Dead In The Eye

download Dead In The Eye

of 18

Transcript of Dead In The Eye

  • 8/11/2019 Dead In The Eye

    1/18

  • 8/11/2019 Dead In The Eye

    2/18

    DE D IN THE EYE

    ROLEPL YING G ME

    DVENTURE

    Jobe ittman

  • 8/11/2019 Dead In The Eye

    3/18

    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

  • 8/11/2019 Dead In The Eye

    4/18

    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.

  • 8/11/2019 Dead In The Eye

    5/18

    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

  • 8/11/2019 Dead In The Eye

    6/18

    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.

  • 8/11/2019 Dead In The Eye

    7/18

    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

  • 8/11/2019 Dead In The Eye

    8/18

    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

  • 8/11/2019 Dead In The Eye

    9/18

    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.

  • 8/11/2019 Dead In The Eye

    10/18

    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).

  • 8/11/2019 Dead In The Eye

    11/18

    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

  • 8/11/2019 Dead In The Eye

    12/18

  • 8/11/2019 Dead In The Eye

    13/18

    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

  • 8/11/2019 Dead In The Eye

    14/18

    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 .

  • 8/11/2019 Dead In The Eye

    15/18

    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

  • 8/11/2019 Dead In The Eye

    16/18

  • 8/11/2019 Dead In The Eye

    17/18

    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).

  • 8/11/2019 Dead In The Eye

    18/18

    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

    . _ . . . t o . . ~

    e } ( l 1 1 _ a l , , , C - W : C - _ t . , . _ 1 O O O . X I 1 0 l O ' l _ c - . ~ . ~ n . w l

    ...t . . . . . . a I _ J .... c -UC . . . .USA.,. ,._SO _

    . c -

    r..llOO

    na..-.. rn -- ' I l IJ

    Pln.l.Wll lAZ.u