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Here Comes the Flood
A Therran Mini-Scenario for a party of PCs of ECL 13

 

Summary:

The PCs must thwart an incursion from the Far Realms

Assumptions:

The PCs are members of or affiliated with House Riverine in the Far Coast

Location:

Dwillingir, Far Coast

Historical Date:

704 A.C. winter.

DM's Introduction:

The Tower of the Mage has been just outside the walls of Dwilingir for over 175 years. It was built in the year 5371 AD by a young conjurer of some repute named Hagistre. Hagistre had made quite a name for himself in the Brotherhood of the Rose, a conjurer's guild headquartered in the Vosh-Gerr region. Even at the early age of 30, Hagistre was already considered a master conjurer, knowledgeable about the various planes of existence and able to summon and master an amazing variety of fiends and extraplanar entities. Indeed, the wizard was known for his insatiable appetite for knowledge and esoteric lore.

However, Hagistre became bored with study of the planes. In his explorations, he came across tantalizing hints of something that might exist beyond the planes, even beyond the seas of chaos that lap at the outer shores of existence. Obsessed with this knowledge, and thinking it worthy of his intellect, he began to explore what he came to call the Outre Realm or the Far Realm. It is a realm where chaos itself originates, a realm of twisted possibilities and outrageous notions rejected by the cosmos. Study of this strange realm proceeded slowly, and Hagistre was continually bothered by the demands of his guild, civilization in general, and worried that rival mages would try to seize upon his work and take the glory of its initial explorations for themselves.

And so the wizard determined to find a place where he could conduct his work in peace. A place near enough to some semblance of civilization, so that he could dwell in a place of law and order and not subject to the dangers of the wilderness, and also a place where he could procure materials both exotic and mundane when necessary, but still a place removed from the prying eyes of nobles and mages. Eventually, Hagistre determined that Dwillingir was the place that met his needs. The mage came to the Far Coast and by means both fair and not so fair managed to purchase a small hillock of land just outside of the town for his own. His tower was built quickly (some say too quickly) and the mage then began to conduct his exploration of the Far Realm.

At first Hagistre emerged from his tower from time to time, to do shopping, order supplies, or to simply parley with other local wizards. But eventually, his obsession with his task, and his growing, almost paranoid jealousy of his explorations coupled with the suspicions of the townsfolk prompted the wizard to step forth from his tower less and less often, until he finally simply stopped leaving altogether.

Since then, the tower has been the subject of many rumours and innuendos. From time to time strange shapes are seen landing on the top of the tower at night. At other times, strange lights are seen coming from the tower, despite the lack of windows. Even earth tremors and other possibly natural phenomenon are attributed to the owner of the tower. Indeed, the owner himself is subject to rumour. Normal humans do not live for over 200 years. Some townsfolk speculate that the wizard (few remember his name) died long ago. Others agree but believe an apprentice now dwells there, having carried on the will of his master, or perhaps several in a line of apprentices. Others think the wizard is not human. Perhaps a long lived elf or half elf or even an outsider of some sort.

Hagistre is certainly no longer human. He is an alienist of great power, perhaps the most accomplished alienist in all of Therra. Certainly others have tried to tap and explore the mad washings of the Far Realms, but he has transcended time and his own body in his metaphysical journeys of exploration and discovery. To this date, Hagistre has managed to evade the fate destined eventually for such a high level alienist. The powers of the Far Realm have not come for him...yet. And so, he has managed to stay alive and living even after all of these years.

Now that is about the change, for some years ago the PCs managed to access his tower and performed several tasks for him in order that he might help them decipher strange items found in some documents. These tasks involved procuring a powerful scrying crystal from the ruins of Orcus' dungeon, and obtaining vials of blood from a ppseudonatural green dragon. Using these items, Hagistre was able to build a mystic telescope with which he could peer into the Outre Realms.

Alas, looking upon a place that no mortal eyes were meant to gaze has consequences, for in piercing the veils that hid the Outre Realms, Hagistre weakened the barriers of space and time and now the Outre Realms has begun to intrude upon the multiverse, and more specifically the Material Plane.

The first manifestation of that intrusion will be a spectacular one...and that is the subject of this scenario.

Note: This scenario assumes the PCs from the historical Riverine Campaign. If a DM is not using these PCs, then he should adjust accordingly.

Note to DMs:

The focus of this scenario is the beginning assault on the Material Plane from the Outre Realms. However, at first the DM should do everything possible to make the players think the focus of this scenario is roleplaying the senatorial visit. Because the visit is actually incidental to much of the scenario, it has not been fully fleshed out, allowing the DM to improvise accordingly.

Because the idea is to make the players think the crux of this scenario is wooing the senator, the DM should very openly keep track of Senate Points (SP), to make the players think that the more they accumulate, the better the chance Marco might be offered a senate position. In actuality, they mean nothing bvecause the real events of the scenario will determine the senator's opinion of Marco.

DMs should refer to the Map of Dwillingir to reference locations within the town.

Part One - The Missive

As Lord Marco has always desired, as a signifcant step in the reestablishment of House Coppi within the Antorian Empire, to gain memership in the Imperial Senate. Long ago, before its fall, House Coppi routinely held important senate seats. Having now consolidated his hold over House Riverine in the Far Coast, Marco's thoughts have ever turned towards the next steps in his ascension.

One chilly winter morning, Thullis, the house servant, knocks on Marco's chamber and hands him a rolled up parchment. The parchment is sealed with the insignia of the Senatorial Provincial Oversight Committee.

Unrolling the letter, it reads [notes in brackets and following the letter]:

My Lord Marco Du Coppi, Trade Master of House Riverine in the Far Coast,

I hope this missive finds you well. I am writing to you to inform you that I and my lovely wife Garinia will be making our tour of the Far Coast this spring, shortly after the winter thaws. As you may know, the previous senatorial representative from the Far Coast [1] passed away last year and it falls upon me in my capacity as head of the Provincial Oversight Committee [2], to make a recommendation to the Committee for eventual final vote in the Senate. This is the purpose of my trip.

While I intend to spend the better part of the early spring touring the southern districts of the province [3], we could not consider to tour the Far Coast without stopping at your town and speaking with you, for your recent exploits have become well known in Antorium proper, where they call you and your companions the “Spider-slayers”.

As we commence our journey, I will be able to better notify you of a more precise time of our arrival. I trust you will see to all of the needs of myself, my wife, and our staff [4]. We understand that Dwillingir is not Antorium and we do not expect to have available accommodations that are up to our usual expectations. In fact, it is the very thrill of biding some time in the rugger frontier that has my Garinia so excited about accompanying me.

Please do invite as many of your former companions as you can, as it would be our pleasure, nay the highlight of our trip, should we be able to be regaled with the accounting of your exploits firsthand by not only you but your exotic and strange companions as well.

Until we speak in person, may the gods bless your house.

Perinicus Abolium
Senator and Head of the provincial Oversight Committee.

Notes:

[1] The previous senatorial representative was Acarlimnos Agiroa, an elderly gentleman from a leading family in Noscrused, who passed away from, by all accounts, natural causes. The senatorial representative is not a senator per se, but holds an advisory capacity on the Imperial Senate and sits in on all sessions except for very rare emergency sessions (usually dealing with malfeasance in that province). There are four provincial senatorial representatives, despite the fact that there are really only 2 provinces left in the Empire. The other 3 are merely ceremonial posts held by nobles as reward for services rendered to important senators. A senatorial representative position can be viewed as a gateway to a senatorial position proper, although that would require eventual relocation within the Imperial boundaries.

[2] The Provincial Oversight Committee is tasked with seeing to the welfare and defense of the provinces, and recommends appointment of senatorial representatives from each province (including those no longer under Imperial auspices).

[3] The previous Far Coast representative was from Noscrused, the southernmost town of the Far Coast and nearest to the Imperial border. This despite the fact that Dwillingir is the unofficial capital of the province. The fact that Perinicus intends to spend a good deal of time in the south before heading to Dwillingir suggests he may be leaning towards appointment from the same area. He is known to have commercial interests in the Noscrused region.

[4] It is likely that the Senator is accustomed to travelling with a large entourage, especially when visiting the frontier with his wife. Expect at least 2 score soldiers, a dozen horses, at least 3 wagons, and another 20 or so staff, sycophants, et al.

The above notes are things that would definitely be known by Marco. In addition, he can certainly research any other items contained in the missive. In this case, the DM should improvise, as the focus of this scenario is not really the senator's visit.

In any event, there are about 3 months until the spring thaws begin and possibly another month or two before arrival at Dwillingir. Marco has ample time to summon his former companions (many of whom will have to arrive by teleport or other such means to get there in time) and to possibly make any longterm preparations for the visit (e.g. sprucing up House Riverine).

Part Two - The Arrival

In early spring, another note will arrive, telling that the senator has begun his journey into the province and that he expects to be in Dwillingir within 8 weeks.

Nearly 7 weeks later, a final message will arrive, informing Lord Marco that he will arrive in a week. The Imperial Governor immediately begins to have the town cleaned. Vagrants and the poor are ordered to remain in The Shambles when the senator arives.

On the 5th day, the Imperial Governor will station riders a quarter of a day away on the roads to the south to inform him when the senator's entourage approaches.

Only one day late (i.e. 8 days after receiving the last message), the senator and his entourage will arrive. There will be much fanfare as the riders alert the town that the senator will arrive in a few hours. The Imperial Governor will emerge and station himself at the Caravansary, along with a squadron of imperial troops in polished armour and clean uniforms. Lord Marco can, of course, attempt to greet the senator as well. If he attempts to position himself to preempt the Governor, it will be seen as a grave insult and the Governor will send an aide to request Marco retire to a more suitable position. If Marco attempts to meet the senator at the Caravansary with the Governor, he will grundingly accept the situation.

If Lord Marco does not attempt to meet the senator at all outside the town gates, then the senator will consider it a snub (-1 SP).

It is now up to Marco to have arranged the hosting of the senator. The DM should award SP if the PCs do things that inflate the senator's ego (e.g. provide an honour guard to escort the senator from the town gates to House Riverine). Similarly, the DM can subract SP if the PCs make mistakes.

Accommodations at Hosue Riverine will potentially be an issue. While Perinicus' letter claimed he wanted to "rough it" in the frontier, his idea of roughing it is most people's idea of immense luxury. As such, if he and his wife are offered Marco's own bedchambers and quarters, the senator will be pleased (+1 SP). If offered one of the main guest chambers but not Marco's own, then the senator will be a bit taken aback. If offered anything more rustic, the senator and his wife will be shocked (-1 SP) and offer to stay with the Governor if House Riverine is short of suitable quarters.

In any event, the senator and his wife will expect a fete of some sort to be thrown in their honour. A lavish feast and spectacles are expected. The DM can award SP for a feast if lavish and well presented. For spectacles, SP can be awarded if Perform checks change the senator or his wife's attitude from indifferent to friendly or helpful. Similarly, performances can subtract SP if attitude is lowered to unfriendly or hostile.

If Marco has arranged for some grand spectacle in the arena, then assuming it goes well, he will gain an SP. However, such things are expensive. If not, the Governor will arrange for a fight amongst Thaneeri gladiator slaves, earning praise from the senator.

At some point, probably during the fete, the senator and his wife will eagerly ask to hear the story of the Spider-slayers. The PCs can tell the story, using Diplomacy checks to influence the senator's and his wife's attitudes. Again add SPs if attitude changes from indifferent to favourable or subtract if it lowers below indifferent.

It should become clear to those who are observant (DC 15 Sense Motive checks if the DM desires) that the senator's wife regards the PCs as a novelty. The wife can be heard to remark to a lady in waiting that having met the Spider-splayers will make her the talk of the Imperial social scene back in the capital. It will become equally clear that the senator has really only come to Dwillingir to please his wife, and he is rather bored of the proceedings (even if checks raise his attitude from indifferent to friendly or helpful, his response will be muted)

Part Three - The Dam Bursts

Party Crashers (EL 8):

At some point during the fete (presumably after the PCs have had a chance to regale the senator's wife with their tales), as the senator, his wife, and the PCs are in House Riverine, there will be a sudden jolt and tremor, as if an earthquake has just occurred. Some plates will crash to the ground and those in attendance will sway and gasp. Within seconds the event will have passed. But before the stunned crowd can do anything more than take a single round worth of actions, all hell will break loose...

The Tower of the Mage (refer to the Map of Dwillingir) has exploded from the release of Outre Realms forces that have wormed their way through the mystic tunnel Hagistre was using to view the Far Realms. As the force unleashed is massive, and as the Tower of the Mage was far larger on the inside than the outside, pieces of the Tower have fallen all over Dwillingir (and beyond, and the countryside for at least a half mile in every direction), some of these quite massive.

Two large pieces have fallen directly on House Riverine, and another smaller piece has smashed into the stables. Refer to the Map of House Riverine for reference. The first large piece is roughly 20 ft tall by 25 ft wide by 35 ft long and has smashed through the roof and plummeted down to settle in areas F-K of the ground level. This means that those areas of the floors above have been demolished, and the top of the block sits about 5 ft above the level of the second story.

The second large piece has come down along the northern wall of the house, settling astride the northern wall to area L. This piece is about 15 ft in diameter and 8 ft tall and it opens a hole between area L and the courtyard to the north.

As these pieces crash down (and other chunks can be heard raining on the rest of the town, it will be noted that these pieces are of formed masonry and that they have large splotches of a strange black slime on them. The slime appears to be quite viscous, and shimmers somewhat translucently, as if not quite present.

The moment these pieces make contact, strange wormlike creatures will emerge from the slime and begin to wreak havoc, seeking destruction and food.

Creatures: Wystes have come with the masonry, contained within the multidimensional black slime. They will attack any and all creatures they see, fighting to the death. One wyste will emerge from each block of masonry, meaning one in area L (which is presumably just outside the dining hall in area M where the fete is being held) and the other on top of the other block, effectively the second story of the guild house.

Additionally, a wyste will have emerged from the block that struck the stables. This wyste will slay several horses in the first few rounds and then travel into the guild house seeking further victims.

WYSTES (3) CR 5
Monstrous Manual II page 200
N Huge aberration
Init +1; Senses blindsight 120 ft; Listen +6, Spot +6


AC 18, touch 9, flat-footed 17
hp 47 (5 HD)
Immune acid
Fort +6, Ref +2, Will +4

Spd 10 ft (2 squares), swim 40 ft (8 squares)
Melee 7 tentacle rakes +7 (1d4+6)
Space
15 ft; Reach 10 ft
Base Atk +3; Grp +17
Atk Options
improved grab
Special Actions bite

Abilities Str 22, Dex 13, Con 20, Int 1, Wis 11, Cha 8
Feats Alertness, Improved Critical (bite)
Skills Listen +6, Spot +6, Swim +14

Bite (Ex) When a wyste grapples an opponent, its tentacles draw the victim to its toothed sucker hole. On the round after the wyste grabs, it makes a regular attack with its bite (in lieu of any tentacle attacks), gaining a +4 bonus on the attack roll (total of +11 melee attack). If the bite attack misses, the wyste drops the character, who falls prine in front of the creature. If the bite attack is successul, the victim takes 1d6+9 points of damage (critical 19 x2). The wyste can then deal bite damage every round. The victim can escape by winning an opposed grapple check against the wyste, making a successful Escape Artist check against the wyste's grapple check result, or by killing the wyste.

Improved Grab (Ex) If a wyste hits a Large or smaller opponent with one or more tentacle attacks, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. For each tentacles that hits beyond the first, it gains a +2 bonus to its grapple check. A wyste can only make one improved grab on an opponent per round, no matter how many tentacles it devotes to the effort.

Each successful grapple check it makes during successive rounds automatically deals damage for all the tentacles used to hold the opponent.

 

 

Developments: The wyste in area L will be in a position to threaten the Senator and his wife (as well as the Imperial Governor if he was invited). These, not being combatants, will cower from the horrors and it will be up to the PCs to save them. This should not be too difficult, and once all 3 wystes in the house are dispatched, the Senator will praise the PCs. At this point the PCs are likely to wish to see what's going on outside. The Senator will ask to be taken someplace safe, and one of the house staff (e.g. Thullis) can suggest the dungeons.

Dawn of the New Era (EL varies):

Outside, it is apparent that scores of blocks have fallen all over Dwillingir, and wystes are roaming the town. By all estimates, there are at least a score or two of the things present.

Even more disturbing, the Tower of the Mage is gone. In its place is a massive column of shimmering black slime (similar to that present on the stone blocks) that rises into the suddenly cloudy and stormy skies (the skies have been influenced by skybleeder control weather abilities and, as such, will bolster their call lightning spells.

As the PCs observe, a strange creature emerges from the column and floats about 80 ft over the town. Where it does, acid rains down, sparing structures but melting living creatures unfortunate to be under it.

Creatures: A skybleeder has begun an assault of the town. It will simply seek to cause as much destruction as possible, but it should be clear to the PCs that they are best equipped to deal with this threat. The skybleeder will meander its way across the town, approaching the central marketplace before eventually heading to the opposite side of town (where House Riverine sits). If the skybleeder is attacked, its attention can be diverted, and in this way the PCs can bring it to battle. It will not retreat.

At the DM's option, should the PCs choose to approach the skybleeder or otherwise enter the town, the PCs could encounter one or more wystes.

SKYBLEEDER CR 12
Fiend Folio page 155
NE Huge aberration
Init +3; Senses darkvision 60 ft; Listen +15, Spot +15
Aura unnatural mist (60 ft)
Languages Kaorti


AC 22, touch 11, flat-footed 16
hp 102 (12 HD), regeneration 5
Immune acid, critical hits, flanking
Fort +8, Ref +9, Will +11

Spd 40 ft (8 squares), fly 80 ft (16 squares) (average)
Melee 3 claws +16 (2d8+8/19) and 8 tentacles +10 (1d4+4+1d6 acid)
Space
15 ft; Reach 10 ft
Base Atk +9; Grp +25
Atk Options
improved grab
Spell-like Abilities (CL 12):
1/day - control weather, cloudkill (DC 22)
3/day - call lightning (DC 20), control winds, gust of wind (DC 20)
At will - flare (DC 17), shocking grasp, wind wall

Abilities Str 26, Dex 17, Con 18, Int 14, Wis 17, Cha 13
Feats Combat Casting, Flyby Attack, Improved Critical (claw), Lightning Reflexes, Weapon Focus (claw)
Skills Concentration +16, Hide +11, Listen +15, Move Silently +15, Spot +15, Survival +15


Acid (Su)
The tentacles of a skybleeder constantly weep a slimy red acid. The sight of this acid raining from the mist that surrounds the creature is what prompted its name. This acid does 2d4 points of acid damage per round to any living creatures the skybleeder hovers above or flies over (Reflex DC 19 half); the acid becomes inert right after it deals damage, so a target is only affected for as long as the skybleeder remains overhead.

Constrict (Ex) With a successful grapple check with a tentacle, a skybleeder can constrict a grabbed opponent, dealing 1d4+4 points of bludgeoning damage. The tentacle deals an additional 1d4 points of acid damage each round to a creature it constricts.

Improved Grab (Ex) If a skybleeder hits an opponent that is at least one size category smaller than itself with a tentacle attack, it deals normal damage plus acid damage and attempts to start a grapple as a free action without provoking an attack of opportunity. Each successful grapple check it makes during successive rounds automatically deals tentacle and acid damage.

Regeneration (Ex) A skybleeder takes normal damage from fire and force effects.

Unnatural Mist (Su) A skybleeder constantly surrounds itself with an unnatural white mist to a radisu of 60 ft. This mist grants a skybleeder a +10 circumstance bonus on Hide checks and affords it a 30% miss chance against attacks made from foes outside the mist.

Those inside the mist find that they can see through it clearly.

Those within the unnatural mist gain spell resistance 22 against divine magic cast by druids (or any other class that uses the druid spell list). The mist can be dissapated by strong winds, but it reforms naturally in 2d6 rounds after the winds die down.

 

 

Developments: After the skybleeder is defeated, or should the PCs choose to ignore it for now, the PCs will hear a man's scream coming from the vicinity of the Tower of the Mage.

This Isn't a Triumph:

Hagistre the alienist can be found standing amid the ring of stone shards that was once the base of his fantastic tower. He has a staff in his hands and is screaming as if in distress. If the PCs approach to within about 100 ft of the tower, the mage will notice them and tell them that he is sorry to have caused this. He has seen that which should not be seen and awakened that which should never have been stirred. But, he tells the PCs, he can plug this hole and stop the incursion if the PCs can ward him for a time.

Just as Hagistre says this another skybleeder will emerge from the slime column and begin to assail him. Should the PCs intervene, it will immediately turn to attack them (use the statistics from above).

Once the skybleeder has been dealt with, Hagistre will thank the PCs, apologize once again, and say goodbye. He will then break his staff, releasing its retributive strike. The explosion, however, will not pierce the column of slime, but instead its golden energy will course up and down the column and then suck it all back into the ground, leaving no slime, no Hagistre, and just a 30 ft diameter circle of smoking stone and glass shards (where the soil was turned to glass). But the rift will have beebn cauterized shut.

Part Four - When the Party's Over...

Eventually, Dwillingir will rally its forces and defeat the remaining wystes. At least several score people have died (including in House Riverine).

The Senator will inquire as to what just happened, and no matter the explanation, will seek to depart at first light (by magic if the PCs can provide it, otherwise by horse). The Senator will be profuse in his praise of Lord Marco and the other PCs, for saving his life and his wife's life and for helping to stop the rift. He will admit that he was previously considering nominating a noble from Noscrused for the senatorial position for the province, but now he thinks he will throw his support behind Lord Marco, if Marco is willing. He would also like Marco to conduct an investigation as to what happened and to send him a written report in due course.

Thereafter, Dwillingir will have to bury its dead and rebuild.

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:

There are no special XP awards for this scenario.

 

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