunlight to make the jungle floor a bit dim, now seems to radiate shadows, casting the entire jungle floor into shadowy conditions (20% miss chance due to concealment) even at high noon.

Various corrupted animals and plants may be encountered by the PCs that are worthy of their attention and/or combat. Examples are presented below, and the DM should feel free to use these as he deems fit, to properly give the players the feeling of the corrupted atmosphere. Many of these encounters are not designed to truly challenge a party the level of the PCs, but merely to better display the corruption of the jungle. Some of these encounters can be repeated if desired.

All animals brought into the corrupted jungle will be eager to leave. A DC 20 Handle Animal check is required each hour to keep them from fleeing. While within the confines of the jungle, animals will be considered shaken.

Additionally, upon exposure to the jungle, any animal or vermin must make a DC 15 Will save or come under the sway of the corruption (even though vermin are immune to mind-affecting effects, they can be affected by this. Such an animal will immediately attempt to travel to the corrupting jack and will react hostilely to any attempt to hinder them. Animal companions are subject to this effect (although they can receive their devotion bonus), but familiars are not. Once an animal makes a save, it cannot be subject to this effect until 24 hours have passed. A protection from evil spell will prevent this compulsion from being exercised for the duration of the spell.

As the PCs travel deeper into the jungle, they may observe uncorrupted animals moving towards the corrupted jack as if in a trance, oblivious to the PCs. Some normally skittish creatures like deer may simply stride right past the PCs.

Encounter #1 - Evil Tree (EL 14)

Some trees have been twisted into umbral banyans. These will usually be found at the heart of very warped and twisted areas of thick jungle. Since these banyans are not technically of the Plane of Shadow, but a result of the corruption of the corrupting jack, its plane shift ability is modified to forest shift as indicated below. Additionally, because of the corruption of the surrounding jungle, the DC to notice the umbral banyan (refer to its camouflage ability below) is raised by 5.

ADVANCED UMBRAL BANYAN CR 14
Manual of the Planes page 169
CE Huge plant
Init +0; Senses darkvision 60 ft, low-light vision; Listen +10, Spot +10
Languages Sazhan


AC 19, touch 8, flat-footed 19
hp 314 (30 HD); DR 10/bludgeoning or slashing
Fort +23, Ref +10, Will +9

Spd 0 ft (0 squares)
Melee 4 tendrils +29 (1d8+10)
Space
15 ft; Reach 15 ft
Base Atk +21; Grp +39
Atk Options improved grab, strength damage
Special Actions forest shift, yank upward

Abilities Str 30, Dex 10, Con 22, Int 4, Wis 9, Cha 12
SQ camouflage (+5 DC), plant traits
Skills
Listen +10, Spot +10

Camouflage (Ex) Because an umbral banyan looks like a normal tree when at rest, it takes a successful Spot check (DC 25) to notice it before it attacks. Anyone with Knowledge (nature) or Survival can use those skills instead of Spot to notice the umbral banyan.

Forest Shift (Su) As a free action, an umbral banyan can shift itself and any grappled opponents to another location in the same forest or jungle up to 10 miles distant for 5 rounds. The location is random (rol a d8 for direction) and will be 1d10 miles from the orginal spot. The umbral banyan and any creatures within 20 feet of it return to the orginal spot on at the end of that time, unless the banyan is destroyed in the meantime, in which case any surviving opponents must find their own way back. This effect is treated as a conjuration (teleportation) effect.

Improved Grab (Ex) To use this ability, the umbral banyan must hit a Large or smaller opponent with a tendril attack. Each successful grapple check after the first deals normal tendril damage. If it surprises multiple foes, the umbral banyan tries to grapple up to four of them despite the reduced attack bonus for successive grapple checks.

Strength Damage (Su) Beginning on the round after an umbral banyan yanks its prey upward, each tendril deals 1d4 points of Strength damage each round it maintains the grapple (in addition to normal tendril damage). A successful Fortitude save (DC 30) negates the Strength damage for that round. The save is Constitution-based.

Yank Upwards (Ex) On the round after an umbral banyan grapples a foe, it can automatcally yank the held creature 20 feet up ito the air if it is still successfully grappling. Opponents who escape the grapple take 2d6 points of damage from the fall to the ground.

 

 

Encounter #2 - Corrupted Cats (EL 14)

Three corrupted dire jaguars (same as leopards stat-wise) lurk in the trees, waiting to pounce on prey.

ADVANCED CORRUPTED DIRE LEOPARDS (3) CR 11
Book of Vile Darkness page 186, Tome of Horrors 3.5 page 386
CE Large aberration (dire)
Init +4; Senses darkvision 60 ft, low-light vision, scent; Listen +8, Spot +8


AC 22, touch 13, flat-footed 18; Dodge, Mobility
hp 240 (21 HD), fast healing 10; DR 10/magic
Immunity acid
Fort +19, Ref +18, Will +14

Spd 50 ft (10 squares), climb 20 ft (4 squares)
Melee bite +26 (3d6+11 plus 10 vile damage/19) and 2 claws +20 (1d6+5 plus 10 vile damage)
Space
10 ft; Reach 5 ft
Base Atk +15; Grp +30
Atk Options improved grab
Special Actions pounce, rake

Abilities Str 33, Dex 18, Con 24, Int 2, Wis 10, Cha 4
Feats Alertness, Dodge, Improved Critical (bite), Improved Natural Attack (bite), Iron Will, Lightning Reflexes, Mobility, Weapon Focus (bite)
Skills
Balance +12, Climb +19, Hide +12*, Jump +19, Listen +8, Move Silently +12, Spot +8

Disruptive Attack (Su) The corrupt creature deals additional vile damage when it touches uncorrupted, living, corporeal nonoutsiders. The amount of vile damage dealt is equal to half of the creature's Hit Dice (maximum 20 points of damage).

Enhanced Power (Su) The save DCs of any and all of the corrupt creature's special attacks increase by +4.

Improved Grab (Ex) To use this ability, a leopard must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.

Pounce (Ex) If a leopard charges a foe, it can make a full attack, including two rake attacks.

Rake (Ex) Attack bonus +26 melee, damage 1d6+5 plus 10 vile damage.

* In areas of tall grass or heavy undergrowth, the Hide bonus improves by +8.

 

 

Encounter #3 - Creeping Doom (EL 13)

Animals can be seen fleeing past the PCs, away from the direction the PCs are headed. Soon, a carpet of wriggling centipedes will approach the PCs. If a DC 25 Listen check is made the PCs will have a round warning due to the sound of the swarms making thousands of minute clicking sounds as they travel across wood and leaves.

There are a total of 20 centipede swarms, arrayed in a single contiguous mass and they will veer to follow any living creatures, seeking to consume them whole. A DC 15 Knowledge (nature) check will reveal that such a large swarm of centipedes is almost unheard of.

CENTIPEDE SWARMS (20) CR 4
N Diminutive vermin (swarm)
Init +4; Senses darkvision 60 ft, tremorsense 30 ft; Listen +0, Spot +4


AC 18, touch 18, flat-footed 14
hp 31 (9 HD)
Immunity weapon damage
Vulnerable area effects
Fort +5, Ref +7, Will +3

Spd 20 ft (4 squares), climb 20 ft (4 squares)
Melee swarm (2d6 plus poison)
Space
10 ft; Reach 0 ft
Base Atk +6; Grp -
Atk Options distraction

Abilities Str 1, Dex 19, Con 8, Int -, Wis 10, Cha 2
SQ swarm traits, vermin traits
Feats Weapon Finesse
Skills
Climb +12, Spot +4

Distraction (Ex) Any living creature that begins its turn with a centipede swarm in its space must succeed on a DC 13 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.

Poison (Ex) Injury, Fortitude DC 13, initial and secondary damage 1d4 Dex. The save DC is Constitution-based.

 

 

Part Two - The Hag and the Hut (EL 17)

The PCs will eventually come to a point on the Gelbamthinbir River about 35 miles upriver from the jungle edge, right where the map of Aladur ends. There, Trincomali and her dancing hut keep watch over the corrupting jack.

If the PCs are within 120 ft of the corrupting jack, they will hear strange drone emanating from the thing. It is difficult to tell if this drone is in the minds of the PCs or an actual sound, or both, but the effect is distracting, requiring any spellcasters to succeed on a Concentration check equal to DC 10 + spell level to successfully cast the spell. Failure means the spell is wasted. Trincomali is immune to this effect.


Within sound of the river is a patch of particularly twisted jungle. Dominating the place is what can best be described as a massive, warped, and melted jack-o-lantern. The thing is roughly 20 ft tall and about 30 ft in diameter. It has no visible stem, and its mottled orange skin droops towards the ground as if made of wax and partially melted. Clearly visible amongst the folds of orange skin is a sinister looking face, comprised of cresent moon-shaped eyes, a narrow triangle for a nose, and a toothy mouth that is set into a sinister looking grin.

The thing is surrounded by the bodies of dead animals of all types, most twisted and corrupted horribly.

Near the thing, perhaps 50 ft away, is a structure. The small, windowless log cabin is hexagonal in shape, with a decorated wooden roof. It is fifteen feet wide and stands nearly twelve feet high at the peak of the roof, with a small chimney on top. A pair of twelve-foot-long chicken legs extend from the bottom, upon which the hut begins to dance.


Any animals within 120 ft of corrupting jack must make an immediate DC 20 Will save (even ifhey already made the DC 15 Will save previously within 24 hours) and failure means they will attempt to move to touch the corrupting jack. Any attempt made to stop them from doing so will result in the animal reacting with hostility. A protection from evil spell will prevent this compulsion from being exercised for the duration of the spell. If this Will save is made, the creature will be immune to corrupting jack's influence for 24 hours.

Should an animal touch the corrupting jack, then it must make a final DC 30 Will save or succumb fully to it. If the save is successful, the animal is immune to corrupting jack's influence for 24 hours. If the save is failed, the animal must immediately make a DC 15 Fortitude save. Failure means the animal has been absorbed into the corrupting jack and is forever gone. If the Fortitude save is successul, the animal is now under a permanant dominate monster effect under the control fo Trincomali. This effect cannot be dispelled. Furthermore, the animal will gain the corrupted creature template (Book of Vile Darkness page 186) in 1d3 days. This effect cannot be stopped except by mens of a wish or miracle spell. Refer to Chapter Three for more details on corrupting jack.

Creatures: This clearing is dominated by the malign entity Trincomali and her magical dancing hut. While Trincomali has all of the statistics and abilities of a green hag, she is a one-of-a-kind entity in Sazhansiir with characteristics similar to a green hag. Similarly, while she has druidic abilties, she is in many ways the antithesis of a druid, corrupting rather than preserving nature. Any druid who observes her spellcasting can tell, by means of the verbal and somatic components, that rather than weave magic in harmony with nature, her power comes from dominating it to her will and twisting it to form her desires.

She appears like a normal green hag, but bedecked in a white chicken feather cloak and bearing a crooked staff that is covered in burnt runes. A black metal diadem with a triangular black scale at its fore sits on her brow.

Trincomali's snake companion is usually near her, sometimes wrapped around the hut. On occasion she will ride the snake. The snake is immune to the effects of the corrupting jack due to Trincomali's influence.

TRIMCOMALI CR 16
Female green hag druid 15
NE Medium monstrous humanoid
Init +0; Senses Blind-Fight, darkvision 60 ft; Listen +19, Spot +19
Languages Sazhan, Aquan, tongues


AC 22, touch 11, flat-footed 21
hp 141 (24 HD)
Immune poison
SR 18
Fort +19, Ref +16, Will +25; +4 on all saves vs fey spell-like abilities

Spd 30 ft (6 squares), swim 30 ft (6 squares); trackless step, woodland stride
Melee +1 quarterstaff +25/+20/+15/+10 (1d6+7)
Melee 2 claws +24 (1d4+4)
Melee touch +24 (weakness)
Space
5 ft; Reach 5 ft
Base Atk +20; Grp +24
Atk Options Power Attack
Special Actions weakness, wild shape (huge, plant, tiny) 5/day
Combat Gear masterwork quarterstaff (usable as spellstaff and changestaff), potions of mage armour (2) (CL 1), potions of shield (2) (CL 3), potions of protection from good (2) (CL 3), potions of shield of faith (2) (CL 6), potions of blur (2) (CL 3), divine scroll of death ward (CL 7), divine scroll of fire storm (CL 13), divine scroll of true seeing (CL 13)
Druid Spells Prepared (CL 19):
8th - finger of death (DC 24) (in spellstaff), word of recall
7th - changestaff, heal
6th - antilife shell, greater dispel magic (2), transport via plants
5th - baleful polymorph (DC 21), call lightning storm (DC 21), cure critical wounds, insect plague, stoneskin
4th - flame strike (DC 20), freedom of movement, giant vermin, ice storm, scrying (DC 20)
3rd - contagion (DC 19), cure moderate wounds, greater magic fang, poison (DC 19), protection from energy, sleet storm
2nd - barkskin, gust of wind (DC 18), hold animal (DC 18), resist energy (2), summon swarm, tree shape
1st - charm animals (DC 17), cure light wounds, entangle (DC 17), hide from animals, magic fang, obscuring mist, speak with animals
0 - cure minor wounds, detect magic (2), guidance, read magic, resistance
Spell-Like Abilities (CL 9):
At will - dancing lights, disguise self, ghost sound (DC 12), invisibility, pass without trace, tongues, water breathing

Abilities Str 19, Dex 12, Con 12, Int 13, Wis 22, Cha 14
SQ animal companion (link, share spells), mimicry, thousand faces, timeless body, wild empathy +17
Feats Alertness, Blind-Fight, Combat Casting, Craft Construct, Craft Magic Arms and Armour, Great Fortitude, Natural Spell, Power Attack, Practiced Spellcaster
Skills
Concentration +18 (+22 defensively), Craft +9 (woodcarving), Handle Animal +12, Knowledge (nature) +22, Hide +9, Listen +19, Spot +19, Spellcraft +11, Survival +10 (+12 aboveground natural environment), Swim +12
Possessions combat gear plus cloak of resistance +4, shadowy diadem, goodberries (8), masterwork potion belt, withered holly leaves, spell component pouch, powdered diamond worth 500 gp (for stoneskin spell)

Mimicry (Ex) A green hag can imitate the sounds of almost any animal found near its lair.

Weakness (Su) A green hag can weaken a foe by making a special touch attack. The opponent must succeed on a DC 24 Fortitude save or take 2d4 points of Strength damage. The save DC is Charisma-based.

 

 

FEATS:

Practiced Spellcaster (CA p82) - CL +4 up to total HD.

MAGIC ITEMS:

shadowy diadem (dweomered dragons scales) (DrM p103) - as swift action 3/day gains concealment from darkness and immune to energy drain for 10 rounds or until 3rd level or higher light spell is entered.

GIANT CONSTRICTOR SNAKE ANIMAL COMPANION CR n/a
N Huge animal
Init +4; Senses scent; Listen +10, Spot +10


AC 18, touch 12, flat-footed 14
hp 87 (13 HD)
Fort +10, Ref +12, Will +7; evasion

Spd 20 ft (4 squares), climb 20 ft (4 squares), swim 20 ft (4 squares)
Melee bite +15 (1d8+12)
Space
15 ft; Reach 10 ft
Base Atk +9; Grp +25
Atk Options improved grab
Special Actions constrict 1d8+10

Abilities Str 26, Dex 18, Con 14, Int 1, Wis 12, Cha 2
SQ animal companion (link, share spells)
Feats Alertness, Endurance, Iron Will, Skill Focus (Hide), Toughness
Skills
Balance +12, Climb +18, Hide +11, Listen +10, Spot +10, Swim +17
Tricks attack, come, defend, guard, track

Constrict (Ex) On a successful grapple check, a constrictor snake deals 1d8+12 points of damage.

Improved Grab (Ex) To use this ability, a constrictor snake must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.

 

Trincomali always casts a liveoak spell every 19 days. This means there is a treant at her service at all times. Assume a 1 in 20 chance on any given day that she has cast her spell that day and so is down a 6th level spell. This will be instead of her antilife shell. The liveoak will be on the other flank of the corrupting jack, about 130 ft from the hut. The liveoak is smart enough to recongize intruders and will attack, moaning a woody alert as it does so.

Additionally, Trincomali can use her changestaff spell to change her staff into a treant.

TREANT CR 7**
NE Huge plant
Init -1; Senses low-light vision; Listen +8, Spot +8
Languages Sazhan


AC 20, touch 7, flat-footed 20
hp 66 (7 HD); DR 10/slashing
Vulnerable fire
Fort +10, Ref +1, Will +7

Spd 30 ft (6 squares)
Melee 2 slams +12 (2d6+9)
Space
15 ft; Reach 15 ft
Base Atk +5; Grp +22
Atk Options Power Attack
Special Actions Improved Sunder, trample 2d6+13

Abilities Str 29, Dex 8, Con 21, Int 12, Wis 16, Cha 12
SQ plant traits
Feats Improved Sunder, Iron Will, Power Attack
Skills
Diplomacy +3, Hide -9*, Intimidate +6, Knowledge (nature) +6, Listen +8, Sense Motive +8, Spot +8, Survival +8 (+10 aboveground)

Double Damage against Objects (Ex) A treant or animated tree that makes a full attack against an object or structure deals double damage.

Trample (Ex) Reflex DC 22 half. The save DC is Strength-based.

* Treants have a +16 racial bonus on Hide checks made in forested areas.

** The treant present from liveoak spell grant XP while one created from changestaff does not. CR is lowered by 1 because the treants do not have the ability to animate and control trees.

 

The dancing hut is a remarkable construct created by Trincomali with the help of her lover, Garivmindul. The hut obeys her commands infallibly, but should she be slain, the hut will fall to pieces. The hut is entirely attuned to her and cannot be wielded by any other being.

The hut is larger on the inside than without, being about 50 ft in diameter and 30 ft tall with three levels and containing a variety of rooms, including a bedroom, pantry, kitchen, dining hall, trophy room, laboratory, and storage loft. Nothing of value is contained within except for the single small chest mentioned in Treasure below.

The hut's door will not open for anyone except at Trincomali's command (opening or shutting is a move action), and the door cannot be forced unless an opposed Strength check is successful against the hut. Since the hut is not an object, but a living construct, spells like knock will not work on it. The hut can communicate telepathically with Trincomali when she is within 100 ft of it (and vice versa).

THE DANCING HUT CR 15
N Huge construct
Init +2; Senses all-around vision, darkvision 60 ft, low-light vision; Listen +8, Spot +8


AC 30, touch 10, flat-footed 28; Dodge, Mobility
hp 205 (30 HD), legs, longterm healing; DR 10/magic
Immune acid, cold, divination, electricity, fire, magic, mind-affecting effects, water
Fort +10, Ref +18, Will +16; reflective exterior

Spd 60 ft (12 squares); Run
Melee 2 claws +32 (2d6+10)
Space
15 ft; Reach 15 ft
Base Atk +22; Grp +40
Atk Options improved grab
Special Actions Combat Reflexes, dimension shift, hurl, smash

Abilities Str 30, Dex 14, Con -, Int 14, Wis 11 , Cha 12
SQ construct traits, stability
Feats Combat Reflexes, Dodge, Epic Iron Will, Epic Reflexes, Epic Skill Focus (jump), Iron Will, Lightning Reflexes, Mobility, Run, Spring Attack, Whirlwind Attack
Skills
Climb +43, Jump +53, Listen +8, Spot +8, Swim +35

All-Around Vision (Ex) Due to its constant spinning, Baba Yaga's Hut gains a +4 racial bonus on Spot and Search checks, and it can't be flanked.

Dimension Shift (Sp) At will, the hut can dimension door (as the spell, CL 20) itself and any creatures or objects inside it.

Hurl (Ex) The Hut can hurl a grappled creature as a standard action. A hurled creature travels 1d6 x 10 feet, and takes 1d6 points of damage per 10 feet traveled. The victim must also succeed on a DC 35 Fortitude save or be stunned for 1 round. Creatures that can fly are immune to this effect. The save DC is Strength-based.

Immunity to Divinations (Ex) No method of divination - even a wish or miracle - will reveal the hut's current location or any of its occupants.

Immunity to Magic (Ex) The hut is immune to any spell or spell-like ability that allows spell resistance.

Immunity to Water (Ex) The dancing hut is immune to the detrimental effects of spells with the water descriptor.

Improved Grab (Ex) To use this ability, the Hut must hit a Large or smaller opponent with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can try to smash or hurl the opponent.

Legs (Ex) An opponent can make sunder attempts against the hut's legs as if they were weaons. Each leg has 48 hit points. Severing a leg deals 24 points of damage to the hut. The hut reforms severed legs in 1d10+10 days.

Longterm Healing (Ex) The hut slowly regenerates lost hit points, much like fast healing but a lot slower. It heals 1d20 hit points per 24 hour period, always healing at midnight. If the hut is brought to 0 hit points it is destroyed.

Reflective Exterior (Ex) The hut's walls are powerfully enchanted, deflecting all rays and even magic missile spells. There is a 50% chance such spells are deflected and, if so, there is a further 30% chance of reflecting any such effect back at the caster (check for each such effect, so if 4 magic nissiles are launched at the hut, each missile is checked); otherwise, it is merely negated. Spells that requires ranged touch attacks but are not rays (e.g. orb of fame) are not deflected.

Smash (Ex) The hut may attempt to smash a grappled creature to the ground as a free action. With a successful grapple check, the victim takes 2d10+15 bludgeoning damage and is considred pinned. The hut usually hurls a smashed opponent in the following round.

Stability (Ex) Regardless of the hut's actions (such as spinning, fighting, or running), the interior always remains stable and calm.

 

Tactics: Trincomali's goal is to defend the corrupting jack. However, she will not give up her life to do so. If things go bad she will escape, preferrably with the hut using its dimension shift ability. Given the hut's immunity to divination, it should not be too difficult for her to escape. If the hut is somehow prevented from escaping (e.g. dimensional anchor), then Trincomali wll reluctantly abandon it and use her transport via plants to escape. Her word of recall spell is set to take her back to the dancing hut.

If she has time to prepare, Trincomali will cast her defensive magic, including barkskin and resist energy (fire), saving her second resist energy and her protection from energy until she notes which energy type her foes prefer to use. She will also use her potions of mage armour, shield, and shield of faith, and will quaff her potion of protection from good if summoned creatures are used against her. She will not use her potion of blur, instead calling upon her shadowy diadem as a swift action at the first sign of combat.

Once battle is joined, one of her first actions will be to cast giant vermin on two spiders in the area. These gargantuan spiders will have statistics as follows:

GARGANTUAN MONSTROUS SPIDERS (2) CR 8**
N Gargantuan vermin
Init +3; Senses darkvision 60 ft, tremosense 60 ft; Listen +0, Spot +4


AC 19, touch 9, flat-footed 6
hp 104 (16 HD)
Fort +12, Ref +8, Will +5

Spd 30 ft (6 squares), climb 20 ft (4 squares)
Melee bite +15 (2d8+10 plus poison)
Space
20 ft; Reach 15 ft
Base Atk +12; Grp +31
Special Actions web

Abilities Str 25, Dex 17, Con 14, Int -, Wis 10, Cha 2
SQ vermin traits
Skills
Climb +14, Hide -5*, Jump +7, Move Silently +3*, Spot +4

Poison (Ex) Injury, DC 20, 2d6 Str (initial and secondary). The save DC is Constitution-based.

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.

Web (Ex) 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 DC 20 Escape Artist check or burst it with a DC 24 Strength check. Both are standard actions. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus.

Web-spinners often create sheets of sticky webbing up to 60 feet square. 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 16 hit points, 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.

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

** No XP for these creatures, as they are included in the caster's CR.

 

When casting summon nature's ally, she will prefer evil creatures whenever possible (e.g. salamanders). However, given that she has herself, two treants, her giant constrictor snake, and the hut, as well as two gargantuan giant spiders, she will likely use her spells as is rather than converting them to summon nature's ally spells.

Trincomali will use her changestaff spell to change her staff into a treant, but only after having cast her finger of death spell out of the staff from a spellstaff spell, which she always has cast (the spell is permanent until discharged). She will only cast stoneskin in extremis, as the material component cost is excessive.

Developments: Should corrupting jack be destroyed, Trincomali will flee immediately, as there will be no further reason for her to remain in conflict with the PCs. She will, however, vow revenge.

Tresure: A small chest in the hut holds 5 diamonds worth 5,000 gp each, 4 emeralds worth 4,000 gp each, 6 rubies worth 5,000 gp each, and a human skull studded with tourmaline teeth and amethyst eyes and etched with runes. This latter item is a rare epic relic of power that can be used in place of gold and experience points to craft epic magic pertaining to necromancy. This will not be apparent without extensive research, although a DC 30 Knowledge (arcana) check can tell it has some significance to necromancy and a DC 40 check will reveal it pertains to epic magic somehow. The precise amount of gold pieces and experience points it will provide is left to the DM.

Part Three - Corrupting Jack

Corrupting jack is described above. It radiates overwhelming evil and overwhelming enchantment and transmutation magic.

The device has 360 hit points and a hardness of 5 (the hardness of wood). It repairs 12 points of damage to any of its locations each round. For purposes of saves its CL is 20 and so it gets a save bonus of +12. Breaching the device will open a 10 ft square hole in its skin and allow access to the interior. Within are structures similar to what one would find inside a normal pumpkin...stringy ganglia like structures and large seedlike pods. The droning sound seems to come from vibrations of the stringy structures and they can be seen to quiver as if being plucked by some unseen hand.

Destroying the device involves damaging the interior. The interior has 600 hit points and no hardness. The insides do not repair. Fire and acid do 150% damage to the interior (with no halving for fire). Once the interior is destroyed, the device will quiver and deflate into a stinking and already rotting mass of putrescence. This mess will slowly dissipate over the next few weeks, and the corruption of the jungle will end, with corrupted animals and plants dying and their bodies rotting away quickly.

The seeds of corrupting jack can be eaten. There are 36 such seeds within, each the size of a large watermelon. Peeling a seed will reveal a smaller meaty nut within, about the size of a loaf of bread. Consuming this meaty nut raw will require a DC 35 Fortitude save. If successful, the consumer will gain a +1 inherent bonus to Charisma. If the save is failed, the consumer will lose 1 point of Charisma. This loss cannot be reversed or restored by any means (although Charisma can later be raised by noral means). A given person can only be affected (for better or worse) by a seed once in his lifetime. Eating further seeds has no effect. Anyone immune to poison cannot benefit from or be penalized by eating a seed (although save bonuses against poison will apply). The seeds will rot away in a couple of weeks.

When the corrupting jack consumes an animal, it heals hit points equal to the hit dice of the animal. This is the only way the interior of corrupting jack can be repaired. If an animal is consumed and the corrupting jack is not damaged, it can use the animal's essence to extend its range of influence. The exact details of this are beyond the scope of this scenario, but eventually the corrupting jack's influence could reach over the entire land of Aladur and perhaps even beyond.

Experience Points:

In addition to normal experience (which in Therra is half of that recommended in the DMG), each party member should be rewarded as follows:

If the PCs destroy the corrupting jack, they should be awarded XP equal to half of what they would receive for defeating Trincomali and the hut. If they also actually defeat her (i.e. drive her away before corrupting jack is destroyed or slaying her) or the hut, then they would also receive full XP for those foes.

 

Return to the Therran Scenario Page