Dead In The Eye
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Transcript of Dead In The Eye
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DE D IN THE EYE
ROLEPL YING G ME
DVENTURE
Jobe ittman
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610
Bl0l04
00HN
FIn .
Prln.lng'
J u n ~ 2012
98765 4 12
CREDITS
Design
Jobe
Bittman
Development
Chris Sims
Editing
Miranda Horner
Managing Editor
Kim
Mohan
Development and Editing Lead
Jeremy Crawford
D&D Senior Produc
er
Christopher Perkins
D&D
Producer
Greg Bilsland
D&D Senio r Group Manager
Mike Mearls
Senior Creative Director
Jon
Schlndehette
U.
S.
, CANADA,
AS
I
A, PAC
ifIC ,
"tATIN AMERICA
WI.ard.
of.ho: Co;o
ltC
P.O. Box 707
Ren.on
WA 980570707
+1
80 0
314
6496
Art Director
Kate Irwin
Graphic
De
signer
Christopher Brittain
Cover Illustration
Matias Tapia
Ca
rtographer
Sean Macdonald
D&D
Brand Team
Liz
Schuh,
laura
Tommervlk, Shelly
Mauanoble,
Chris Lindsay, Hilary Ross
Pu blish ing Prod
uc
t ion Manag
er
Angle lokot][
Prepress Manager
Jefferson Dunlap
Imaging Technician
Carmen Cheung
Production Manager
Donna Woodcock
EUROPEAN
HEADQUARTERS
H
broUKL
.d
C .
we
IIW .y
N ....
'O' _nt NP
9
OYH
GREAT
BRITAIN
PIe.se
keep
.hl
f
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INTRODUCTION
There
are thin8s this
world was
not meant to see. Have you
tasted
o
he
aibberins
sea
o
madness or heard the screams
of
stars? i
you
had,
you
would not
askfoolish questions.
Some thinS5
can
never
be
unseen. That is why
we
fi8ht.
That
is w y we
bleed. So our children may live yet another
day in i8T1orance
o
he Far Realm,
- Arak Logan, defender of he Celestian Order
A powerful beholder and its followers are cutting a
swa
th
of murder and mayhem across the countryside,
but a secret society of primal protectors
is
hot on the
group s trail. The protectors have cornered
the
vil
lains in a cave, but they haven t flushed them out yet.
The leader of the protectors has sent emissaries into
the
surrounding
lands looking for champions to deal
with the th reat.
~ e a d ill the Eye is a
DUNGEONS
DRAGONS l
adventure deSigned for a party
of
fi ve characters of
levels 8-10. The adventure is based
in
the FORGOTTEN
REALM
S setting in
the
Thornwood, not far from
the
Plaguewrought Land. It
can
be relocated to any set
ting that has been touched by the Spellplague.
BACKGROUND
The
Keepers of he Celestian
Order
(see Dra80n 375),
a secret society of protectors of he natural world,
has stood as a silent
bulwark
against incursions
from the Far Realm for decades. The order s hierar
chy is decentralized and opaque even to many of its
members. Composed of several smaller clandestine
gro
up
s,
the
organization includes
the
Concord
of
Swords,
the
Black Arrows, and
the
Tigers of Light.
All work in concert to eradicate threats from the Far
Realm, but
the
affiliation of each group within
the
Celestian Order
is
known only
to the
core leadership
of
the member
groups. The organization s structure
is critical to its survival. f agents of the Far Realm
learned
of
a group s affiliation to
the
order, they
would destroy the group.
Today, the ranks of the Celestian
Order are
thin
ning while
the
agents of
the
Far Realm grow in
power. Sensing weakness in the order, powerful
beings from the Far Realm have started raiding the
world in earnes t. The Black Arrows, a Celestian
Order group
operating in the Vilhon Wilds, recently
learned that a powerful beholder known as Omaran
thax was
spo
tted, along with its minions, near
the
Plaguewrought Land.
Arak
Logan,
the
leader of
the
Black Arrows, set out in immediate
pursu
it.
Omaranthax
Omaranthax has battled the Celestian Order more
than once, and
the
cruelty of
the
bellOlder has grown
into legend as a result of past conflict,
The
most nota
ble
encounter occurred many
years ago in the Raurin
Desert when Omaranthax assaulted
th
e oasis town of
Ragheb in
the
dead of night_ The beho.lder sought
to
steal a large amount of a strange elixir known as had-
drum,
which
is
distilled from dragon blood, One
of
the
beholder s
more
infamous tactics in its successful
attempt at theft was collapsing a portion of the city s
stormwall on frightened citizens. Alzubra, a tiefling
protector
ofthe
town. turned back
the
follow-up
attacks with
the
assistance
of the
Tigers
of
Light, but
it
was already too late to foi/the beholder s
th
eft. When
the sun
rose over
the
oasis, no less
than
a thousand
corpses were
strewn
across
the
smoldering rubbie of
the ci ty.
Although
the
Celestians
can
only guess aI Oma
ranthax s motives for
the
theft,
the beholder
schemes
to gain
the
strength to further its crusade against
all people of the
natural
world. After
the
attack at
Ragheb, Omaranthax disappeared into the Under
dark for years, researching arcane rituals, and it has
since
strengthened
both itselfand its ability to fulfill
its long-term plans.
Now the beholder is nearly ready to act. Om a
ranthax created a dangerous
new
ritual to magnify
its destructive magic.
t then traveled to
the
Plague
wrought Land to harness the raw power of the
Spellplague and amplify
the
ritual s effects,
but
it was
unprepared for
the
enormous toll
the
resulting magic
wo uld take on its form.
The
unbridled power of the
Spellplague mutated
the
beholder s
body
beyond rec
ognition. Omaranthax s eyes exploded in a violent
burst of blue energy_ Fanged jaws burst from its eye
stalks. Its
em
pty central eye socket
sprou
ted mul
tiple sets
of
fangs. Biue light snaked through its veins,
bright enough to glow through its thick skin, A new
eye
emerged
from its jaws_ The beholder has fleeting
visions that allow it to spy on its
enemies
remotel
y.
Omaranthax
might be disfigured beyond recognition,
but it is rapidly transforming into something greater.
The Black Arrows recently found
Omaranthax s
trail heading west into Winterwood. At Thornwash,
the defenders attempted to flank Omaranthax and its
minions, but the beholder fled north, leaving some
of its followers
behind
to fight. The Black Arrows
suffered Illany losses as they harried the beholder s
entourage in a
running
battle.
Keeping out of Sight, the beholder crossed into
the Thornwood and disappeared into a cave in the
Cloven Mountains. After the Black Arrows caught
up
to
it, one of their scouts determined
that the
cave had
no exit. At last, the Black Arrows had Omaranthax
trapped.
Or
so they thought.
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The group immediately began fortifying its posi
tion outside the cave to prevent the beholder s escape.
Since then, the beholder has tested those who have
it
trapped in the cave, but it has not broken through
the Black Arrows blockade. Omaran thax s foul
spawn minions are repelling all attempts to extract
the beholder, though,
Tn
the last assault, a team orthe
Black Arrows hardiest warriors successfully infil
tr
ated
the
cave. No sign of the team has been seen for
two days.
SYNOPSIS
Arak Logan, leader
of
the Black Arrows. has trapped
a powerful creature from the Far Realm in a cave,
His forces are weakened.
and
he needs the heroes
to help him defeat
the
beholder. To draw
the
charac
ters into this adventure . you
can
set
up
a scenario in
which a messenger begs the party to return with her
to the cave.
When the characters ar rive. Logan enlists them to
kill
or
capture
Omaranthax.
To
defeat
the
beholder,
the characters must break through the line offoul
spawn defending the cave mouth. Beyond the
antechamber,
Omaranthax
has placed powerful
magiC wards to delay its pursuers . Once the
charac
ters solve the mystery
of
the ward, they can proceed
deeper into the complex.
In a side cavern, the characters might run afoul
of
a cave roper. The roper ate the last
group
who
entered, but one survivor offers th e party a small
amount
of
aid.
Deeper still, the party tracks Omaranthax through
holes he has created
in
a desperate effort to escape.
His foulspawn cohorts have set up an
ambush
designed to flank the party.
When
the adventurers catch up with the beholder,
they discover not one beholder but four (three
of
wh ich are actually gas spores). Omaranthax s physi
ology has been hideously
warped
by its exposure to
the Plaguewrought Land, and it is slowly transform
ing into something else.
It demands
the adventurers
submit to captivity or be destroyed.
A vicious battle ensues. Near the middle of
the
battle, Omaranthax
nres at
the ceiling, triggering a
collapse. The characters have to make the difficult
decision to capture the beholder while stalactites fall
around them or finish off their dangerous adversary
before escaping.
QUESTS
Characters
can
gain additional experience points by
completing the follow quests.
Bring Back
the Ghost
9th-level Major Quest 400 XPlcharacter)
Arak Logan, who needs to question the beholder,
can
provide
the
characters with a tool to
bring
back
Oma
ranthaxs spirit for later use in ritual magiC.
Find
the
Lost
10th-level Minor Quest
100 XP/character)
A team of Black Arrows infiltrated the cave two days
ago but has not been heard from since then. Rescue
or discover the fate
of
the team to complete the quest.
EVENTS
This adventure consists of a series of events meant to
be run in
the order
presented below.
Event 1: Black Blockade
Roleplaying
Encounter
The adventure begins once the heroes reach the
forest clear ing where the Black Arrows have trapped
the beholder and its minions.
To
begin the adventure
, read:
Dense fores t
opens
ahead illto all
expansive cleari1l8, and
a sheer cliffat tltefoot o ile Cloven
MoulIIains
borders it
all
one side.
The
dearinn
bus
tl
es
w
ith
activity
as 8roups
o
people
draalarae
tress
to
add
to the palisade they re co n
struc
til18 around
a cave. Wooden sp ik
es
j ut from the wall,
pointiJia toward
the
cave.
A bald, arizzled half-elfwarr ior wit
hone
arm
in
a
slina
barks
orde
rs at aile work party
while
directilla them with
hisaood
arm.
Whellhe lIotices you hewavesfor
yo
u to
approach him .
rak
ogan
Arak Logan is the leader
of
the Black Arrows, a
splinter cell of the Celestian Order. (He would never
admit this fact to those outside the order.) Arak s mis
sion is to defeat
Omaranthax
at all costs.
The half-elfis bald and scarred, and he has a
squinty left eye. He is also ornery
and
stubborn. As
a young man, an encounter with the mind-altering
terror
of
the Far Realm forever changed him. Rather
th an go mad, he locked away the trauma deep in his
mind,
but
i t
manifests as a
burning
desire to destroy
all aberrant creatures. Arak has a good heart , but
his experience left
him
unbalanced. He is prone to
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ramble venomously about the horrific sights he has
witnessed
in
hi
s career.
Arak s sword
arm
was broken in
an
earlier skir
mish . and i t prevents him from leading another
assault. Arak is also concerned about the fate
of
the
te
am
of
Black Arrows that
ha
s not
returned
from the
cave for days, but he cannot spare anyone to search
for them . Due to such losses, the outlook looks
grim
for
the Black Arrows, but Arak is unflappable in
hi
s
conviction
that
the beholder will not escape.
Arak hopes to convince the adventurers to hunt
down Omaranthax while the Black Arrows hold the
line. He has little to offer in return, but he docs his
best to impress upon the adventurers the danger the
beholder presents to the world. Knowing
that
the
beholder
ha
s been engaged in magical research, Arak
openly speculates that Omaranthax and its entourage
probably have a decent
amount
of treasure.
I
f the party agrees to infiltrate the cave, Arak
makes two requests. Capturing Omaranthaxs spirit
would be a huge victory for the Black Arrows, who
could then use rituals to interrogate
and
study the
beholder. Arak al
so
wants members
of
his warrior
team res
cued
or to hear news
of
heir fate. Both
of
these requests are quests in the adventure.
The
Black Arrow
commander
doesn't downplay
the difficulty
of
capturing the beholder, but he offers
a
dead
word
s manacle
to aid in the quest.
Price: 5.
000
gp
Wondrous Item
Property
You gain a + 5 Item bo
nu
s
to
t he Re
lig
io
n check
fo
r a 5
J>e
ak with
Dead ritual
that tr
e
at
s the manacle as a creatu re
s
corpse. If
yo
u are able to ask
the
mana
cl
e any questions as a r
es
ult of
th
e
5
J>eak
with
De
ad ritual,
yo
u can ask one extra qu
es
ti
on.
t
Attilck Power. DOilly (Standard Action)
Attack: M
el
ee 1 (on e
bl
ood ied creature granting co
mbat
advantage to yo u); +13 vs. Reflex
Hit: You
attach
th
e manacle to
th
e
ta
rge
t. If the
target
dies
while wearing
th
e mana
cl
e,
th
e ma nacle
Is
considered
to
be the ta rge t s corpse for the purlWSe of a Speak with Dead
ritual. The manacl e can act as the corpse of only one target
In this way, so
It
Is always considered to be the corpse of the
mo
st
re
ce
nt
target to
di
e while wearing
it
. The mana
cl
e can
be removed from
the
target only during a r
est
and as a s
tan
dard ac
ti
on.
MisS This power is not expe
nd
ed.
Lo
re
Arak Logan and
the
Black Arrows
free
ly share
their
knowledge. They know the following information.
Arak Logan recounts the tale
of
he attack on
Ragheb, as detailed in the Background section.
An
archer
claims to have caught a glimpse
of
Omaranthax before it
ent
ered the cave. She insists
that tbe beholder looked gravely wounded.
A
drunk
half-ore insists Omaranthax isn't a
beholder. It's some sort of plaguechanged dragon.
A scout saw Omaranthax breathe
fl
re, but the
scout died in a skirmish two days ago.
A malodorous dwarf alleges
that
Omaranthax
is
a
mutated vampire. Nothing with that many teeth
could be anything else. He gives the party a bunch
of
garlic bulbs
and
tells them to wear them around
their necks to ward off he beholder.
Concl usion
When
the characters arc read
y,
the Black Arrows
direct them to the palisade wall near
the
cave.
When
the adventurers are
ready,
read:
Whispers callh the Wind,
and
heads turn as YOII approach
fhe
blockade wall. Members o he Black Arrows
slowly part
to
allowyou
to
pass. The defenders are weary and beaten
down . Some ofrhe injured look as i hey would never rise
were they to resffheir heads for
even a
moment. A 8 imy
soldier
unbars
a makeshift door
in
the defenSive wall
which
is hastily slammed behind you after you pass throu8h it
Beyond
the
pal isade rhe enormous openill8
in
the
mOllntainside
looms
ominollsly. You
sense
no movement,
bill a
vile presence permeates the
air. Se\'eralltundred feet
o rockY8'ound
between the
wa
ll and rhe cave
is spatlered
with
dried blood and
visce
ra.AmoIl8 le bodies o wisted
aberrant humanoids. a
tieJlin8
corpse
that 110 one has
dared
to retrieve lies
near the
mouth o
he cave. The
foul
reek offilth and death threaten
fO
dloke you.
Event 2: Storming the Cave
Combat
Encounter
Level
12 (3,850
XP)
Omaranthax 's foulspawn have
made
several attempts
to
break
through
the
blockade, but the Black Arrows
have beaten them back each time. The
foulspawn
have ret reated back into the cavern to regroup for the
next attack. Having faced one team of Black Arrow
warriors. they lurk in hiding so
that
invaders do not
immediately see them.
Light: Dim light from the Scintillating fungi.
Monsters:
2 foulspawn berserkers
(B),
1 foul
spawn warpcaller (F), 10 foulspawn wretches (W).
Hazards:
4 far mus
hroom
patches.
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When
t
he characters approach the area, read:
The enormous cavernsradttaUy srows smaller. You hear
'he patler o
rapid
foolsteps. ami ,lIen all is silent. The
passase
opens into
a chamber
with
a
hiSh ceilins
. Shado y
nidles dot the
walls
from ceilill8 to floor. Mush room
parc
h
es
faintly
pulse
widt the
colors
of
he
rainbow.
A/leat/
of
you.1ar8e pillars
of
rock
divide the r
oom and block
l,ision. The vile ollor
Brows
stron8er.
Niches: The rock niches are 5 feet above the
ground. rf a wretch hides within one. a character who
can see into the niche might notice the creature (DC
25 passive Perception). Looking into a niche requires
the character to take a minor action, but
if
the
char
acter does so, he or she automatically sees any wretch
within the niche .
Rubble: Large rocks strewn across the floor create
an area
of
difficult terrain.
Treasure: The
warpcaller has a leather satchel.
Among other oddments.
t
contains
an
iridescent
black pearl (500 gp).
Tactics: All the monsters prefer to wait until
invaders come deeper into the chamber before
attacking. Given their positions and aggressiveness.
the berserkers are most likely
to
be spotted first.
Wretches concealed in niches wait for the party to
pass. delaying if necessary. lfthey go unnoticed, they
clamber out to attack dIe characters from behind
with combat advantage on
their
initial attack. There
after, they teleport around to gain combat advantage.
Berserkers fight savagely to keep the party from
reaching the warpcaller, even provoking opportunity
attacks
to
push the characters back. The berserkers
prefer to stay within 5 squares
of
the warpcaller to
gain the benefit
of
its
warped sendins
power.
The warpcaller always starts by unleashingwarp-
mind field
in
the characters' path.
It
places the zone
so
that the characters have
to
move
deeper
into the
room to avoid it. possibly onto the far mushroom
patches,
and to
prevent escape. After that, t sustains
the zone
and
uses warped sendina resorting
to
twisted
dismissal to escape a melee attacker.
Far Mushroom Patches
When Omaranthax
passed through the area, energy
crackling from its body infused patches
of
mush
rooms with potent Far Realm energy infused with the
twisted magic the
beho
lder now has.
4 Far Mushroom
Pa t
ches
level
9 Hazard
TerraIn
XP
400 l ,l ( h
Detect
automatic
Initiative -
Immune see Countermeasures
Identify (Arcana, Dungeoneerlng, InSight,
1)1"
Nature)
+ DC
17: The character recognizes
that
the taint
of
the
Far
Realm has corrupted
the
mushrooms. making them a hazard.
+ DC
25: The character understands the reality manipulation
countermeasure Is available before he
or
she Is attacked.
T IGGEREO
ACTIONS
+
ttack {polson, te eportatlon}
+
AtWl
Il
Tri88er:
A non-aberrant creature enters a square
of
the hnard
or starts its turn there.
Attack (Opportunity Action): Melee 1 (the triggering creature);
+
2
'OS. Will
HIt: Roll
a
d6 to
determine
the
effect.
J The target
Is
blinded until the
end of
Its next turn.
GJ
The target gains phasing until
the
end
of Its
nextlUrn.
Zl
The target takes ongoIng
15
polson damage (save ends).
[; )
The target teleports up
to
5 squares.
[3]
The target is restrained until
the
end
of
its next turn.
[ ] The target gains
10
temporary hit points.
Miss;
5 polson damage.
'.i @@I\IBi li
+
Attack: Each square
of
mushrooms has
AC
21, Fortitude 1S,
Reflex 5,Will - , and 1 hit point. The mushrooms are Immune
to necrotic. poison,
psy
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2 F o u l ~ p a w n B e r ~ e r l c e r ~ (B) Level 9 Soldier
M"dun" db"rrdnt human",d
XP 400 > ~ , h
HP
1 01;
Bl
ood ied 51
AC 15, For t
it
ud e 13 (15 while bloodied),
Reflex 10, Will 10
Speed 7
(9
while bloodied)
Immune fear
T lA
i l
S
) Be
rseriter
Au ...
+
Aura
1
Initi
at
ive
+7
Perception +0
l ow-light vision
When a creature within the aura makes a melee attack.
it
must
choose Its
ta
rget
at
ra
ndom from the potential targets
In
range.
Me
nt a
l F
eed
bKk (psychk)
Whenever a creature targets the berserker with a charm attack,
the creature 10
Attack: Melee 1 (one creature): +14 V$. AC. or +1 6 V$. AC while
the berserker is bloodied
Hit;
ld
l 0 + 6 damage, or 2d10 + 10 while the berserker
Is
bloodied.
Be
rseriter Cu rge + AtWlIl
Effect: The berserker charges, and the charge attack deals 5
extra damage on a hit.
Sb 18 (+8) Dex 11 +5) Wis 3 (+0)
Con 12 +10)
I
nt 8
(+3)
Clui 11 (+5)
Alig
nm
ent chaotic evil l anguag
es
Deep Speech, telepathy 10
Equi p
me
nt greatsword
10 o u l ~ p a w n
Wretches
(W ) Level 7
Minion
S l c i r m i ~ h e r
Small abf'rrant humanoid XP
e a ~ h
HP 1: a missed atrack never damages a minion .
AC 11, Fort i
tud
e 19, Reflex 20, Will 19
Initiative +
10
Pen:eptlon +S
I
Any enemy adjacent to two or more foulspawn wre tches takes
A
ock:
Me lee 1 (one creature); +11 V$. AC
Hit: 7 damage. and a foulspawn wretch ally within 6 squares
can teleport to a square adjacent to the target.
TIlIGGElHD
ACHONS
Screaml. , . Echo (teleportatlon)
Trl er:
The wretch drops to 0 hit points.
Effect (Immediate Interrupt): The wretch teleports a nonmin
Ion a
ll
y within 6 squares
o
Itself to the square the wretch
occupies.
Str 14 +S)
Con 16 (+6)
Alignment evil
Dex 20 +8)
Int
16
(+6)
Wis 14 (+5)
Ctwl
l l
(+6)
l anguages Deep Spee.::h, te lepat hy 10
Foulspawn Warpcaller (F) Level 12 Controller (Leader)
Medium dlJP ..am humanuld XP 700
HP 116; Bloodied 63
AC 26, Fo rtitude 14, Reflex 12, Will 24
Sp
ee
d 6, teleport 3
o
Dronll1l Pipe +
Au
ra 3
Attacl
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through the southern entry passage leads the party to
the Event 2 encounter area.
1b successfully navigate the ward, the characters
must follow a specific pattern. They must use the
left passage (shaded in blue on the map) in room A,
and the right passage (also shaded in blue) in room
B. No matter which exit they first choose in room C,
the characters loop back to the southern entry pas
sage in room A The second exit they choose in room
C, though, leads oul
of
the false maze.
Omaranthax
designed this simple ruse to prevent invaders from
guessing the correct sequence on the first pass,
while still a llowing its minions to come back to him
through a convoluted
means
.
Take notes while running this encounter. Once the
players discover that the maze consists of multiple
rooms, they ll come tip with ways to identify rooms
and other strategies [ navigate the maze. Write
everything they do down so that you know how
to
react to and describe the results of later actions. Your
notes help the ward puzzle adhere to its own internal
lo
gic. rfit fails
to
do
so
. th e players might not deduce
the solution.
In
the
un
likely event that the characters
introduce a paradox you cannot resolve, the magic of
the ward forces
them
to loop back to room A and st
art
the
maze over.
Each time the party walks through a northern exit
passage, reread the read-aloud text. Using your notes
on any changes the characters might have
made
to
each room, you can add descriptions of such changes.
These clues help the players know where the charac
ters are in the maze.
Example
: Start with five characters in room
A
One walks down th e left passage, one walks down
the middle passage,
and
one walks
down
the right
passage. Two stay in room
A.
After a few moments,
the adventurers who walked middle and right walk
up room A s southern entry passage beh ind the 1\ 0
party members who stayed in room
A.
The character
who went left finds an empty room that seems to be
id
entical to
the
last. She could shout back to the rest
of
the party to
go
down the left tunnel.
Skill Checks
The
following skill checks
can
come into play while
the party traverses the ward.
Arcana DC 17 Detect Magic): The entire area
gives offa magical
aura
. The magic affects the mifld
and senses. It cou ld involve dimensional
tr
avel, too.
The magic has no source.
Dungeoneering DC 17: Although the passages
between chambers twist from side to side, they pro
ceed in a single overa ll direction. After the characters
have passed through any northern passage, they real
ize that the passages are not long enough to circle
back on themselves the way they seem to.
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Perception DC
17: The second time
the
heroes
enter a given room, success on thi s check means
the
character s
pot
s
the
earlier footprints leading through
the
passages they have already traversed.
Conclusion
When the
characters successfully traverse
the
maze,
they gain
OO
XP
each.
Event 4: Black Arrow Found
Roleplaying Encounter and Combat Encounter
Level 6
1,400
XP)
Almost all ofthe team of Black Arrows warriors
died
in this chamber when they ran afoul of a roper.
The team s lone survivor huddles in
an
alcove at
the
northern end of he room, too frightened to attempt
escape.
Light: None. The descriptions assu
me the charac
ters have a light source.
Monsters:
1 cave roper
C).
Other
Creatures:
Kilna
Stumpshine
K).
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When
the
characters
can see the area, read:
Tlte way ahead
widens
int o
a ifJ ce ilinaed Wolto
fil1ed
witll stalactites and sta
laamites Naturalfeatures
here
seem
warped. perhaps by
the
passing o Omara
nth
ax ancl its
forces.
One o he stalagm
it
es leans
askew. and
a slow drip
of wa ter sends echoes reverberati
na
throush the chamber.
Tlte
al
im ofmewl all Ihe
floo
r
draws
your
eye
to wen
rOilS.
shields.
ancl
bits
o
equipmenl
and armor scat/ered
around
tearea.
Highest
Passive
Perception: The character spots
the pool and identifies it as blood. Those who look up
spot the roper's larder. See ~ l o o d Pool below.
Perception DC
28:
The character spots the dis
tinctive outline of a roper's so litary eye and maw.
When the cha racters
can
see Kilna, read:
Hudd led in
n
corner o nn
nlcove. hU
8,9
r
a
hi
s knees, is
a
blood
s pmrered gnome in leather nrmor ' hen he spots
you,
his
eyes
widen
and he
weaklyexle
nd
s a tremblina
lwnd in
your
direction
beJoreJail ing
bnck
inst
the
wall.
Bl
ood
Pool: Halfeaten remains that the cave
roper has impaled on stalactites are the source
of
the
dripping sound. Dripping blood has gathered in a
slick near the center of the room.
Ceiling: The ceiling
is
20 feet high. although
some stalactites hang down 5 or 10 feet.
Treasure:
Near its napping place. the roper has
450 gp, two opals 500 gp each), and one magic item
of
the party's level Id4
Roper
Interactions
Bloated and lethargic from its recent feast. the roper
is
napp
ing.
If
the characters succeed on a DC 17
group Stealth check,
the
roper remains asleep . If they
fail, the monster awakens.
It
then glares at the party
and mocks them.
If
it's awake,
and
you decide
it
can speak to the
characters, the sated roper demands treasure for safe
passage through its territory. It's willing to take any
thing that's worth around
500
gp, such as the pearl
from the last encounter, The characters can also try
to persuade (DC
20
Bluffor Diplomacy) or bully (DC
28 Intimidate) the roper into letting
them
pass. Base
the check on roleplaying,
and
allow a failure or two
before initiating any combat.
If asked, the roper can confirm that Omaranthax
passed through the cavern with a large number of
foulspawn. The aberrant creatures fa iled
to
notice the
roper in its stalagmite disguise.
If the characters attack the roper, it fights back.
The shaded area on
the
map shows its initial reach.
Given its fullness, it prefers not to move, instead
attacking those within its reach, favoring anyone car
rying garlic, lfhard pressed, it retreats 10 fight from
the ceiling.
Cave Roper (Cl level 12 Elite Controller
Larl:r f'1f'mf'nt,ll
nl.lRlu,1 bea.t e ~ r l h ) XP
1 DO
HP 252: BloodIed
126
AC
26, Fortitude 26, Reflex 21. Will 23
Speed
2.
climb 2 (spider climb)
S
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looking for flanking opportunities. Meanwhile, the
seer han
gs
back far enough to avo
id
melee but
to
keep
allies in its aura.
It
teleports to escape melee attackers
or damaging attacks.
2
Foulspawn
Berserkers (B) Level 9
Soldier
Me,hum ,1hl'rrJllt hurnJ,ml u
XP 400
(,Jch
HP 102; Bloodied 51
AC
25.
Fortitude
23
(25 while bloodied).
Reflex
20. Will 20
Speed
7 (9 while bloodied)
Immun
e fear
0
Berserller Aura
+
Aura 1
Initiative +7
Perception +0
lo w
light vision
When a creature within
the
aura makes a melee attack,
It
must
choose its target at random from
the
potential targets
In
range.
Menul Feedback
(psyt:hk)
Whenever
a
creature targets
the
be
rserker with a charm attack.
Attock: Melee 1 (one creature); +14 vs. AC . or +16 vs. AC while
the
berserker
is bloodied
Hit;
2d10
+ 6 damage, or 2dlO + 10 damage while
the
ber
serker
is
bloodied.
+ erserker ChafJl + AtWIII
Effect: The berserker charges. and
the
cha rge attack deals 5
extra damage on a hit.
Str 18 (+8) Dex 12 (+5) Wis 3 (+0)
Con 22 (+10) Int 8 (+3) Cha 12 (+5)
Alignment
chaotic evil
language
s
Deep
Speech, telepathy 1
0
Equipment greatsword
6
Foulspawn Wretche
s (W ) le vel 7 Minion
Sk
i
rmisher
Sm., i
lwrr,rrH h"m.""",1 XI' ,,. h
HP 1; a missed attack never damages a minion.
AC 21,
Fortitude
19, Reflex 20,
Will
19
5
ed 6,tele
rt2
Cuseless
Murmurs
InttlatlVO '
+
10
Perception
+5
Lo
w i
hI vision
Any
enemy
adjacent to
two or
more foulspawn
wretches
takes
a
-2 pena
lty to Will.
STANI)AIW A
CTIONS
D
a-
+
At
,WlIl
Attack; Melee 1 (one crea tu re); +12 vs. AC
Hit; 7 damage, and a foulspawn
wretch
ally within 6 squares
Screaml ,
Echo (te leportatlOfl)
Trigger: The wretch drops
to 0
hit points.
Effect (ImmedIate Interrupt); The wretch te lep o
rt
s a nonmin
Ion ally withIn 6 squares of Itse
lf
to th e square the wretch
occup
ies,
Str 14 (+5)
Con
16
(+6)
Alignment evil
Dex
20
(+8)
Wls14
(+5)
Int
16 (+6)
Cha
17 (+6)
languages
Oeep
Speech. telepathy 1 0
Foulspawn Seer (S) Level 11 Artillery (
Leader
)
M"d'Unl ~ h ( r r . 1 n t hUI11,mu ..1 XP hOD
HP 86; Bloodied 43
AC
25,
Fortitude 21, Reflex
25,
Will 13
Speed 6
InitIative
+7
Per
cept ion +9
l ow light vision
TRAITS
) Foul lns lpt . Aura 10
Any ally within
the
aura that arn
hear
the
seer
gains a +2 power
bonus to one attack roll. skill check, ability check, or saving
throw
on Its turn.
STANDARD A CTIONS
D
Twisted Staff _apon)
+
AtWIII
Anoek; Melee 1 (one creature); +16
vs. AC
Hit; 2d8 + 10 damage, and
th
e
see
r
arn
push
the
target 1
square.
Warp Orb (psyt:hk) . AtWIII
Attack; Ranged 10 (o ne creature); +16 vs. Reflex
Hit: 2d8 + 5 psychic damage, and
the
target Is slowed (save
ends). If the target is al ready slowed,
it
is In
stead
dazed (save
ends).
,. Distortion Bla
st
+
Encounter
Attock: Close bl
ast
5 (creatures in the blast); +14
vs.
Fortitude
Hit; 3d8 + 8 damag
e,
and the target
Is
dazed
(s
ave ends), If the
I I
Teleport
(te leportatlon)
+
At
WlIl
Effect; The
seer
teleports up to
3
squares.
Bend Space (te leporta tlon) Recharge [;i 1TII
Trl9 er:
An
attack hits
the
seer,
Effect
ImmedIate Interrupt
);
The seer teleporu up to 3 squares.
Str
10 (+5) Dex 14 (+7) Wis 8 (+4)
Con 14 (+7) Int
I I
(+
11
) Cha 18 (+9)
Alignment
evil Languages
Deep
Speech, t
elepathy
1
0
Equipment staff
Foulspawn
Hulk(H
I Level
12
Brute
Lug . h, rr,"H hum,,,,,,,. XP 700
HP 150; Bloodied 75
AC
24,
Fortitud
e
27 (29
while bloodied),
Reflex 22. Will 22
Speed 8
Immune fear
D
Slam. AtWlIl
Initiative +8
Perception
+9
Low
. light vision
Attock; Melee 2 (o ne creatu re); +17 vs. AC, or +19
vs.
AC while
the hulk Is bloodied.
Hit; 3d8 + 12 damage. or 4d8 + 15 while the hulk
Is
bloodi
ed.
5tr 24 +13) Dex 14 (+8) Wis 7 (+ 4)
Con 20(+11 ) Int 7(+4)
Cha14
(+8)
Alignment
evil languages Deep Speech. telepathy 1 0
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Event 6: Transformation
Combat Encounter Lcvcl12 (
3,
625
XP)
With
th
e arri
va
l
of
the par
ty.
O
rn
aranthax believes it
has run out of ime. Its
vi
sions have alerted it that its
p
ur
suers re main , and it has chosen this chamber to
make
its fi
nal stand.
Ught:
Lu
minescent moss growing throughout the
room p
ro
vides dim
li
ght.
Mons
ters:
Omaranthax. warped beholder (0): 10
foulspawn wre tches (VV); 3 warped gas spores (G).
When the c
haracters enter
,
read
:
Hideous /aI/allIer dnmders
thnJUiflwuf
the
cavern.
\Vhen It dies
down, a \'Oia mUs ouf in a aoakill8'OI18ue laced with ethereal
SCl'MII1S
and
echoil1l
wind chimes.
Amid UI( cacophony.
oords
appear
in
yo
ur lIIil1d in
your native 10l'8UI:'.
~ L i f f
birds, li
ttle r s l ~
the voice rasps "Have
) O
ll
emile fwe to
peclt
flU fa deafh? My
lransfonnarion
Is
almost compl
ete
.
hal
hope
hm't
you
CJ8ainst the power
of
Omamn haxf
A moo/tillB
sack offlesh
slow r descends from the 8loom.
If
loolts similar to
a
Jeholder,
bUI eac
h eye
stalk is tipped
willI
a SJIla
fal18ed
mouth drippl rl8 sallva and snappitIjJ at ' he
air. GIowi118 blue si.qils- spcHscars- mark Ihe creafUre's
Bray
flesh. A
larse
eye aazes from w lere
a beholder's mo
uth
would
be. The white
of he f')t
bu
laes anainsf the ri 8
offatIjJ5
fhat
surrounds
il
l.ny dowl
Vurweapons and
implements of power.
and
you
mi.qh
ive 10 see my
Iml1sforma
t
ioll,
M
says
the
crearm-e.
l 1tree more beholders bob inlo position
arou
ndyou. The
Cn 'a
tu res'fealures are horribly dlsjl8ured, makil18 chern
almost
unreCOBnizable.
Behind
thelll
,
a
thron8
offoulspawn
emeryes
Jrom t
he
shadows. The creatures
beat
their
cheslS
and
shout irlSullS ill Deep Speech.
Parle
y with Omaranthax
Omaranth
ax
opens a diaJogue with the character
s.
If
the party ignores
th
e beholder and dives directly into
battle, you can skip this secti on.
Omara nth
ax is
arrogan
t.
'Ib it, the people of thc
Realms are mere playthin
gs. Wh
en speaking, it often
refers to itselfin the third perso n. Omarnnthax vows to
spare the characters' puny lives jfthe group witnesses
its fin aJ transfonnation and delivers word back to the
Black Arro
ws.
The
ad
venturers have only
to
drop their
weapons and implements as ordered.
If h
e characters
drop their weapons, Omarantbax demands tlley kick
their \veapons 2 squares m
Vdy Aft
er a
ll
the characters
have been separated &om the \
ve
apons and implement
s,
Omaranth ax orders the unarmed party murdered.
During the exc
hange. the characters ha
ve
an
opportunity to ga
ther
in
fo
rmat ion.
Insight DC 2 5: The character intuits Umt Oma
ranthax is being decept ive in its vow not to harm the
ch aracters.
Nature
DC
17:
The beholders o
th
er
th
an
Oma
ranthax ha
ve
threadlike filaments hanging fro m them .
Success grants a +2 bonus to a monster kn owl
edge
check to
Id
entify the gas spores.
Monst
er Knowledge Check: An y character who
succeeds on a trained DC 25 A
rc
ana or Dungeoneer
ing ch
ec
k Identifies
th
e fake
beholders
as gas spores.
Battling
Omaranthax
Aft
e r the short discussion. battle Inevitably begi n
s,
Durin
g the melee.
Oma
ran
th
ax laughs
man
iacally
and speaks ofl ts immin
en
t transfo
nnati
on.
As
th e battle begins ,
read:
The
misshapen beholder lauy 1S
Ixdefolly
then
SCn alllS into
your mind.
MKiII
them
Kill litem
a1ll
f want their
l
leads "
RJdge : NaturaJ steps lead up one side of this raised
are
a. TI
lese steps are difficult terraJ
n.
The ridge is
10
feet high (DC 15 Athle tics to cl imb
).
Tactics: Oma ranthax uses far rift to split the party,
It te leports weaker targets closer and drops brawny
attackers adjacent to its a
Hi
es. Wh en it is bloodied.
proc
ee
d to the "FinaJe" section below.
The abe
rrant
gas spores havc malign c
unning.
They grab enemies and get in position to do as m uch
damage as possible when they die,
Omaranthax
an
d its followers fight to the death.
even when
th
e cave begins to crash down around
them (sec below).
Finale
Omarantllax transforms when
fi
r
st
bloodied, urueash
ing a wave of ener
gy
tJm
t triggers a collapse of the cave.
Wh
en
Omaranthax
is first
bloodied
, read:
You scan a blow thaI uruieadies Omara lllltax momentarily.
The beholder convulses
as
ilS
bui8h'8 while eye erupts
i11l0
the air
at dll
end of
a
tltick eye
st
alk.
and
tlte thil18's dislo
catedJaw hal18s limp and slawrltt,9.
"Halt.hah Yes Now Jsee/lne power is mine/" it cries.
The beholder's spel scars Blow rhythmicalJy. then
shine
\ ~ t t
a
deepcrimsonlwht
B
riUia
nl arcs
of hat
'
Wlt
l
radiale
ill
all direc
tions. slall1ml"8
into
the
loor;
dlt
walls.
and
Iheceil
if
l8
_
TIlt
entire
room sltudders.
R
ocks begin
ID
fall
from tilt
ceiliJ'8-
Cave In: Rocks faU from the
ce
Hing as the room
collapses . At th e end of each round , roll an attack
against
eac
h creatu re in the room; +
13
vs. Reflex;
IdlO + 4 damage; on a critical hit, the target
fall
s
prone. Then roll a
d6 and
subt ract the
numbe
r of
ro
unds the c
av
ein has gone o n. On a result of 0
or
lower. the caveln stops.
Othe
rwise,
th
e collapse con
tinues d
ur
ing
th
e next rou nd .
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Warped
Beholder
0 ) level
10
Solo
Artillery
l.u ('
,llwrran
rna
'I{al
heJ\
(h llnd) XP 2 500
HP 424; Bloodied 212
AC
24, Fortitude 22, Reflex 22, Will 22
Sp
ee
d
0, ly
4 (hover)
SilVing Throws +5; Action P
oints
2
(}
Horrlfytng
Vi
sage
(fear
) . Aura 2
Slam. At
-Will
Auack: Melee 1 (one creature); +15 vs. AC
Hi :
2d12 + 5 damage.
Eyutalk At tack +
At-Will
Initiative +10
Perception +10
Oarkvlslon
Effe
ct:
Omaranthax uses twa
of
the following attacks. This attack
does not provoke opportunity attacks.
1. Blue Flame Wove
(fo
rce): Close blast 3 (enemies
In
he blast);
+13
vs.
Fortitude;
1d6
+ 10 force damage, and the target
Is
slowed (save ends).
2.llshtnlns
TOf18ue
(lightning): Ranged 5 (one creature):
+1
5
V5.
Reflex;
2d8
+
10
lightning damage, and Omaran
thax pulls the target up
to
5 squares.
3. Far Rift (psychic, teleportatlon): Area burst 1 within
10
(enemies
in
the burst); +15
vs
.
Will:
ld6 +
10
psychic
damage, Omaranthax teleports
the
target up to 4 squares.
and Omaranthax teleports
up
to
4 squares.
4. Crippled
Stalk:
Melee 2 (one creature): +
lS vs. AC;
2d12 + 5 damage.
S. Dlslnte8rou
Ray.
Ranged
10
(one creature); +
15
vs.
Fortitud
e; 1dl
0 + 5 damage. and ongoing 1 0 damage (save
ends).
6. Stlf18if18 Swarm (polson): Close blast 3 (enemies In the
blast): +13 vs. Fortitude: ld6 +
10
polson damage.
Effect;
The blast creates a zone that
Is
lightly ob5(ured and
lasts until the end ofOmar.mthaxs next turn.
Any
enemy
that ends
Its
turn
in
the
"i
one takes 5 poison damage.
10 Faulspawn
Wreh:hes(W)
level 7 Minion
Skirmisher
SmJ
II
aherran humanoid XP 75
( . I t
h
HP 1;
a missed attack never damages a minion.
AC 21, Fortitude 19, Reflex
20,
Will 19
I
Inld
atlve+l0
Percep tion
+5
I
Any enemy adjacent
to tw or
more fouls pawn wretches
takes
I
C - A tWfIl
Attock: Melee 1
(o
ne creature): +12
vs.
AC
Hit:
7 damage, and a foulspawn wretch
ally
within 6 squares
can
te
l
eport to
a square adjacent
to
the target.
..
Sl:reamlng Echo (te le portation)
Tri88er:
The wretch drops
to
0 hit points.
Effect Immediate Inte"upt): The wretch teleports a nonmln
Ion
ally within 6 squares
of
Itself
to
the square
the
wretch
occupies.
Str14(
+S)
Con 16 (+6)
Alignment
evi
l
D o
20
(+8)
Int
16 (+
6)
W is 14
5 )
Cha17
(+
6)
l imguilges Deep Speech, telepathy
10
7.
Pla8ue
Ray (necrotic): Ranged
10
(one creature); +15 VS
Ref
lex;
ld1 0
+
10
necrotic damage, and the target is weak
ened (save ends).
8. Cerulean Ray
(
fo
rce);
Ra
nged 10 (one creature);
+15
vs.
Reflex; 2d12 + 5 force damage. Omaranthax slides the
target up
to
S squares, and
the
targe t falls prone.
9.
Berserker
Roy
(charm): Ranged 10 (one creature); 15
vs
.
Will;
until the end ofthe target's next turn, the target must
use its standard action
to
make an
at
wlll
attack against
a
ra ndom creature. Further. the target's allies provoke
opportunity attacks from
the
target, which must make any
opportunity attack
It
can.
10.
Freeze
Ray(cold): Ranged
10
(one creature); +15 vs. Reflex;
2d6
+
10
cold damage. and the target is Immobilized
(save ends).
First Foiled
5ovin8 Throw:
The target is petrified
(save
ends).
MInd Wipe
+ AI-WIll
(l /round)
Attock; CI05e blast 5
(e
nemies in the blast): +13
vs
. Will
HIt:
The target cannot use dally attack powers and is dazed until
I
Trl88er: Omaranthax Is conscious and an enemy
starts
Its turn
within 5 squares
of
him.
Effect (No Action); Omaranthax uses one random eyestalk attack.
He must target the triggering enemy If he can.
Str
20(+10) Dex
21 (+10
) Wfs 10 (+5)
Con
18
(+9) Int ~ Cha
20 (+10
)
Alignment
evil
l anguages Deep Speech, telepathy
10
3 Warped Gas
Spores (G)
level
10 Minion Brute
Lltge .Iherrant
b e J ~
(h lind. pliln\l XP 1}5 ('adl
HP 1;
a missed attack never damages a minion.
AC 22. Fortltude 20, Reflex 22, Wilt 21
Speed
O fly
4 (hover)
Immune blind, gaze effects
o
HorrifyInc
Ybap
rear)
+
Auq 2
Initiative +9
P
ercep
tion +8
Blindsight
10
Enemies within Ihe aura grant comb
at
advantage.
STANDARD A CTIONS
D Tendrils (polson)
+ At
WiII
Attack; Melee 1 (one creature); +1S vs. AC
HIt:
11 polson damage. and the target is grabbed (escape DC
18). While grabbing a target.
the
spore can use tendrils only
I
Tri88er: The spore drops
to
0 hit points.
Attad (
Fr
eeActian): Close burst 2 (non-aberrant creatures
In
the
burst); +13 vs. Will
HIt: 11 polson and psychic damage.
Miss: S poison and psychic damage.
Str
12 (+6) Dell 18 (+9)
Con 14
(+7)
Int 4 (+2)
Wfs
16 (+
8)
Cha 8 (+4)
Alignment evil
l anguages Deep Speech
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16/18
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CONCLUDING THE
ADVENTURE
When the
characters emerge from
the
cave,
the
Black
Arrows crupt in cheers. The warriors lift the heroes
over their heads and carry them back to Arak Logan's
camp while shouting praises.
Since
the
characters'
departure the
half-elf has
gathered what
treasure
he
could find as a reward.
Between looting foulspawn corpses and confiscating
spoils his men tucked away, he has collected a tidy
sum. He presents the characters with an oak chest
containing
1 200
gpo 5 perfect moonstones (100
gp each). a stunning aquamarine (500 gp). and one
magic item ofthe party's level Id 4 .
Arak Logan
is interested
to
hear the tale of the
adventure. Tfthe adventurers failed to use the dead
words manacle, Arak Logan
thanks
them and
imme
diately dispatches warriors to recover Omaran thax's
body. Rituals might stiU allow them to
gather
intel
ligence from the corpse. If he characters deliver the
dead words
manacle with the beholder's spirit within
it
Arak Logan
is
overjoyed.
f he
adventurers also
saved Kilna from the cave, Logan is moved almost to
tears. (Kilna has lost
the
stomach for
the
fight,
and
he
makes plans to retire.)
If the characters completed at least one quest,
Logan slices his hand with his dagger and vows by his
blood, From this day forward, the Black Arrows are
enemies ofyour enemies.and protectors of your allies.
If
ever you have a need,
the
Black Arrows pledge
their
aid for as long as I shall live.
During
an evening of feasting, if you want,
Arak
tries
to
recruit
the characters
10
the cause
of
the
Cclestian Order. He vouches for them
if
hey wish to
jo
in. More information about
the order can
be found
in Dra8 n
375
About the Author
As of his writing. lobe
Bittman
is the reigning King
of Monsters at Kobold Quarterly His design work has
appeared in publications by Goodman Games and
Open
Design. You can find more of his ramblings at
his blog,
www meta8amemastery com
or on Twitter
(@metaDM).
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SHOW THIS
EHOLDER
WHO'S
Boss
The Keepers
of
the Celestian Order, vaJiant defenders
dedicated to destroying horrors from the Far Realm, have
trapped a beholder in its lair. However. the evil aberration
has proven far more dangerous than expected, and the
Keepers need the help of adventurers to end the threat
of
Omaranthax
once and
for all.
This D UNGEONS & R GONS Roleplayir 8
ame
adventure,
created
for Free
RPG
Day
20 1
2
pits
player characters
against a mutated beholder and its vile lUlderlings.
Although set in the
FORGOTIE
N
REALMs
campaign setting,
the adventure can be easily adapted to any O D*' world.
DUNGEONSANODRAGONS.COM
I . D :-
I N S I K
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...t . . . . . . a I _ J .... c -UC . . . .USA.,. ,._SO _
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na..-.. rn -- ' I l IJ
Pln.l.Wll lAZ.u