Dungeon Crawl Classics - The God-Seed Awakens (DCC)
Dungeon Crawl Classics - The God-Seed Awakens (DCC)
Paul Wolfe
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The god seed awakens
A pulp weird adventure
For the dungeon crawl classics RPG
The God Seed Awakens is a production of Mystic Bull
Games © 2014, All Rights Reserved.
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HISTORY CURRENT SITUATION
In the distant reaches of time, the god Akavala On this world, Akavala’s seed has lain dormant under
dominated the world of Urun, appearing as a great, Mount Welwood since before time was counted.
world-spanning tree. Its roots delved deep into the Slowly its roots seek the sea – the god-tree feeds most
underworld, its branches and leaves filled the sky and efficiently on salt water. Within the seed are the god-
its flowering crown touched the very edge of reality. seed’s servants, animated tendrils of plant-like material
All creatures were the children of this god, and it that build and repair structures within the seed. These
provided everything that its children required. servants also collect creatures from subjugate worlds,
confining them to stasis chambers within the seed to
But the end of growth is stagnation, and Akavala had
be converted either to future slave-defenders of the
other desires. The world constrained it. A powerful
nascent god-tree or mulched into nutrients.
drive to expand still boiled within the Ravenous Tree.
As its roots, leaves and flowers pressed against the Two of these future defenders, formidable dragon-
bounds of reality, the god’s essence discovered the like creatures called Achechari, have broken free from
existence of other worlds —even other universes full their prisons inside the seed and escaped into the
of worlds. With all its great power, Akavala pressed underworld below Mount Welwood. As the servants
against the borders of reality, and in so doing, broke of the seed repair the damage, the two achechari have
the world of Urun. Many of its children perished, separately gathered servants and devotees from the
and many more became ever more devoted servants, races of the upper and lower world, their intentions to
moving into Akavala’s stem, boughs and leaves to remain free and destroy their oppressor.
offer leal service and protection. Those who survived
Shaloth, an achechari brood female, lies mortally
and did not join with the great tree were left on
wounded by the eons spent within the seed, but
drifting islands of rock in a sea of shadows and air.
quickly began whelping eggs. Shaloth attracted a
Fueled by the breaking of the world, Akavala’s roots cult of human followers who enact twisted rituals to
thrust through arcane portals into the earth and seas transform themselves into achechari-like humanoids
of other worlds. Leaves flourished in dimensions of that they call Achari. Their rituals and worship have
life-giving light and air, and the center of Akavala’s given Shaloth great power, though her physical form
essence and engine of its continued expansion – the wanes.
great flower – created a dimension all its own. From
Daeroth, unharmed by his stay within the seed’s
this vantage, Akavala could touch all of reality and
prison, drew to him a race of leech-like humanoids
spread its seeds throughout the multiverse. Before
called the tuegel and has captured several of his sister’s
long, aspects of the Ravenous Tree sprouted from
eggs. Though he seeks to consolidate power within
these seeds. At once separate and the same as the
the underworld, his ultimate goal is to lead an army
mother, they grew and consumed other worlds.
of achechari into the lands above. The tuegel care for
How does one measure time between universes? the eggs and the hatchlings, while Daeroth’s dreams of
Perhaps centuries passed; perhaps seconds; perhaps power fester.
eons. Eventually the Ravenous Tree reached a world
Though both achechari believe they’ve escaped the
where a man was able to resist its growth. Perhaps
clutches of Akavala, and while their exit severely
a god, perhaps a hero from simple beginnings, this
crippled the seed on this dimension, the servants of
man was able to raise an army to fight the incursion.
the Ravenous Tree roam the underworld, seeking to
He destroyed the god-seed on his world and passed
recapture their prizes and others that can be converted
through into the shattered realm of Urun to take the
to future defenders or mulched into nutrients for the
fight directly to Akavala. There he organized the rebel
burgeoning seed.
children of Urun and, waged a war the likes of which
was never seen beneath the Ravenous Tree’s waving SUGGESTED HOOKS
boughs. The Fhyrian, tiger women of the Shattered
Isles, tell the story of a titanic battle: the rebel forces, The recent activity in the Mount Welwood area
with their otherworldly general in the lead, mounted has drawn the attention of many powerful beings.
on great feathered dragons fought against the Incursions of dimension-spanning god-trees, the
defenders of Akavala and the god-tree itself. They escape of the achechari and ascension of Shaloth
further speak of the outlander’s struggle with the to something even more powerful, as well as the
very essence of Akavala. It is said that Ravenous Tree involvement of Hecate’s servant, Nava Sol, should stir
transformed the man into stone and threw him into up more than enough trouble, both supernatural and
the variegated dimensions, there to ever drift as a mundane. Various rumors, hooks and information
testament to its power. are detailed in Appendix R: Rumors, Aims and Plots.
Doubtless, judges can insert other hooks relevant
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to their campaign worlds. Also, depending on There is a 1 in 6 chance that 1d3 cultists from Area 6
the PCs actions and interactions with the various are keeping watch on the entrance. If encountered,
factions under Mount Welwood, PCs may oppose or they yell wildly and flee back to their camp. Only the
champion various goals and plans there, as detailed in most devoted are given watch duty, and thus fight to
relevant areas. the death if detained.
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amongst the cave formations seems to glow in the light.
Cave rays (8) cluster behind the webs. They are
attracted to light, though avoid attacking anyone
holding an open flame. Buried under the filth near
the eastern wall is the body of an adventurer. His
flesh has been stripped by cave rays and vermin, and
the skeleton’s leg is badly broken in several places.
The body lies on a small steel box in the remains of
a rotted leather backpack. The lock is rusted shut,
but the box contains 300 sp and a moldering letter
stating that the coins are final payment for a debt
from a merchant to a jeweler in a nearby city. Digging
through the muck requires a Fortitude save (DC 9)
or the victim suffers from a mild intestinal disorder
(incubates after 24 hours; 1 Stamina damage per day
that cannot be healed naturally until the disease is
cured).
Cave Ray (8): Init +4; Atk tail slash +4 melee (1d6) or
web line +6 ranged (see below); AC 16; HD 4d6; hp:
12 each; MV 15’ or fly 40’; Act 2d20 ; SP web line 60’,
implant egg; SV Ref +6, Fort +2, Will +2; AL N
Cave rays are flying stingray-like creatures with
insectile legs and mandibles. Cave rays shoot a sticky
and very strong web line at their prey as they fly
over, attempting to entangle the victim. Typically,
the pod of rays selects one target to immobilize. Once
immobilized, the cave ray lands on the victim and
bites, injecting hundreds of eggs into the wound.
The webs are not flammable when initially extruded,
though the web line dries in 1d3+1 rounds and can produces up to 2 cave rays. The infestation may be
be burned away. NOTE: The cave ray nest is kept cured as a disease.
continually damp and cannot be fired by mundane
means. Fire-based magical attacks do 1 die step lower Area 4 – The Witch’s Chambers
on the dice chain in damage. NOTE: This passageway is guarded by Gakim, a
Cave rays can also attack with their spiked tails, as a shadefire demon and Nava Sol’s familiar (described
flyby attack, though they rarely do so. below). It lurks in the shadows of cave formations
along the walls and ceiling. The demon does not
Web Line: The cave ray web line is incredibly strong attack unless the secret door is discovered, and then
and sticky. Each cave ray shoots one line at a victim only if clearly superior to the foe. Otherwise, it uses its
up to 60’ away. With a successful attack, the victim abilities to silently and invisibly follow the party into
must make a Reflex save (DC 14) or become entangled Nava’s lair, striking when most advantageous.
and immobilized. A Strength check (DC 10+1 per line
attached) in subsequent rounds may be attempted in The secret door is concealed by an illusory wall
order to escape. and cave formations (Will DC 18 to see through the
illusion), locked (DC 15 to open), and magically
Implant Egg: The cave ray lands on an immobile alarmed (a loud, insect-like buzzing that continues for
victim and bites for 1 hp of damage while injecting 1d4 rounds; This draws Nava to her lair within 1 turn,
hundreds of eggs in the wound. The victim must if she’s absent and also alerts the tokar in Area 5.) The
make a Fortitude save (DC 12+1 per additional alarm can be detected and disabled by a thief (DC 18).
implantation) to reject the eggs. Otherwise, the eggs
incubate for 3d6 hours, hatching larva which deal 1d6 These are the quarters of Nava Sol, a wizard that has
hp damage per round, per implantation until the host come at the behest of her patron Hecate to investigate
is dead. The larva then consume the corpse (and each and keep tabs on the situation with the achechari.
other) over the course of a few months while they There is only a 1 in 10 chance that she is in her
molt into full grown cave rays. One human corpse quarters at any given time, though she returns 1d12
hours after the characters arrive here. Nava spends
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most of the time invisibly spying on the cultists and and report on activities within the lower caves, she
the rites at their makeshift temple to Shaloth (see provides any female wizards one of her spells. She is
Areas 6 and 7a). just as likely to betray the party as make good on any
promises, however.
If encountered here, she does not attack unless
forced to – preferring to use her wiles, and spells (if 4a) This hallway has white brick walls and a flag-
necessary) to enlist the characters to her cause. Nava is stone floor. A Rune of Immobility (Will DC 20) is etched
a scheming and capricious creature, but pretends to be into the face of the southern door (see the spell Runic
a scholarly wizard eager to share her knowledge with Alphabet, Mortal in the Core Rules). A pit trap drops
neophytes – especially female wizards and elves. If victims into a 30’ shaft ending in a cesspit 20’ deep.
need be, she enslaves male characters with her spells The fall deals no damage, but exposure to this filth
and attempts to convert females to the cult of Hecate. requires characters to make a Fortitude save (DC
Her knowledge of the cultists and the tokar is near 12) or suffer from a debilitating parasitic infestation
complete – she can describe the rituals, knows the (Incubates within 48 hours; -1 Agility per day; cannot
origin and purpose of the achari, understands the be naturally healed). An immobilized character who
relationship between Sabella and Terek, the tokar drops into the cesspit runs a real risk of drowning.
prophet, and has even spied on the trysting cult leader
and Ulur. She also knows about both the cave ray lair 4b) This rich foyer and sitting room contains several
(Area 3) and the Hidden Gallery, though she has not overstuffed chairs, a chessboard (golden queen chess
ventured beyond the Crowded Chamber (Area 8). She pieces – 50 gp each), a bookshelf containing 20 leather
knows of both the tuegel and Daeroth (Areas 20 and bound books detailing the life of Zum the Ancient, a
21) and the collectors (she has not ventured beyond crime solving philosopher (10 gp each), and a painting
the Morass, Area 17). If the characters agree to spy on of a bucolic garden party. If the painting is viewed
for longer than a round, all viewers must make a Will
save (DC 14). If successful, the scene in the painting
subtly changes to one of horrific demonic torture and
debauchery. The painting is worth 500 gp, but only to
very twisted buyers.
At a command from either Nava or Gakim, one of the
demons steps out of the painting and follows their
orders. If ordered to attack, the Flat Demon does so
until destroyed (see below).
4c) A long work table, bookshelf containing 2d10
alchemical reference works (80 gp each), and vari-
ous jars, nets, bundles and other containers holding
various alchemical substances and spell components
(250gp), and a well of silver ink (100 gp) clutters this
room. Nava Sol’s spellbooks are stacked on the table
beside the perfectly preserved and dissected body of
an achari. The spellbooks have the Rune of Immobility
carved into their covers (Will DC 21).
4d) The door to this chamber is locked. This cluttered
storage room holds trunks of clothing, stacks of
cleaning supplies, buckets, and the like. Stone shelves
along the east and west walls contain flasks of water
and preserved rations. In one of the trunks is a silver
dagger (50 gp).
4e) This room contains a richly appointed bedroom
with a canopy bed and silken sheets (30 gp), a small
dining table, a ceramic chamber pot decorated
with golden runes (50 gp, if cleaned), silver dishes
and flatware (150 gp), and a brazier with perfumed
charcoal. A closed iron maiden sits in the southeastern
corner. A zombie clad in a leather gladiator outfit and
matching hood is impaled within. It moans if the iron
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maiden is opened, but otherwise does not attack. fire pits. The males and Terek are rarely all here
at the same time, as they keep vigil over Shaloth
Gakim, Shadefire Demonic Familiar: Init +2; Atk
in anticipation of a birth and transformation ritual
bite +4 melee (1d6+2) and breath weapon; AC 15; HD
(see Area 7a). Roll a 1d6 when the party enters this
3d6+2; hp: 18; MV 40’, climb 20’; Act 1d20 ; SP Breath
room, the result of which is the number of male tokar
Weapon (3/day); Darkness (as per the spell; +4 Spell
present (Ulur is present on a 5; Terek is only present
Check), Half damage from non-magical weapons,
on a roll of 6).
Immune to normal fire, half damage from magical fire;
SV Ref +5, Fort +5, Will +3; AL C Terek foretold the coming of Shaloth to his tribe and
of the eventual transformation of the tokar race and
Gakim appears as a shadowy hound-like creature
ascension into powerful achechari god beings. The
surrounded in billowing black flames. It is about the
prophet went into exile, along with his clan, and they
size of a dire wolf with forelegs that resemble human
journeyed here following Terek’s reveries with the
arms with clawed hands. Three times per day it can
dying achechari. He and his clan are fiercely devoted
emit a cone of irradiated heat (cone 10’ w x 30’ long;
to Shaloth, and though suspicious of strangers, are not
Ref DC 13 or catch on fire; 2d6 damage +1d4 damage
immediately hostile. They are allied with Sabella’s cult
per round for 1d3 rounds).
at present, but choose to live apart.
Nava Sol, Witch of Hecate: Init +0; Atk poisoned
Terek barely disguises his ambition to have one
dagger +2 melee (1d4+poison); AC 10; HD 3d4+22; hp:
of his tribesmen be the subject of the Ritual of the
31; MV 30’; Act 1d20 ; SP Spells, Poison (DC 13 or 1d3
Achari. Sabella has not yet allowed it, as she is unsure
Strength damage per hour); SV Ref +1, Fort +2, Will
whether the ritual would work with the tokar. If
+4; AL C
somehow befriended, Terek urges his allies to either
Spells (Spell Check +9): Charm Person, Spider Climb, convince the priestess to allow the ritual or to do away
Runic Alphabet (Mortal), Find Familiar, Flaming Hands, with her completely.
Invoke Patron (Hecate, Spell Check +11), Chill Touch
Terek’s most trusted warrior, Ulur, is currently
(Patron Spell, Spell Check +11), Invisibility.
engaged in a secret affair with the priestess Sabella.
Nava is a young and quite beautiful witch who is He knows of Terek’s ambitions and his visions of
totally dedicated to the tenets of Hecate. When in
the throes of Hecate’s power, her beauty is terrible to
behold.
NOTE: The patron Hecate is detailed in Angels,
Daemons and Beings Between from Dragon’s Hoard
Publishing. The details of the Invoke Patron spell are
reproduced in Appendix M: Magic.
Flat Demon: Init +1; Atk slashing edges +6 melee
(1d8+2); AC 16; HD 2d12+2; hp: 20; MV 20’, fly 30’;
Act 1d20 ; SP Type I demon traits, immune to all
bludgeoning damage; SV Ref +6, Fort +4, Will +2; AL
C
The flat demon is a two-dimensional animated
painting of a traditional demon (red-skinned
humanoid with hoofed feet, a barbed tail, and horns).
When it turns its side to combatants, the thing seems
to disappear.
Area 5 – Gathering of the Tokar
The stink of unwashed bodies, mildew and smoke washes
out of this sunken natural cave. The southern niche is
crowded with tall mushrooms and other fungi, though
a path down to a pool of water can be seen. Sheets of
multicolored fungi cling to the walls and ceilings.
This cavern is home to Terek, a tokar seer, and his
clan. There are 5 other adult males, 3 females and 6
children in squalid conditions around smoldering
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tokar ascendancy, but has not, as yet, betrayed this The cultists are devoted to Sabella and Shaloth,
information to Sabella. The massive tokar wields a though only a few know that they are destined for the
magical flint broadsword called Umber (see Appendix transformation ritual – which results in either death
M: Magic) and believes himself to be the first or rebirth as an achari. The achari are near mindless
ascendant described in Terek’s prophecies. servants to the cultists, but are devoted to their
progenitor and Sabella, by proxy. At any given time,
The clan has a chest full of treasure, looted from a
there are also 2d4 “guests.” These are commoners and
shrine encountered during their journey here. Within
others convinced to join the cult, but not necessarily
the locked (DC 15) chest are a black velvet bag of
considered among the devoted. These newcomers are
12 sapphires worth 1d3x100 gp each, 657 gp (in
confined to a hut until accepted as cultists, or until
various coins) and a leather case holding two potions
Sabella needs them for her rituals (willing or not).
(Levitation: ½ normal duration and Poison: Fort DC 15
or lose 1d3 Agility and paralyzed for 1d10 turns). The initial demeanor of the cultists is guarded,
however; they are not necessarily aggressive. If
Tokar Warriors (4): Init +2; Atk Great Spear +5 melee
somehow befriended, cultists divulge common
or ranged (1d10+2); AC 16; HD 4d8+4; hp: 24 each;
knowledge and possibly more (see Appendix
MV 30’; Act 1d20 ; SV Ref +2, Fort +6, Will +3; AL N
R: Rumors, Visions, and Plots). The achari are
Ulur, Tokar Warchief: Init +6; Atk Umber, Flint uninterested at best, and treat any aggressive behavior
Broadsword +9 melee (2d4+4); AC 16; HD 6d8+4; hp: as a threat to their goddess.
34; MV 30’; Act 2d20 ; SV Ref +4, Fort +8, Will +3; AL
Sabella is particularly keen on two things: Converts
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to the cause and destroying any who would oppose
Terek, Tokar Prophet: Init +4; Atk warhammer +5 Shaloth (including Daeroth, his tuegel minions and
melee (1d10+4); AC 16; HD 4d8+4; hp: 25; MV 30’; Act the god-seed’s servants). She, of course, knows almost
1d20 ; SP Spells; SV Ref +1, Fort +6, Will +5; AL N everything, but will only divulge information to
Spells (Spell Check +5): Invoke Patron (Shaloth), those bound to Shaloth and then only if necessary to
Blessing, Food of the Gods, Second Sight, Neutralize poison support her aims. She provides arcane assistance, as
or disease, Paralysis well as bolstering the group’s ranks with cultists, to
any that convert to the cause (accept a Patron Bond
Tokar Females (3): Init +2; Atk Fists +5 melee (1d6+2); to Shaloth) and pledge to destroy the demi-god’s
AC 16; HD 4d8+4; hp: 24 each; MV 30’; Act 1d20 ; SV enemies in the lower caves. Finally, Sabella is aware of
Ref +2, Fort +6, Will +3; AL N the ambitions and growing frustrations of Terek, the
Tokar are broad humanoids about 5’ tall with dead tokar prophet, though she does not suspect treachery;
grey skin and shaggy white hair on their heads. Fierce she is the paramour of one of Terek’s trusted warriors,
warriors, tokar are only semi-intelligent (average Ulur. The two tryst in an empty chamber (Area 2)
intelligence 5) and are rarely hostile unless provoked. when the opportunity presents itself, typically after a
Females generally only fight to defend their young, successful ritual.
but are otherwise equal to the males. Terek is a rare Any captured party members are drugged (Fort DC
example of a very intelligent tokar (Intelligence 13). 15 or incapacitated for 2d12 hours) and held in one of
the huts until the cult sacrifices them to the hatchlings
Area 6 – Cultist Camp
(Area 7) or Shaloth (Area 7a).
Clustered near the sloping shore of a dark underground
There are 12 canoes at the water’s edge. Each will hold
lake are rude shelters composed of skins, wattle and mud.
three human-sized occupants. The barge holds up to
Several humans in ragged clothing crouch in groups
12 human-sized occupants but requires one strong
around smoldering fires or dim lamps. Among the groups
puller per four occupants to get across the lake to
are a few large humanoids covered in glittering feathers.
Area 7a.
These larger creatures have wide mandibles and iridescent
insect-like eyes. At the water’s edge are several canoes and The cultists and camp are rather poor, but Sabella
a wide wooden barge attached to a rope secured to the cave keeps a locked chest in her quarters that contains
wall with a complex pulley system. The other end of the various golden and silver implements used in the
rope droops off into the water to the east. rituals; the Ritual of the Achari requires 1,000 gp of
material components. There is enough material to
There are 30 cultists to Shaloth as well as 20 achari. At
fuel 2d3 rituals. When the necessary components
any given time, 1d10+10 of the cultists and 1d5+5 of
fall below 2,000 gp, Sabella sends out raiding and
the achari are in the camp; the rest are in the Cathedral
conversion parties.
(Area 7a). Sabella, the cult leader, is only rarely in the
camp (1 in 10 chance per day), spending most of her
time in reverie with her god Shaloth (Area 7a).
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super-heated air), Magic Shield, Ray of Enfeeblement,
Roar of the Achechari (Scare with the manifestation of a
partial transformation into an achechari)
Sabella is an older woman with steel-grey hair done
up in a tight bun. Unlike her charges, she wears fine
robes stitched with golden runes (200 gp).
Area 7 – Great Spring
Other than an occasional ring of ripples, this dark lake lies
still. The roar of an underground waterfall echoes nearby
from the south.
This fathomless pool flows over an 80’ tall cliff to Area
15. Navigating the lake is tricky in canoes or other
small craft. If skirting the northern wall, rowers must
make a Strength check (DC 5 – multiple rowers may
combine rolls) to keep the boat true. For every 10’
closer to the waterfall, the DC increases by 1. Within
30’ of the waterfall, the total DC is 15. Within 20’, the
DC is 18. Inside 10’, the boat is automatically lost to
the falls. Roll 12d6 damage (just to be fair), but this
likely kills everyone in the boat, barring magical
protections and aides.
Crayfish, blind cave fish and long flat worms, ranging
in size from tiny to somewhat larger than a man,
inhabit the pool. Though not aggressive to boats,
larger specimens of crayfish and flatworms attack
anyone in the water. In addition, eight achechari
hatchlings swim through the murky water, preying
on or evading the other water creatures. The cultists
typically throw haunches of meat into the water to
Cultists (30): Init -1; Atk dagger +0 melee (1d4), or forestall attacks by the hatchlings. Due to this practice,
spear +0 melee or ranged (1d8); AC 10; HD 1d6; hp: 2d4 of them crest when the barge or canoes move
3 each ; MV 30’; Act 1d20 ; SV Ref -1, Fort +0, Will +0; through the water. Their demeanor is aggressive, but
AL N not necessarily hostile to those in boats. Anyone in the
Achari (20): Init +2; Atk Claws +4 melee (1d5); AC 14; water, however, is considered food and may cause
HD 2d8; hp: 9 each; MV 30’; Act 2d16 ; SP Shriek (1/ them to attack passengers in the boats in their frenzy.
day, Fort DC 12 or stunned); SV Ref +4, Fort +1, Will Achechari Hatchlings (8): Init +1; Atk foreclaws +2
+2; AL N melee (1d4); AC 13; HD 2d4; hp: 5 each; MV 20’, swim
The achari are humanoids, averaging 7’ tall, covered 50’, Fly 30’; Act 2d14; SP withering bite; SV Ref +2,
in fine, translucent feathers made of chitin. They are Fort +3, Will -1; AL N
a strange combination of bird and insect (like their Withering Bite: When the achechari strikes with both
“mother”) with three-toed feet, a scatter of insect- claws, it gets a free bite that deals 1 damage from its
like eyes across their foreheads, clawed hands and mandibles and 2d4 damage from a withering, invisible
a strange mouth that is somewhere between a beak heat that emanates from the creature’s mouth.
and mandibles. They speak a degenerate form of
Common, but maintain a telepathic connection with Achechari hatchlings are 5’ long insect-like creatures
Shaloth. Though they can attack with weapons, they that are amphibian. They typically attack by flying
most often strike with their formidable claws. out of the water on their beetle-like wings. Achechari
hatchlings can fly for about 60’ before having to land
Sabella, Priestess to Shaloth: Init +1; Atk dagger +1 or dive back below the water.
melee (1d4); AC 11; HD 4d6; hp: 16; MV 30’; Act 1d20 ;
SP Spells; SV Ref +1, Fort +2, Will +4; AL N Large Crayfish (2d4): Init -1; Atk claws +3 melee (1d6);
AC 16; HD 3d8; hp: 15 each; MV 20’, swim 40’; Act
Spells (Spell Check +6): Patron Bond (Shaloth), Invoke 2d16; SP drag under; SV Ref -2, Fort +2, Will -3; AL N
Patron (Shaloth), Ritual of the Achari, Heat Ray (Flaming
Hands with the manifestation of an invisible wave of These white crayfish are 6’ long. With a successful
10
hit, the crayfish attempts to drag prey underwater
(Strength versus a +4). Once drowned, the victim is
dismembered and eaten.
Large Flatworm (2d3): Init +2; Atk adhering mouth +2
melee (1d6); AC 10; HD 4d8; hp: 19; MV 10’, 20’ swim;
Act 1d20 ; SP adhering mouth, Entangling body; SV
Ref -2, Fort +4, Will -3; AL N
These horrifying creatures are 6’-8’ long and attack by
biting, and then adhering to their victims (Strength
versus a +4 to rip the mouth free for 1d6 damage).
Once adhered, the creature wraps its flat glistening
body around the victim and drags him below
(Strength or Agility to disentangle versus a +5 – note
swimming victims may be at a distinct disadvantage).
Dealing more than 10 points of damage to a flatworm
causes it to disentangle and retreat.
7a) The Cathedral
Looking up from the rocky shore, you see a dark stone
escarpment. A narrow trail switches up the face of the
escarpment, presumably to the top.
The escarpment is 60’ tall. At the top is a large natural
cavern crowded with mounds of variegated and
phosphorescent moss and fungus.
If not encountered in the cultist or tokar camp, Sabella
and the tokar prophet Terek are attending their
achechari god. They are supported by the remainder
of the cultists and achari from Area 6 and any tokar
not encountered in Area 5.
If not in the midst of a transformation ritual, those Shaloth is an 80’ long serpentine creature covered in
present are engaged in mundane tasks – cooking patches of iridescent chitin feathers. Her lower body
meals, lounging, and the like. Sabella forbids anyone is that of a bloated white worm crawling with bright
not of the faith to view or participate in the ritual. All green fibers that wave and quiver as if independent of
present fight to the death to defend their god. their host. The spiked and knobbed tail, though once
a powerful weapon, lies dormant. Her great tattered
Shaloth, barely alive, is coiled in the northern alcove wings, once resplendently feathered, spasm uselessly.
(see below). Her clusters of multifaceted eyes appear Though a quadruped, her rear legs are flaccid and
dull and dry, though the fearsome mandibles dead. Her forelegs stay folded under her bulk. The
occasionally open and close spasmodically. If creature’s head is insect-like, with clusters of dull
attacked, Shaloth rouses after 3 rounds. The achechari black eyes and a complex set of mandibles. In her
cannot move and can only bite those within melee current state, the creature can only manage a sickly
range (a 30’ long, 180-degree arc in front of the bulk mewling cry before blasting foes with a formidable
of her body.) She uses her breath weapon every other breath weapon. Foes that stray too close to her
round while screaming in an eerie high-pitched voice. mandibles find that they are still fast and lethal.
Terek and Sabella, if absent, immediately detect their
goddess’ torment anywhere within the cave complex Breath Weapon: Shaloth can fire a 10’ wide by 60’
and rush to aid her with a phalanx of followers. long line of scorching heat 5/day. This attack deals
the achechari’s current hit points as fire damage to
Shaloth, the Achechari god thing: Init -2; Atk bite +10 all within the area of effect. Half of the damage is
melee (4d6), or breath weapon ranged (see below); AC avoided with a successful Reflex save (DC 18). The
24; HD 8d12+4; hp: 100 (currently 52); MV 0’; Act 4d20 attack is visible only as heat-distorted air.
(only within melee distance); SP +4 to saves versus
spells and magical effects, Immune to non-magical Every 3d10 days, the achechari god thing uncoils
attacks, breath weapon (scorching heat); SV Ref -4, with heart-wrenching screams and moans. The
Fort +18, Will +16; AL N wormy abdomen spasms and undulates for hours
before depositing an thick brown chitin egg, as tall
11
as a halfling. If closely observed, the egg appears to be shed from some humanoid insect. Near the southern wall
bulge and flex with the growing life inside. When this is a small pool of water beside which sits a three foot tall
momentous event occurs, Sabella and her minions, leathery egg.
along with Terek and his tokar, drag either a “guest”
An achari of distinctive intelligence and form lairs
or a carefully selected cultist into the cavern where
here. Calling itself Uroth, the creature has molted
they conduct a day-long ritual (as described in
three times in the last month, growing vestigial wings
Appendix M: Magic). If successful, the victim merges
and a spiked tail.
with the egg and in some number of days is reborn
as an achari. If the ritual fails, the victim dies within Uroth has also found one of Shaloth’s eggs, which
the egg, and it is dumped into the lake. There is a 1 it bathes in water that collects in a small pool in the
in 6 chance that the egg is still viable and hatches an western niche. It most often lies curled around the egg
achechari larva in 1d12 months. The creature grows to whispering in its strange language, a series of insect
adulthood over a period of 300 years. clicks and buzzes. The creature defends the egg with
its life, but is otherwise not aggressive.
Those that accept a bond with Shaloth find that the
crippled patron desires only to destroy the god-seed Uroth has only a vague understanding of its
on this realm and Akavala, the Ravenous Tree, in environment, though it often creeps down the cave
every realm. wall to hunt for cave beetles and other food. It is
aware of and avoids the cavern of the Undermind
7b) The Hidden Stair (Area 10). The creature’s aims are difficult to
Beyond the far western edge of the waterfall, hidden determine, but it ultimately seeks to destroy the god-
among the stone draperies and glistening stalagmites seed. If given the impression that the party intends
(Luck DC 18, if searching in the area; the path is the same, it becomes a henchman of the character with
known to one or two of the cultists – see the Appendix the highest Personality score. Uroth is unique in that it
R), is a narrow and treacherous switchback path down has no connection to Shaloth.
to the surface of the underground river. Moving along Uroth, evolving Achari: Init +2; Atk Claws +6 melee
the path requires an Agility check (DC 8) each turn. (1d6+1); AC 14; HD 3d8; hp: 13; MV 30’, climb 20’;
The total length of the path is 340’, and characters can Act 2d16 ; SP breath weapon (20’ long, 5’ wide line of
only safely move 10’ per round. Increase the DC by 2 super-heated air – 4d4); SV Ref +4, Fort +4, Will +6;
for each 10’ increase in speed, per round. If carrying AL N
a canoe or other bulky object (especially in concert
with someone else), the DC is increased (DC 10 or Area 10 – The Undermind
higher; Judge’s discretion). Complex operations, such The dull, wet smell of mold washes over you as the passage
as lowering boats down, using ropes and the like are widens into a large natural chamber carpeted with lichen,
sure to attract the attention of the cave fishers (see fungi and molds, all glowing with an ethereal luminescence.
Area 15a).
12
Vaguely humanoid figures lumber through the hazy glow.
This is the realm of the Undermind, a vast fungal
collective intelligence. The creature _is_ the carpet
of fungus in this room and communicates through
ambulatory slime molds that it forms from its body.
The Undermind and its mindless servants are not
immediately hostile, though it extrudes 2d4 creatures
to forestall attacks. A single, 8’ tall humanoid mold
forms in the midst of the slime mold group to speak
for the Undermind.
The creature is both curious about the invaders
and eager to enlist aid against its new enemies, the
collectors from Area 18. Through a gasping, wet form
of Common, the Undermind questions the characters.
If it finds them worthy and they agree to fight its
enemies, the Undermind opens a path through to
Area 13.
The Undermind can direct the PCs to the fhyrians
(Area 12), describe the situation in Area 14, where its
twin fights a continual war against the collectors, and
provide its theories on the incursion’s source (Area
13). It knows little about its enemies, other than they
seem relentless in their inscrutable aims.
Should the characters attack the Undermind or
its servants, the creature attempts to drive off the
attackers, before resolving to destroy them if they
persist. Should the party reduce the Undermind to
½ hit points, the sentient fungus calls waves of cave of excruciating pain that deals damage directly to
beetles to its aid (2d4 per round). the victim’s Intelligence. Once reduced to 0 INT, the
victim becomes a servant of the Undermind and is
Slime Mold Guardians (2d4 per round): Init always absorbed, then extruded as a slime mold guardian.
last; Atk Pseudopods +4 melee (1d8); AC 10; HD 2d10; The Undermind regenerates 2d12 hit points per
MV 20’, climb 20’; Act 2d16 ; SP Engulf ; SV Ref -4, round, and is immune to damage from fire, cold,
Fort +6, Will -4; AL N mundane weapons, poisons and diseases. The
Though slow moving, slime mold guardians attack creature can create 2d4 slime mold guardians per
with powerful pseudopods, attempting to surround round, however, it loses the ability to regenerate that
an opponent. Once the opponent is boxed in, one or round. Additionally, the Undermind maintains a
more of the slime mold guardians collapses onto the symbiotic relationship with the cave beetles in Area
opponent, engulfing him or her in a choking, semi- 11. If necessary, it can call forth the beetles to defend
fluid substance. The victim takes 1d4 Stamina per itself.
round until suffocated, though can escape with a
Area 11 – Meet the Beetles
Reflex save (DC 8+1 per round). Slime mold guardians
are susceptible to both fire and alcohol, taking double This chamber stinks of strange chemicals and the creaking
damage from the former and 1d6 points per pint of of many insect wings creates an unholy harmony.
the latter. Even mildly alcoholic liquids (such as ale)
deal damage. There are 2d24 large beetles in this chamber at any
given time. The Undermind allows them to wander
The Undermind; Init always last; Atk Mental Blast its expanse, since their offal provides it much needed
+12 (1d10 Intelligence damage); AC 10; HD 25d12; nutrients. These beetles have no special traits, apart
hp: 176 MV 0’; Act 4d20; SP Mental Blast, Regenerate, from 100’ infravision and the traits common to all
Control Beetles, Immunities, Slime Mold Guardians ; giant beetles.
SV Ref -8, Fort +16, Will +12; AL N
Cave Beetles (2d24): (See Core Rules, page 397)
The Undermind is immobile but is protected by its
formidable mind and slime mold “children.” When
threatened, it blasts opponents with a psionic wave
13
Area 13 – Gallery of Horror
This natural gallery overlooks an underground lake that is
illuminated by lurid green and pink light emitted by ropy
structures that float just under the surface of the water,
crawl up the sides of the cavern and encase a rock pillar
near the center of the lake. The reek of dead fish permeates
the area.
This gallery is unoccupied, though if characters are
not disciplined with their light and sound, there’s a
20% cumulative chance per round of drawing 1d4+2
collectors from area 18. Once attacked, an additional
1d4+1 collectors attacks every 1d5 rounds. Also note
that this opens a second front in the struggle between
the Undermind and the god-seed’s minions (see Area
14).
Collectors of Akavala (1d4+2): Init +4; Atk Entangling
Tendrils +5 melee (Entangle); AC 17; HD 4d8+3; MV
30’, Climb 30’, Glide 30’; Act 2d20; SP Entangling
Tendrils, Constriction (1d3 Stamina); SV Ref +4, Fort
+1, Will -1; AL L
Collectors are nearly amorphous bundles of fibrous,
plant-like material encased in rusty interlocking scales
Area 12 – The Refugees of iron. The fibrous bundles, which are exposed as the
This damp natural chamber appears to be empty. creature flexes and moves, are garishly colored and
luminescent. Collectors move quickly, both on the
However, it is not. In the eastern niche, four escaped ground and climbing, on these innumerable tendrils.
fhyrians hide and gather their strength. These tiger In addition, the creature can launch itself from a perch
women of Akavala’s realm were imprisoned within and glide up to 60’, traveling at 30’ per round.
the god-seed in an attempt to convert them into future
defenders of the Ravenous Tree in this realm. The Collectors have one mission: Secure prisoners
destruction caused by the achechari’s escape freed that become either the future slave defenders of
them from their bondage, as well. After encountering or nutrients for the god-seed. Collectors attack by
the Undermind, they sought refuge here to gather separating their “arms” of fibers, entangling and
their strength and figure out what to do next. then constricting victims. Each successful strike by a
collector’s appendage requires a Reflex save (DC 14)
The fhyrians are unarmed, but have constructed or the opponent is entangled and immobilized. Once
armor from the giant beetles they’ve killed. They are done, the collector begins constricting the victim,
defensive, but not immediately hostile. The creatures dealing 1d3 Stamina damage per round. Each round
speak only their native language, but if some way is of constriction, the victim must make a Fort save
devised to communicate with them, they can tell the (DC 14), or fall unconscious. While still conscious,
party what to expect. Though they can be convinced the victim may attempt to break free with a Strength
to join the party, it is difficult to convince them to check against the collector’s check (+5). There is a
return to the god-seed unless it is made very clear that 25% chance that the collector continues to constrict an
the party intends to destroy it and free their sisters. unconscious victim until he or she is dead (meaning
Fhyrian (4); Init +2; Atk Claws +2 melee (1d3) Bite +2 the corpse is destined for “nutrient” processing).
melee (1d4); AC 15 (12); HD 1d8+2; hp: 7, 4, 4, 6; MV Otherwise, the collector bears the unconscious victim
40’; Act 2d16; SP Hide and Move Silently +6; SV Ref to one of the cells within the god-seed (See the Within
+4, Fort +1, Will -1; AL L the Seed of the World Breaker section).
Fhyrians are tiger women. Fierce warriors, fhyrians Note that clever PCs may choose to “play dead” to be
can use any weapon, though when unarmed they carried within the god-seed, but such characters run
use their claws and bite to defend themselves. Their the risk of being turned into nutrients instead!
names sound like feral growls, but to those that
understand the language, their names translate to: She
Who Stalks the Evils, Hidden Death, Eyes of Fear and
Pain, and Terror of the Shattered Isles.
14
THE LOWER CAVE
The lower cave was once a raging underground river
flowing from the southeast to the northwest. This
torrent burst from the mountainside turning into the
Veils, a waterfall that descends 500’ to the Roaring
River. Since the incursion of Akavala’s god-seed,
however, the river has been reduced to a shallow,
quick flowing channel. Though the god-seed’s roots
are tangled in a stinking morass at Area 17, the
collectors still roam the galleries, seeking to subjugate
future defenders or nutrients for their master. This has
all but driven the tuegel leechmen to a southern cave
system, where they spend their time in the service
of Daeroth, the achechari brother of Shaloth. Small
groups still move through the river channel and a
main branch of the river connecting the upper cave
system to the lower (Area 15).
Though the god-seed continues to grow its roots
toward a source of salt water, and its collectors
continue to search for both the achechari and other
future defenders (or nutrients), the entire system
is severely disabled. A total of 1d30+10 collectors
exist after the escape of Shaloth and Daeroth. The
seed’s system produces 1d10+4 per week. Against a
sustained assault, the seed is left vulnerable to even
moderately successful parties.
Area 15 – The River
A murky and sluggish river flows away to the south.
The river is only navigable by boat (or a very strong
Area 14 – The Hidden War swimmer). The current is slow (10’ per round), though
A carpet of glowing molds and fungi extend into this canoes can be paddled at up to 20’ per round faster.
descending passage and to the edge of a thrashing pool. Any of the random encounters listed below can occur
Within the pool various oozes and slimes struggle with here.
what appear to be luridly glowing bundles of rope.
Area 15a – The Fishers
The minions of the Undermind fight with the
Two cave fishers, large amphibians that are similar
collectors of the godseed. The carpet of mold in the
to toads with thick claws used for climbing, are
passageway and cramped flooded chamber is co-
positioned on this slightly submerged ledge. They
sentient, but technically separate from the Undermind.
attack anything visible within range.
The creature extrudes 2d3 slime guardians per round
to fend off the attacks by the collectors. This prevents Cave Fisher (2): Init +3; Atk trapline +8 ranged
it from regenerating, and it is slowly losing ground (adhesion), claws +5 melee (2d4); AC 17; HD 4d8+2;
against its foe. hp: 21 each; MV 10’, swim 20’; Act 1d20; SP Adhesive
trap line (60’) ; SV Ref -2, Fort +4, Will -2; AL N
The sentient mold and slime guardians have the
same statistics as those presented in Area 10. There Adhesive Trapline: When the cave fisher’s trap line
are 2d3+1 collectors involved in the fight and an strikes a target, the line is adhered to the creature. The
additional 1d3+1 arrives every other round. fisher then “reels” in the line and victim at a rate of
15’ per round and then dismembers the victim with
its formidable claws. The victim can break free from
the line with an opposed Strength check (versus a +5
check from the cave fisher). The near invisible trapline
can also be severed (AC 18, hp: 10). Those trapped by
the line suffer a -4 to AC while engaged in melee with
the creature. The adhesive can be dissolved by liquids
with high alcohol content.
15
Area 16 – Rapids (2d4 collectors in 3d4 rounds).
It is quickly apparent that though this is a gentle slope Even if pulled into a boat or otherwise removed from
in the riverbed and may be navigable, crosscurrents and the water, the tendrils must be cut away from the
protruding rocks look treacherous. victim. Once done, a final Fort save (DC 10) must be
made, or the tendrils burrow into the victim’s body.
The upper spring flows into the main river channel
This does not have an immediate effect (see the In the
here. Those in canoes must make four successive
Seed of the Worldbreaker section). Note that anyone
Reflex saves (DC 8+Check count) or capsize. Those
touching the root system or its fronds are affected. If
thrown into the water take an immediate 1d4 damage
a victim is rescued from the deadly embrace within 1
from the collision and then must make a Fort save
turn, the collectors do not arrive to investigate.
(DC 10) to avoid being stunned and drowned. Swim
checks here are made at -2 due to the treacherous Area 18 – The Infested Lake
conditions. After three rounds of swimming, the
This underground lake is illuminated by lurid green and
character can find purchase on the southern bank of
pink light emitted by ropy structures that float in a tangle
the river channel.
just under the surface of the water, crawl up the sides of the
Area 17 – The Morass cavern and encase a rock pillar near the center of the lake.
The reek of dead fish permeates the area.
The outflow of the river is choked with flotsam and stinks of
dead things. Tangled through the mass are root-like bundles The chamber, similar to Area 17, is a stinking morass
that glow in lurid green and pink, some of which climb a of flotsam and dead things. The walls glow faintly
short distance up the cave walls. with phosphorescent moss, while the huge natural
stone column (Area 18a) glows and pulses with a
The neck of the underground spring that feeds the
bright pink light.
river terminates here. The morass is shot through with
near invisible tendrils from the god-seed’s longest root The party has a 10% chance per turn of drawing the
system. The water is navigable by boat, but anyone in attention of the collectors, which lurk on the island
the water is immediately attacked by grasping fibers and cling to the root-wrapped column at Area 18a.
of the root system (Fort DC 18 per round or slip into However, due to their reduced numbers, only two
unconsciousness). Anyone knocked unconscious waves of 1d4+1 of the creatures attack, once the party
lies just above the water’s surface (supported by the is detected. If these are defeated, any remaining
tangled fibers) until collectors arrive from Area 18 collectors retreat to within the god-seed to repel
RANDOM ENCOUNTERS
Each hour, roll a 1d6. On a roll of 1, an encounter occurs. Note that only collectors are encountered in Areas 17
and 18.
16
continued assault. The collectors approach from the Area 19 – Tuegel Sentries
ceiling and glide down to attack foes.
2d4 tuegel maintain a watch post here at all times. The
Passage across the small lake is difficult in a boat (and tuegel typically remain hidden under the water or in
impossible without it) – requiring 10 minutes of hard the cave formations along the wall, keeping tabs on
rowing for every thirty or so feet of progress. After strangers, while some of their number go to Area 20
an hour of such work, rowers must make a Fort save to alert the tribe. There are 50 total tuegel in this area
(DC 10) to continue for another hour. Flying creatures of the cave (including Area 20 and 21), and though
are not impeded, though see Area 18a for additional many of them remain at the camp, they also roam this
impediments. portion of the river with impunity.
18a) Area of the God-seed Tuegel, Leechman underworlders (50): Init +1; Atk
paralyzing claws +3 melee (1d6), bite +2 melee (1d4,
A stone pillar rises from a stone platform a few feet
only when locked to foe); AC 13; HD 2d8+2; hp: 10
above the lake and stretches to the ceiling, lost in the
each; MV 20’, swim 50’, climb 20’; Act 2d16; SP Paraly-
shadows overhead. The pillar is covered in the god-
sis (Fort DC 13); SV Ref +1, Fort +4, Will +0; AL N
seed’s roots that glow and pulse in lurid, pink light.
Sprouting from the roots are fronds like those that
Paralyzing Claws: The tuegel’s spear-like claws
infest the underground lake. The fronds are difficult
extrude from its chest when it attacks. When struck,
to see (DC 15) and reach 10’ away from the stone
the claws inject a weak paralytic poison (Fort DC 10;
column. Anyone touching the fronds are affected
1d3 rounds) and the barbed claws remain stuck in
as Area 17 above. Flying or climbing characters are
the wound. The hold can be broken with an opposed
caught and held fast until the collectors arrive.
Strength check (tuegel receive a +2 to the roll). If the
Unless alerted, 50% of the remaining collectors lurk hold is not broken, the tuegel can inject paralytic poi-
along the length of the pillar. If the fronds are not son every 1d3 rounds and deliver a painful bite (1d4)
touched, the creatures remain inert, appearing to each round.
be composed of the same glowing pink and green
Tuegel, standing about 4’ tall, and are humanoid from
tendrils as the god-seed’s roots; however, if alerted,
the waist up with two sets of arms: one pair are small,
the collectors fold themselves out of the tangled roots
but have manipulators that can handle tools and such.
and attack any living thing on the island in waves
The second set are 4’ long, spear-like appendages
of 2d3. These remaining collectors fight to the last to
that retract into their chests, springing out when the
defend the god-seed.
creature attacks. The lower half of the tuegel is a long,
The only way into the god-seed is through one of the worm-like body. Their faces, while vaguely human,
root bulbs (there are three living bulbs, and one that have large black eyes and a circular leech-like mouth
is ruptured). The root bulbs are black hemispherical ridged with teeth.
nodules that cling to the side of the stone column.
Sprouting from each are three thick roots composed
of bundles of neon pink or green fibers. The root bulbs
can be damaged (AC 10, hp 42 each; damaged by
slashing or piercing weapons only) by hacking off the
root sprouts and cutting into the bulb itself. If the bulb
is destroyed, the tendrils binding it relax, opening a 5’
wide passage that leads up into the stone column and
terminates at the Root Chamber (Area 1; Within the
Seed of the Worldbreaker). Attacking the bulbs draw
waves of collectors as above.
18b) The Shattered Bulb
This large, shattered bulb lies 10’ underwater behind
the stone column. Root fronds do not extend to this
area, but the bulb is difficult to find in the murk (DC
12). If the party can reach it, this 10’ wide passage is
composed of bundles of dying tendrils and leads up
to the Root Chamber (Area 1; Within the Seed of the
Worldbreaker). Entering this bulb does not attract
the collectors. This was the passage that Daeroth and
Shaloth cut through the god-seed to escape.
17
Area 20 – The Tuegel Camp
The muddy natural passage opens to a large chamber
crowded with low mounds of mud. Small humanoid
creatures slide through the mud on their worm-like bellies.
The tuegel camp clusters at the base of an 80’ cliff. The
tuegel are immediately hostile to invaders, but they
might be convinced to assist a party that pledges to
take the fight to the god-seed in the name of Daeroth.
Regardless, they are difficult to communicate with,
even through magical means, imparting a -4 to
all Personality checks when dealing with them. If
achari or cultists to Shaloth accompany the party,
the leechmen cannot be reasoned with and attack
immediately.
If somehow befriended, tuegel may reveal the
information below. If attacked, the tuegel defend
this cave and the passage to Area 21 with their lives.
Captured opponents are brought to Daeroth in Area
21.
If somehow befriended, the tuegel know the
following:
• Three priests and Daeroth are attempting to
magically enhance the larva of Shaloth into a
powerful army of achechari.
• The river flows out of the mountain to a cliff that
drops hundreds of feet.
• Daeroth and Shaloth escaped from a prison. A
tuegel guide can lead the party to the morass
(Area 17) and describe the node from which the
two achechari escaped (Area 18a).
Area 21 – The Achechari
This huge natural cavern smells of caged animal. A bone-
shaking hiss shatters the silence as a massive serpent-like
creature unwinds from the shadows. Its gaping, insectoid
maw glows with an unholy green light.
Daeroth is not likely to reason with invaders.
Sacrifices are eaten without a second thought. If
brought here (somehow) as ambassadors, the creature
dully acknowledges the Common speech, though it
speaks through one of its three priests. The creature’s
only aim is domination of all that it encounters. If the
tuegel priests are convinced that the PCs will assault
the god-seed, they will convince Daeroth not to eat
the party. In addition, they will send 2d3 tuegel to
accompany the expedition.
If Daeroth is overwhelmed by the party, it flies at best
speed to Area 22 and out into the world.
There are 8 eggs here stolen from the achechari’s
“sister.” The priests and Daeroth attempt to accelerate
the growth cycle of the larva, as Daeroth believes itself
to be a king and god of its kind. One of the priests
18
has devised a ritual that it believes calls upon the cave mouth may be entered from the outside, though
collective gods of the underworld, however, this ritual presumably only if the party has the ability to fly.
is completely ineffective. It holds a scroll that is all but Scaling the cliff is nigh impossible.
unintelligible, even with a Read Magic or similar spell.
Piled in the back of hte cave is a mound of gold, silver WITHIN THE SEED OF
and platinum coins--the exact composition is left up THE WORLD BREAKER
to the Judge but should total many thousands of gold
piece value in addition to artifacts of the achecari’s Akavala’s seed is a complex environment thrown into
attacks on the countryside. Also, the dismemembered chaos by the escaping achechari.
bodies of several Welwood area militia and sheep
are stacked almost ritually around the treasure pile.
THE ENVIRONMENT
These were victims of the watchtower attack and its The seed complex is composed of a tuber-like
predation of the area’s sheep herds. structure that surrounds the core seed and a root
chamber that sits below the core. Each of these areas
Daeroth, the Achechari: Init +8; Atk bite +10 melee
are connected by tubal structures similar to elevators
(3d6), or breath weapon ranged (see below); claws +10
– if an elevator were composed of bundles of plant-
melee (2d4); AC 20; HD 8d12; hp: 96; MV 50’; Fly 100’;
like fibers that contract around the passenger and
Act 3d20; SP +4 to saves versus spells and magical
then undulate him or her to the next floor. Several of
effects, breath weapon (30’ line of scorching heat, DC
these tubal elevators require a defender’s gemstone in
18); SV Ref +8, Fort +8, Will +8; AL C
order to operate it. In these cases, each PC traveling
Over 40’ long, Daeroth is an odd combination of within the tubal elevator must hold the appropriate
insect, serpent and bird. Its wings, serpentine body gemstone.
and four powerful legs are covered in iridescent
The structures within the seed are composed of
“feathers” that resemble insect wings. The head, while
bundles of plant-like fibers that glow either neon
vaguely serpent-like, is sprinkled with clusters of
green or pink. The light emitted allows PCs to see
insect-like eyes and a complex tangle of mandibles
without restriction, and in fact, does not interfere with
clack and buzz when it attacks. Its short knobby tail is
infravision. All of the structures resist weapon attacks,
ineffective as a weapon.
fire, and other destructive means (AC 20, hp 60 per 10’
section). Doors are particularly resistant, taking only
Breath Weapon: Daeroth can fire a 30’ long 5’ wide
half damage from any successful weapon attack.
line of scorching heat twice per day. This attack deals
damage equal to the achechari’s current hit points Several doorways only open if touched with a black
to all within the area of effect. Half of the damage is iron core (from a collector), an onyx gemstone (from a
avoided with a successful Reflex save (DC 18). The builder) or an iridescent gemstone (from a controller).
attack is only visible as heat-distorted air, though its These doorways are described in the appropriate
mouth glows with an intense green light before the sections. When touched, these apertures flex open
attack. with a wet sucking sound.
Tuegel, Leechman priests (3): Init +1; Atk paralyzing THE DEFENDERS
claws +3 melee (1d6), bite +2 melee (1d4, only when
locked to foe); AC 13; HD 2d8+2; hp: 13, 11, 15; MV The seed’s native defenders are beings composed of
20’, swim 50’; Act 2d16; SP Paralysis (Fort DC 13), bite the same plant-like tendrils that make up much of its
(1d4) – only when locked to foe; SV Ref +1, Fort +4, structure. There are three types: collectors (described
Will +0; AL N previously), builders and controllers.
Spells (+3): Animal Summoning (cave beetles of Builders of Akavala: Init +2; Atk Heat Ray +5 ranged
appropriate HD), Choking Cloud, Comprehend (2d6); AC 12; HD 5d8; MV 30’, Climb 30’, Glide 30’;
Languages, Magic Missile Act 2d20; SP; SV Ref +2, Fort +5, Will -1; AL L
19
Builders are controlled by black onyx-like gemstones
embedded within their fibrous bodies.
Controllers of Akavala: Init +5 (each tendril rolls
separately); Atk Spiked Tendril +6 melee (1d6+2;
Special); AC 12 (tendril) 20 (core); HD 1d8 (each
– tendrils) 1d8 (core); MV 0’; Act 3d20; SP Mental
Assault, Regenerate 1 HD per turn; SV Ref +6, Fort +3,
Will +10; AL L
A controller is a complex creature composed of a
core and spiked tendrils with which it attacks and
controls its victims. The attack tendrils are composed
of the same glowing plant-like material that makes
up the structures and other servants of the god-seed,
and each has a foot-long spike of hard chitin. The
core, which is hidden somewhere in the area that it
controls, is composed of thick black chitin covering
a brain-like structure. This structure encases an
iridescent gemstone.
Controllers initially appear to be nothing more
than their spiked tendrils which extrude from the
very structure of the god-seed. The controller can
manifest three such tendrils per round (each has 1
HD) and a total of six, which attack independently.
If a spiked tendril strikes a living creature, the
controller injects a cocktail of mind-altering chemicals
and simultaneously blasts the victim’s mind with
telepathic images. Both a Will and Fort save (DC 17)
must be passed. If failed, the victim loses 1 Personality tall chamber. Two smaller tubes emerge from the roofs of
permanently, and is under the controller’s spell mounds across the room. To the north, a narrow aperture
(similar to a Charm Person spell result 14-17). The appears to be covered in a translucent glass-like material.
controller then directs the victim to defend the god- Each of the intact mounds have similar doorways.
seed. The effect lasts for 1d3 rounds after the spiked
Three rounds after the party arrives in this chamber,
tendril is removed from the subject. Victims reduced
three of the controller’s attack tendrils strike (hp: 8
to 0 Personality are permanent slaves to the god-seed
each). The controller can attack anywhere in Areas
and the future aspect of Akavala.
1-6. Its core is located in Area 2.
If six of its attack tendrils are destroyed, the controller
The PCs likely enter the chamber at the point marked
goes into a hibernation state. During this time, the
“a” on the map. The achechari destroyed the tubal
core frees any creatures under its direct control. Those
elevator and its mound chamber as they escaped.
reduced to 0 Personality regenerate 1 Personality per
turn and become free-willed creatures again. The The doorways to Areas 2 and 5 open simply by
controller’s attack tendrils regenerate at a rate of 1 per touching the translucent covering. The doorway
turn. to Area 3 opens when any of the core stones of the
god-seed’s defenders are touched to the translucent
The core has no defenses, other than its hard covering
covering. Area 4 only opens at the touch of an
(AC 20). This covering is immune to bludgeoning
iridescent controller stone. Attempting to hack
weapons.
through the doorways draws 1d3 collectors per round,
Area 1 – The Root Chamber which push through the walls and ceiling to attack. In
3d6 rounds, a group of three builders arrives to repair
You stand within the remains of a shattered mound once
the damage.
composed of plant-like tendrils, though these appear dark
and rotting. It and three other intact mounds stand in a Area 2 – The Guard Station
broad, roughly conical chamber. The walls and floor of this
The secret door can be located with a Luck check
chamber glow in stripes of neon pink and green. Along the
(+3 penalty to the roll), but can only be opened with
southern curve of the wall are three tubes, roughly 30’ in
an onyx gem of a builder or the black iron core of a
diameter that rise from the floor to the ceiling of this 80’
collector. The controller’s core (8 hp) can be located
20
with a Luck check (+4 penalty to the roll), or an tuber levels are hidden behind secret doors. Similarly,
Intelligence check (DC 20) if the PC knows about the an onyx gemstone from a builder or a collector’s iron
core and is specifically searching for it. core are required to open the secret doors and to
operate the hidden elevators in each chamber. The
Area 3 – Access to the Generals secret doors can be found with a Luck check at +3
The only feature within this flexible mound is a 20’ to the roll. There is a 1 in 6 chance per turn that 2d4
diameter tube with a translucent aperture. Both the room collectors or 1d3 builders enter this cubby, destined
and the tube are dark. for other parts of the seed complex.
The tubal elevator fails to function without a core STORAGE TUBERS
from one of the god-seed’s defenders. As before,
attempting to destroy the tube or its aperture draws The storage tubers are tori surrounding the
2d4 collectors per round. containment chambers for the generals (Areas 11 and
12) and the seed core (Area 13). The only connections
Area 4 – Access to the Core between the tubers and the general’s chambers are
Other than a narrow tube with a translucent aperture, this the secret tubal elevators (A). A general use tubal
flexible mound is empty and dark. elevator (B) once connected these three tori, but the
velox in Area 9 destroyed the elevator on that level,
This tubal elevator leads to the seed core. An thus cutting off its level and Area 10.
iridescent gemstone from a controller opens and
operates the elevator, however, each person using the For every six turns spent in one of the Storage Tubers
elevator must have one of these gemstones. Note that there is a 1 in 6 chance of a random encounter.
if this tubal elevator is destroyed, PCs will not be able 2d5 Encounter
to access the seed core until builders complete repairs.
If they live that long. 2 Controller
3-4 Escaped Prisoner
Area 5 – Going Up
5 Builder (1)
The walls, ceiling and floor of this broad chamber are 6 Collector (1d4+1)
composed of bundles of glowing tendrils. A 20’ diameter
tube stretches from the floor to the 30’ ceiling. A narrow, 7 Builder (1)
translucent doorway is inset into the wall of the tube. 8-9 Escaped Prisoner
The doorway to this tube opens with a mere touch. 10 Controller
This tubal elevator once connected the three storage
tubers to the root chamber, but now it ends at the
first tuber (Area 8). Only one PC can enter the tube
at a time. Once entered, the bundles of fibers contract
around the character and undulate him or her up to
Area 8.
The secret door, similar to Area 2, can only be found
with a Luck check (+3 penalty to the roll). The door
opens with the onyx gemstone of a builder or the
black iron core of a collector.
Area 6 – Maintenance Cubby
This narrow chamber contains a 10’ diameter tube that
disappears into the ceiling.
This tube connects the three storage tubers to each
other, to the root chamber and is a primary pathway
for collectors and builders. Note that an onyx
gemstone from a builder or a collector’s iron core is
required for each character that attempts to use it. The
elevator stops at within hidden maintenance cubbies
(Area 7) on each level.
Area 7 – Maintenance Cubbies
Like Area 6, these three cubbies on the three storage
21
PRISONERS
After the escape of the achechari, general failures throughout the seed complex caused containment cells to
rupture, spilling prisoners into the hallways. Unless otherwise indicated, 50% of the time, any given prisoner is
a staunch defender of the god-seed. This table is also used to indicate prisoners held in cells.
NOTE: Unless they refuse to join the party, named NPCs are only encountered once.
22
Blade Beetles: Init +2; Atk Blade arms +2 melee (1d4);
AC 17; HD 1d8+1; MV 30’; Act 2d16; SP Carapace
turns bladed weapons, susceptible to magical attacks;
SV Ref +1, Fort +4, Will +1; AL N
Blade beetles are beetle creatures with a humanoid
torso. They move on six legs, but attack with sinuous
segmented arms that end in curved hooks. Believed to
have been captured on another world, blade beetles
worship an otherworldly entity called the Nazhghad.
All blade beetles encountered here are slaves to the
god-seed, however. A blade beetle’s carapace is
particularly resistant to edged and piercing weapons,
taking only half damage from such attacks. However,
the creatures are susceptible to magical attacks and
effects, suffering a -4 to all saves versus magic and
taking double damage, when applicable.
23
Ptero-men: Init +1; Atk Bite +5 melee (1d6+1) or
Dropped stone +2 ranged (1d4 per 10’ dropped); AC
12; HD 4d8+4; MV 20’, Fly 60’; Act 1d20; SP; SV Ref
+0, Fort +2, Will +4; AL L
Staunch defenders of Akavala within her realm, ptero-
men are short humanoid pteranodons with slashing
beaks and leathery wings. Their arms and hands are
part of their wing structure, so they can do little more
than drop things on opponents while in flight.
24
Thal: Init +1; Atk By weapon +2 melee (see below) or
psionic spike +4 ranged (see below); AC 12; HD 4d4;
MV 30’; Act 1d20; SP Psionics; SV Ref +2, Fort +2, Will
+6; AL L
Native of Akavala’s realm, thal are super-intelligent
ape-like humanoids that create living machines. They
are naturally opposed to the Ravenous Tree, being
one of the few sentient creatures within that realm
not under Akavala’s control. Thal are encountered
singly and each has a different living machine that it
has managed to keep with it during its imprisonment.
Thal are generally friendly to those that oppose the
godseed and Akavala, though some have succumbed
to the god-seed’s control.
Thal attack with their living machines or with a
psionic spike. The psionic spike attacks the victim’s
mind directly and are made against an opponent’s
Intelligence or Personality score, rather than Armor
Class. Not normally war-like, thals typically use their
psionic spike to knock opponents unconscious.
1d3 Intelligence
Coreburn damage Healed naturally; Will save (DC 8+damage) or lose 1d3 spells
25
Thal Machines
The living machines in the following table are further detailed in Appendix M: Magic.
1d6 Device Notes
A hand-sized insect creature that emits a steady series of buzzes as it de-
1 CHUD tects living things within a certain range.
A crustacean that fits over the forearm. The thing has a 3’ long chitin spike
that is used as a piercing short sword. The spike injects a painful venom
2 Spike into its victim with a successful strike and mental command.
A small crustacean that fits over the hand. The thing has a 1’ long chitin
spike that is used like a piercing dagger. With a mental command, the shiv
3 Shiv injects a painful venom into the victim on a successful hit.
Drops of a dull black liquid that are placed in the eyes. The substance
hardens over the eyes in 2 rounds and provides the wearer with infravi-
sion (60’) for 2d4 turns. Black goggles also ward the user against gaze
4 Black goggles attacks, bright lights, and other attacks that target the eyes.
A semi-intelligent, translucent ooze that fits over the forearm. With suc-
cessful mental control, it fires a bolt of hot plasma at the range of a short
5 Squiggly bow.
A crustacean that fits over the hand. The creature can be mentally con-
6 Handtool trolled to use its many legs as fine tools (Thieves tools; +2 to checks)
Crystal Spidermoths: Init +3; Atk Proboscis +4 melee NOTE: There are no random encounters on this level.
(1; Poison); AC 13; HD 3d6; MV 20’, Fly 40’; Act 1d20;
None of the apertures in this hallway are designed
SP Crystalline poison (Fort DC 13); SV Ref +4, Fort +1,
to open, but they are easy to rupture (hp 4, AC 10).
Will +2; AL L
Attempting to break a chamber draws 1d3 collectors
Servants of the chalix, crystal spidermoths are actually per round. Other than the ruptured chamber, each
multi-legged constructs composed of living crystal. of these units is tightly packed with a chalky white
Though they can move on the ground, they typically substance. The substance is composed of concentrated
fight on the wing. Their proboscis can attack up to 10 nutrients used by the seed once it sprouts. The
feet away and inject a specialize poison that petrifies substance can be eaten by any living creature – a mere
the victim into a crystalline statue for 1d3 days. ounce is enough for a daily ration – however, anyone
During this time, the victim is slowly transformed into that consumes the substance suffers a -2 penalty
a regir. Crystal spidermoths are near mindless and against mental attacks from a controller.
attack anything that they can perceive.
Victims captured by the collectors and destined for
Area 8 – Nutrient Storage the nutrient cells are brought to this level, however,
as described below, the velox attacks anything that
This dark curving hallway is lined on both sides with enters this area.
cells framed by translucent doorways similar to those
seen earlier. Some are large, stretching up to 30’ along Within 1d3 rounds after entering the hallway, the
the wall, while others are smaller. Though bundles of velox makes its presence known. The creature is half
fibers pulse and glow throughout the hallway, many mad from the attention of the controllers and attacks
areas are dark and at least one of the larger chambers anything it sees.
appears to have ruptured.
26
Velox: Init +4; Atk bite +6 melee (1d8); AC 15; HD
5d8; hp: 25; MV 50’; Act 1d20; SP Rake (2d4); SV Ref
+4, Fort +1, Will +2; AL L
Velox are humanoid saurial creatures about 8’ tall
with bright, colorful feathers. They attack by biting,
and on a successful hit, rake with their claws at the
same attack bonus. The creatures originate from
Akavala’s realm, where they serve as scouts for
the saurial race found there. Though they can use
weapons, this velox is not in a state to do so.
8a) The Ruptured Chamber
This chamber once held the velox, and a controller
still lurks here. Its grasping tendrils lash out at the
first living creature to enter the ruptured chamber. If
more than one creature attacks the controller, it calls
for collectors (2d4). They arrive in 1d6+1 rounds. The
controller’s core is located in the next cell, but the
nutrient chalk must be shoveled out of the way in
order to get to it.
Controller: hp: 8 (Core), 5 each (6 attack tendrils)
Area 9 – Guardians
This level houses future defenders of Akavala on
this realm and is relatively intact, though a few of
the smaller chambers are ruptured. As with any
destructive action taken within the god-seed, breaking
open a guardian chamber draws 2d4 collectors in
1d6+1 rounds. The controller on this level has been
defeated (many times) by Gyrwallion (see Area 9a),
yet it continually regenerates. Currently the controller
has regenerated three spiked tentacles but continues
to regenerate one per turn while the characters are
here. Its core is embedded in the wall of the large
ruptured chamber across from the ruined tubal
elevator.
Controller: hp: 8 (Core), 5 each (3 attack tendrils)
When the PCs break open a chamber, roll on or select
from the Random Encounter table at the beginning of
this section. The exceptions are detailed below.
9a) Gyrwallion
This chamber is broken open and occupied by an
aged blind man in a loin cloth floating 3’ above the
floor. His bushy black beard tumbles down his chest,
though he is otherwise bald and his eyes are wide and
white. The structure of his arms and legs seems to
have melted away, leaving husks of skin in their place.
This is Gyrwallion, a dimensional traveler and wizard
of some power that was entrapped by Akavala. The
man communicates telepathically with the first person
that tries to speak with him (and will only speak to
that person on subsequent conversations). Trapped
in the god-seed for millennia, his continual mental
27
fight with the controller caused his physical body to
begin to melt away. He knows much about the god-
seed, having fought the controller for so long. Though
Gyrwallion’s mind is broken (and thus his formidable
magical knowledge has been lost), he can still levitate
up to 10’ above the floor and move 20’ per round.
He knows that the controllers have iridescent stones
at their core, but does not know their use. He is also
aware that the seed can only be destroyed at its core,
though he does not know the way in.
Gyrwallion: Init -2; Atk None; AC 10; HD 12d4; hp 30;
MV 0’, Fly 20’; Act None; SP Telepathy; SV Ref -2, Fort
-2, Will +15; AL N
9b) Umat
This closed chamber holds a transparent, spherical
creature, about 3’ diameter with a glowing amber
gemstone at its core. This is Umat, one of a race of
intelligent hyperspatial oozes dedicated to Effer,
the Ooze Lord. The creature speaks a droning
unintelligible language (without magical aid), but
if conversed with, will join the party for 500 gp of
gemstones, which it absorbs and digests over the
next few days. The controller has been unable to find
Umat’s “mind,” thus it has been stuck in this chamber
for a millennia. If asked, Umat merely mentions that
its stay here has been inconvenient.
Umat: Init +0; Atk Blaze Light (2d4 + Blindness); AC
respond to attacks against the remaining viable cells.
14; HD 6d6; HP 24; MV 30’, Climb 30’; Act 1d20; SP;
The controller on this level is utterly destroyed. Its
SV Ref -2, Fort +1, Will +7; AL N
iridescent stone is still within its shattered core in the
Umat moves by rolling. Its semi-adhesive body also ruptured chamber where the dreamtaker lurks (Area
allows it to move along sheer surfaces, including walls 10b). Unbroken cells only have a 1 in 10 chance of
and ceilings, at its normal pace. When attacking, Umat housing a prisoner (see Prisoners table); otherwise,
emits a blazing light focused on one target. This attack the cell contains foul smelling goop.
deals 2d4 fire damage (Reflex DC 8+total damage for
half). Creatures with eyes, that fail the saving throw,
10a) Blade Beetles
are permanently blinded (their eyes are literally boiled A platoon of blade beetles cowers here, having lost
in their heads). Umat can only fire his blaze light once many of their number to the dreamtaker in Area 10b.
per turn. They attack the PCs when detected but flee if the
dreamtaker comes out of its cell.
9c) The Velox
Blade Beetles (13): HP 3x2, 2x2, 4x4, 7x3, 5, 8
Several velox (see Area 8) are crowded into this
chamber. These creatures are dedicated to the god- 10b) Dreamtaker
seed and attack immediately.
A hyperspatial ooze similar to Umat, the dreamtaker
Velox (4): HP 20, 24, 15, 18 appears as a near transparent sheet of diaphanous
material that floats through the air. When attacking, it
Area 10 – Chaos “sings” a melodic tune that draws prey into its acidic
This level is dark and fetid. Pools of ichor (melted embrace. The dreamtaker is otherwise mindless.
god-seed tendrils and defenders) dot the hallway.
Dreamtaker: Init +0; Atk Acidic Embrace (2d3 per
Other than a platoon of blade beetles and the
round); AC 16; HD 8d8; HP 46; MV Fly 20’; Act 1d20;
dreamtaker (described below), nothing else lives here.
SP Dreamsong, 20% miss chance; SV Ref -2, Fort +4,
The tendrils of this level are dying, yet the structure
Will +10; AL N
is still sound. The collectors and builders cannot
access this level except through the secret elevator, Due to its near transparent structure, successful
though they currently avoid this level and will not attacks have a 20% chance to miss the dreamtaker.
28
The dreamtaker selects a victim at random and
broadcasts a melodic tune into the creature’s mind. On
a failed save (Will DC 18), the dreamtaker becomes the
most beautiful creature the victim has ever seen. The
victim moves at half speed toward the dreamtaker,
until the creature envelops the victim. The charm
effect lasts for 1d8+1 rounds or until the victim takes
damage. Each time the victim is damage, he or she
may make a subsequent saving throw. Escaping the
acidic embrace of a dreamtaker requires an opposed
Agility or Strength check. The creature receives a
+3 to the opposed roll. If a victim is embraced in the
dreamtaker, all successful attacks against the creature
deal half damage to the victim.
Area 11 – Devastation
This large, ovoid chamber contains two huge mound
structures. Each of these are torn open, as is the large tubal
elevator between them.
Every 4 turns, there is a 1 in 6 chance that a group of
2d4 collectors arrives escorting 1d3+1 builders. Only
one such group will be encountered. The controller on
this level has been destroyed. The iridescent stone that
was once at its core is missing.
In the back of the eastern mound, lying under a
carefully stacked pile of achechari feathers is a young
achechari. This creature (it did not receive a name) is a Area 12 – The Generals
child of Shaloth. Since the controller on this level was This large, ovoid chamber contains two huge, intact mound
destroyed, the creature has not come to the attention structures with 20’ diameter apertures each sealed with
of the god-seed’s defenders but is weak from hunger. a hard translucent material. The one on the right appears
The achechari’s initial reaction to the party is dark, but the one on the left glows with a reddish light.
defensive – flaring its feathers and hissing. If attacked, The controller on this level has been destroyed. Its
it uses its breath weapon to put its opponents to sleep iridescent gemstone is intact in the ruptured core.
and then attempts to use its invisibility power. The
The dark mound contained three huge blade beetles
creature bonds to the first character to feed it. The
that were destined to lead their lesser cousins in
achechari has rudimentary language skills – but only
the defense of the Akavala aspect on this world.
in its native language and speaks only if fed.
Unfortunately, the destruction wrought by the
Achechari (young): Init +2; Atk Claw +3 melee (1d2) achechari killed the controller and thus them. The
or withering bite +3 melee (1d4+1d4 heat) AC 12; HD entire cell is filled with an acidic slurry of creature
2d12; HP 4 (8); MV 30’, Fly 60’; Act 1d20; SP Breath remains. The chamber door can only be opened with
weapon, Invisibility; SV Ref +3, Fort +3, Will +3; AL N a controller’s iridescent gemstone. Once opened, the
Already over 10’ long, this young achechari is slurry floods dealing 2d12 damage to anyone in a
destined to be a powerful representative of its race. It 20’ long, 40’ wide arc in front of the doorway. The
defends itself with a withering bite, which deals 1d4 foul ichor continues to deal 1d12 damage per round
damage plus another 1d4 from an intense internal for 1d4 rounds or until washed off with a significant
heat. Its breath weapon is a cloud of scorching gas quantity of water. The danger can be detected as a
covering a 20’ radius area and can be centered up to trap.
60’ away from the creature. This gas deals 2d4 fire The glowing mound holds a ruby serpent, huge
damage (Reflex DC 12 for half damage) and causes creatures bred on a jungle world far away to serve as
each creature within the cloud to make a Fort save mounts for the giant inhabitants there. The door can
(DC 13+damage dealt) or fall into a catatonic sleep. be opened with an iridescent gemstone, prompting
The creature can also become invisible, as per the spell the ruby serpent to immediately attack.
Invisibility. Both its breath weapon and invisibility
power requires a Spell Check (+4).
29
Ruby Serpent: Init +6; Atk Bite +12 (2d6+4); AC 21; Perceptive PCs determine that the god-seed is
HD 9d12; hp 72; MV 60’; Act 2d20; SP Swallow whole; connected to the walls and ceiling by eight single
SV Ref +9, Fort +9, Will +4; AL N tendrils, sending instructions to its servants and
receiving information. Though not a simple matter,
The ruby serpent is a blind snake-like creature, 60’
the god-seed can be killed by destroying these vital
long, composed of a living mineral similar to red
links. Area affect damage of 10 points or higher does
corundum. The creature bites with its jagged, stoney
the trick. Otherwise, each of the tendrils must be
teeth and attempts to swallow its victim whole. On
slashed (automatic if within melee range) or hit with a
a successful bite, the victim must make a Reflex save
missile weapon (AC 20). The seed core is not without
(DC 8+damage) or be swallowed. The grinding action
its defenses. Once it perceives an attack, it fires 1d4
of the creature’s digestive system deals 3d6 damage
rays of energy each round (+6 ranged, 4d6 damage).
per round. Characters with a short weapon in hand
can deal automatic weapon damage to the creature Once the links are severed, the gemstone darkens,
each round while inside its gullet. cracks and then collapses. A ball of pure void hovers
where the gemstone once hung, but before the PCs
Area 13 – The Seed Core can react, it expands, or perhaps they shrink, and they
You stand at the bottom of a chamber that resembles a find themselves in a different place.
bell jar. Hovering near the top, 60’ above your heads, is Judges may have a locale picked out on this world or
an uncut iridescent gemstone the size of a horse. It slowly another. If the connected adventure is intended in the
revolves, lights reflecting from the rough facets and clusters future, use the Optional Epilogue.
of quartz-like stone around its base.
The seed core is the soul of the god-seed, a sliver
of Akavala itself. However, in its nascent state it
is occluded from its perceptions of this world. In
an ethereal voice, the seed attempts to discern the
PCs intentions and tries to convince them to enter
its service, focusing on those that hold iridescent
gemstones. Perhaps it tells a glowing version of the
tale of Akavala or describes the glory of the coming
growth of the Ravenous Tree’s seed on this realm.
Should characters wish to enter the god-seed’s service,
it extrudes crystalline versions of the controller’s
spiked tentacles, inserts them into willing characters’
brainstems and casts Patron Bond (+12 to the roll).
30
OPTIONAL EPILOGUE
The party stands on a bare stone promontory rising above a small rocky island. Ringing the hill are waving fronds of
unfamiliar fern-like trees, some leaning over the stony shore. But only waves of air lap at this beach. As far as you can see,
other islands hover in the very air, some small like this one, some larger than cities, and one larger than can be perceived.
Dominating all you can see, at an indeterminate distance, is the trunk of an unimaginably vast tree. The crown is just a
rumor far above the clouds, and its lower boughs and leaves stretch across the entire sky, shading everything below it to
an oppressive twilight.
31
APPENDIX M: MAGIC
Shaloth
In the distant past, the achechari Shaloth was steed to a man that was worshiped as a god. The free peoples of
Urun, the first world broken by the dimension spanning tree-god Akavala, followed this traveler as a savior
when he arrived. Like he, these free peoples and Shaloth were ultimately broken by the Ravenous Tree and
its servants: the ptero-men, the blade beetles, and Face of the Oloor. The man was taken by Akavala, turned to
stone and cast into the multiverse, to float forever without thought or volition.
Shaloth and her brother Daeroth were imprisoned in one of Akavala’s seeds where the controllers fought to
convert them to the cause of the Ravenous Tree. Though her brother resisted for all the eons where they lay
imprisoned, Shaloth weakened, the tendrils of the god-seed wriggling through her flesh even as the whispers
of the controllers squirmed within her mind. When Daeroth broke free of his cell, the conflagration ruptured
Shaloth’s cell and though broken and dying, she followed him into a new world.
Some sorcery, either within the god-seed or in passing out of it, imbued the dying achechari with titanic
power. This power is trapped within her broken form, coaxed out by rituals and worshippers and sacrifices.
Physically, the power is manifest in the eggs that she lays, but other arcane pathways bind the achechari to her
devotees.
To bind to the dying achechari, a devotee must be involved in the ritual of transformation where a humanoid
merges with the achechari’s egg and is reborn as a true servant, the achari. The back blast of energies that
washes over attendees of the ritual forms a tenuous but powerful bond. And all dream of that final sacrifice
where they too become an achari. Within this bond is the mistress’ desire to throw off the curse of the god-seed
which still creeps through her flesh and mind. Should a servant find a cure, the blessings from the mistress
would be boundless.
32
Invoke Shaloth Check Results
Wisdom of the multiverse floods the caster’s mind. For the next 1d6+CL rounds, the caster’s
occlusion to true reality is ripped aside. During this time, the caster’s actions and mind are
12-13 enhanced, granting a +CL bonus to all Action Dice and saving throws.
Shaloth hides her servant from harm. For as long as the caster refrains from attacking, he or she
is invisible. If the caster Spellburns more than 5 points during this invocation, he or she remains
14-17 invisible for only 1d4+CL rounds but can attack for the duration without becoming visible.
The mewling cry of the wretched mistress echoes from the servant’s mouth. Opponents are
struck with such a piteous fear that they cease aggressive actions and depart. The number of
creatures affected is based on hit dice (no saving throw): 1 HD or less affects 2d8 creatures,
up to 2 HD affects 2d6 creatures, up to 3 HD affects 1d6 creatures and up to 4 HD affects 1
creature. If the affected opponents are subsequently attacked, the spell is dispelled, otherwise,
18-19 opponents move away from the caster and his or her allies at best speed for 1 hour.
The iridescent feathers of the achechari bear the caster aloft. For 1d10+CL rounds, the caster
can fly at a speed of 60’ per round. During this time, large wings with iridescent feathers sprout
20-23 from the caster’s back.
The tortured dreams of the dying achechari burst from the caster’s psyche. All living creatures
(including allies) in a 60’ radius from the caster must make a Will save (DC = Spell Check), or
be tormented by visions of death and destruction. The victims drop whatever they are holding,
24-27 move at half speed in a random direction, but are otherwise catatonic for 2d6 rounds.
The fires of the achechari burn in the casters gut. For 1d4+CL rounds, the caster may make a
breath weapon attack each round consisting of a line of super-heated air 5’ wide and 1d4x10’
long. The breath weapon deals 4d6+CL damage (Reflex = Spell Check for half damage) to all
28-29 within the area of effect.
Out of a cloud of fire flies an achechari formed of shadow. The Type I avatar of Shaloth remains
for 3d6+CL turns and serves the caster in any capacity demanded. Shaloth falls into a deep
slumber. The caster suffers from patron taint and must bring living sacrifices equal to three
times his or her caster level to Shaloth’s resting place in order to awaken the patron. Shaloth
30-31 cannot be invoked during this time.
As above, but the Type I avatar of Shaloth serves the caster for 1d12 days. Shaloth falls into a
deep slumber and cannot be invoked. The caster suffers from patron taint and must undergo
a major quest of the Judge’s devising to awaken the patron. Shaloth cannot be invoked during
32+ this time.
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Patron Taint: Shaloth
1 The caster is tortured by the horrors of Akavala. The first time this result is rolled, the caster is
unable to sleep soundly, requiring 8+1d4 hours of sleep in order to naturally heal and prepare
new or lost spells. The second time this result is rolled, the caster suffers intense physical and
mental pain for 1d3 rounds. During this time, the caster suffers a -2 to spell checks. Each subse-
quent time this result is rolled, the fit lasts for an additional 1d3 rounds each time a spell is cast.
2 The casters physical form mutates. The first time this result is rolled, the caster’s arms and legs
grow fine, iridescent feathers. The second time this result is rolled, the caster’s hands warp into
bird-like claws, though still function as hands. The third time this result is rolled, the caster’s
mouth transforms into a combination of bird’s beak and a complex set of insect mandibles.
3 The caster carries the achechari’s brood. The first time this result is rolled, the caster’s belly dis-
tends over the course of 1d3 months. At the end of this time, the caster gives birth to a leathery,
insect-like egg. The second time this result is rolled, the caster gives birth to an egg every 1d3
months for a full year. The third time this result is rolled, the caster gives birth to an egg every
1d3 months for the rest of his or her life. There is a 10% chance per birth that the egg is viable
and hatches an achechari in 1d12 months. Even if the egg is inert, it may be used in the Ritual of
the Achari spell.
4 Shaloth’s essence fades. The first time this result is rolled, the caster loses connection to his or
her patron and cannot cast the Invoke Patron spell. The loss is permanent until the caster under-
takes a minor task for the achechari. This task requires approximately 1 week and is within a
20 mile radius of the caster’s current location. The second time this is rolled, the task requires
1d3+CL months and is within a 200 mile radius. The third time this result is rolled, the caster
must find the secret of curing the achechari of Akavala’s curse or lose access to the Invoke Patron
spell for all time.
5 The infection of the mistress moves to the servant. Each time a spell is cast, glowing plant-like
fibers burst from the caster’s flesh, remaining for 1d3+CL rounds. During this time, the caster
is at -2 to all Action Dice rolls. Each subsequent time this result is rolled, the infestation time
increases up to the dice chain to d30+CL rounds. While infested, the caster suffers a -4 to all
mental-based checks against Akavala’s servants (collectors, builders, or controllers).
6 Akavala breaks through the mistress and controls the servant. The first time this result is rolled,
the caster is immobilized from a blast of mental images from the Ravenous Tree. The fit lasts
for 1d3+CL rounds and the caster can take no actions. The second time this result is rolled, the
caster is immobilized, as above, and must make a Will save (DC 13) or lose connection with
Shaloth for 1d3 days. The third time this result is rolled, the caster is immobilized and must
make a Will save, as above, however, the link to Shaloth is permanently severed on a failed
save. The caster is forever marked as an enemy of the achechari god-thing and suffers a -2 to all
saves against Akavala, its servants, and other effects associated to the Ravenous Tree.
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SPELLBURN: SHALOTH
The caster takes on the tortured reverie of the god-seed. Glowing plant-like fibers sprout from
the caster’s flesh, and the caster remains in a strange mental reverie with a god-seed from his
or her dimension, while the ability loss heals. During this time, he or she can only move at half
1 speed and suffers a -2 versus any mental effects of Akavala’s servants.
The caster’s physical damage fails to heal until he or she crafts a special healing draught com-
posed of arcane substances. Both the formulae and substances are known to the caster, and the
ingredients can be gathered in 1d3 hours. The caster must spend at least an hour concocting
the draught and make an Intelligence check (DC 5). If the check fails, the ingredients are ruined
and the process must begin again. If successful, the caster consumes the draught, but the effects
2 are felt only by Shaloth; afterwards, the caster’s physical ability heals normally.
The caster’s physical damage fails to heal until he or she undertakes some minor quest for
Shaloth. This quest takes less than two weeks, with a goal within a 20 mile radius. The nature
3 of the quest is left up to the Judge.
While the caster’s physical damage heals, the caster loses the use of his or her legs. During this
time, the caster may drag his or her body at 5’ per round, but otherwise must be carried or
4 borne by some other means.
General The caster summons forth a cloud of boiling plasma and ash that burns and chokes his or her
target.
Manifestation A black cloud of ash limned with fire boils from the caster’s fingertips.
Roll Effect
1 Lost, failure, and Patron Taint.
2-11 Lost, failure.
12-13 One target is surrounded by the pyroclastic cloud for 1d4+CL rounds, suffering a -2 to all
rolls. In addition, the target takes 2 damage per round from the burning ash. The cloud fol-
lows the target for the duration of the spell.
14-17 The caster engulfs 1d4+1 targets with individual pyroclastic clouds. Damage and penalties
are as the previous result, however, each victim may make a Reflex save against the spell
check to duck out of the cloud after the first round of effects. The caster can redirect the
clouds for the duration of the spell, prompting subsequent Reflex saves. The clouds move 50’
per round and redirecting them consumes all actions for the spellcaster’s round.
18-19 The caster targets an individual with a pyroclastic cloud that engulfs a 20’ radius from the
victim for 1d6+CL rounds. All affected by the cloud take a -2 to all rolls and 1d3+CL damage
per round. The targeted victim does not receive a saving throw, however, anyone else within
the cloud receives a Reflex save versus the Spell Check to dodge out of the cloud after the
first round of effects. The cloud follows the original victim for the duration.
20-23 As above, but all victims receive a Reflex saving throw. The caster can direct the cloud, which
moves at 50’ per round and consumes the caster’s actions for the round. The cloud deals
2d3+CL damage per round to those affected.
24-27 As above, but the cloud can be centered on a victim within 100’ of the caster. The victim must
make a Fortitude save versus the spell check, or lose 1d3 Stamina, in addition to the damage
and roll penalties, as a choking fit overtakes the victim. Others in the area of effect suffer
from the physical damage and roll penalties.
28-29 As above, but the cloud remains for 2d4+CL rounds.
35
30-31 As above, but the caster can create two clouds, centered on two different targets, with a 30’
radius of effect.
32+ A cloud of superheated ash bursts from up to three victims within 200’ of the caster. Each
cloud has a 30’ radius and deals 3d6+CL hit point damage and 1d3 Stamina damage to all
within the area of effect. Targeted victims receive no saving throw, however others receive
a Reflex save to dodge out of the cloud after the first round of effects. The clouds may be
moved at a rate of 50’ per round without distracting the caster from other actions.
Spell Name RITUAL OF THE ACHARI
Level 2 Range Touch Duration Permanent Casting Time 24 hours Save Will
The ritual of the achari involves the merging of a humanoid creature with a viable achechari
egg in order to produce a humanoid servant of Shaloth. If the sacrificial victim is willing,
there is no save, otherwise, a Will save against the spell check prevents the victim from
merging with the egg, though he or she is essentially helpless to the attentions of the cultists
present.
The ritual requires 24 hours of constant concentration and involves numerous material
components (aside from the victim and the egg) totaling 1,000 gp. The caster must Spellburn
at least 5 ability points. Unless somehow interrupted, there is no danger of the caster losing
concentration, however, if some threat is present, the caster must make a Will save (DC 12 or
higher) to maintain focus on the ritual for the duration.
If the ritual completes successfully, the egg matures (as described below) and hatches a fully
formed achari. More than one caster can participate in the ritual by adding his or her spell
check bonus and Spellburn to the final roll. Note that each additional caster must know the
General spell and must Spellburn at least 1 point in the casting.
Roll Effect
1 Lost, failure, and Patron Taint.
2-11 Lost, failure.
12-13 Failure, but spell is not lost.
A mindless and uncontrolled achari emerges from the egg in 1d3 hours. The creature attacks
14-19 all that it can perceive.
A single achari of the standard type emerges from the egg in 1d6 days. The creature is a
servant of Shaloth, but will follow orders of those bonded to the patron. If ever these orders
20-25 conflict with the will of Shaloth, the patron’s will overrides the servant’s orders.
An advanced achari emerges from the egg in 1d12 days. As above, the creature is a servant
of Shaloth and takes its orders from the reverie it maintains with the patron. The desires of
the patron may overlap with those of its servants, allowing an advanced achari to become a
26-31 follower of the caster or other servant of Shaloth (Judge’s discretion).
An advanced, free-willed achari emerges from the egg in 1d16 days. This creature, while still
in reverie with Shaloth, typically departs after 1d3 weeks on a mission from the patron. Only
in extreme circumstances will Shaloth allow this creature to become a follower of the caster
32-33 or other servant of the patron.
An achari of singular power emerges from the egg in 2d3 months. This creature, as above, is
free-willed and departs immediately on an important quest for the patron. Only in extreme
circumstances will Shaloth allow this creature to become a follower of the caster or other
34+ servant of the patron.
36
Achari, Standard: Init +2; Atk Claws +4 melee (1d5);
AC 14; HD 2d8; MV 30’; Act 2d16 ; SP Shriek (1/turn,
Fort DC 12 or stunned); SV Ref +4, Fort +1, Will +2;
AL N
Achari, Advanced: Init +2; Atk Claws +5 melee
(1d5) or Bite +5 melee (2d3); AC 14; HD 3d8; MV 30’,
Fly 60’; Act 2d20 ; SP Shriek (1/turn, Fort DC 12 or
stunned); SV Ref +5, Fort +2, Will +3; AL N
Achari, Unique: Init +2; Atk Claws +5 melee (1d5) or
Bite +5 melee (2d3); AC 14; HD 3d8; MV 30’, Fly 60’;
Act 2d20 ; SP Shriek (1/turn, Fort DC 12 or stunned),
1d3-1 unique qualities, ; SV Ref +5, Fort +2, Will +3;
AL N
The achari are humanoids, averaging 7’ tall, covered
in fine, translucent chitin feathers. They are a strange
combination of bird and insect (like their “mother”)
and human with three-toed feet, clawed hands and
a strange mouth that is somewhere between a beak
and mandibles. They speak a degenerate form of
Common, but maintain a telepathic connection with
Shaloth.
Standard achari are near mindless, though they can
follow simple orders.
Advanced achari are of normal to high intelligence
and have a set of bird-like wings with iridescent
feathers.
Unique achari are physically similar to advanced
achari and very intelligent. Each has 1d3-1 unique set
of qualities, as indicated on the table below. Unique
achari use a d20 for their action die when these powers are called upon.
37
SUMMON SHADOW ACHECHARI
Level: 3 Range: 20’ Duration: Varies Casting Time: 1 Turn Save: Will
General This spell summons an avatar of the achechari Shaloth. The creature is composed of living
shadow and fire, but has the overall shape of its mistress. The shadow achechari serves the
caster for the duration of the spell, before disappearing. If ever the orders of the caster conflict
with the will of Shaloth, the creature turns on the caster for the duration of the spell.
The spellcaster must Spellburn at least 1 point each time this spell is cast.
Manifesta- A ball of pure void appears over the caster’s shoulder, and the shadow achechari bursts upon
tion the scene.
Roll Effect
1 Lost, failure, and Patron Taint.
2-11 Lost, failure.
12-15 Failure, but spell is not lost.
16-17 The caster summons a Type I avatar of Shaloth. The creature remains for 1d4+CL rounds.
18-21 The caster summons a Type I avatar of Shaloth. The creature remains for 1d4+CL turns.
22-23 The caster summons a Type II avatar of Shaloth. The creature remains for 1d4+CL rounds.
For 1d3 days after this summoning, the caster loses his or her connection to Shaloth. Neither
Invoke Patron nor any patron-granted spells function during this time.
24-26 The caster summons a Type II avatar of Shaloth. The creature remains for 1d4+CL turns. For
2d3 days after this summoning, the caster loses his or her connection to Shaloth. Neither In-
voke Patron nor any patron-granted spells function during this time.
27-31 The caster summons a Type II avatar of Shaloth which remains for 1d4+CL days. As above,
the caster loses connection with Shaloth for 3d3 days.
32-33 The caster summons a Type III avatar of Shaloth which remains for 1d4+CL rounds. The cast-
er loses connection with Shaloth for 5d3 days and suffers from patron taint.
34-35 The caster summons a Type III avatar of Shaloth which remains for 1d4+CL turns. The cast-
er loses connection with Shaloth until a major quest is completed that essentially heals and
reawakens the ailing patron. The details of the quest are left up to the Judge. The caster also
suffers from patron taint.
36+ The caster summons a Type III avatar of Shaloth which remains for 1d4+CL days. As above,
the caster loses connection to Shaloth until a major quest is completed. The caster suffers from
patron taint.
Shadow Achechari (Type I): Init +6; Atk Mandibles +8 melee (2d6), Claws +8 melee (2d4); AC 19; HD 6d12;
MV 30’, Fly 60’; Act 3d20; SP Breath weapon, +4 to saves versus magic; SV Ref +6, Fort +6, Will +6; AL N
Breath Weapon: The breath weapon of the shadow achechari is a boiling pyroclastic cloud with a 40’ radius.
All within the cloud suffer a -2 to all rolls (damage, attacks, saves, etc) and take the shadow achechari’s current
hit points in damage. A Reflex save (DC 16) negates the penalty to rolls and halves the damage.
Shadow Achechari (Type II): Init +6; Atk Mandibles +10 melee (2d6), Claws +10 melee (2d4), Tail bludgeon
+10 melee (2d10); AC 19; HD 6d12; MV 40’, Fly 80’; Act 4d20; SP Breath weapon, +4 to saves versus magic,
Immune to non-magical attacks; SV Ref +8, Fort +8, Will +8; AL N
Breath Weapon: The breath weapon of the shadow achechari is a boiling pyroclastic cloud with a 60’ radius.
All within the cloud suffer a -4 to all rolls (damage, attacks, saves, etc) and take the shadow achechari’s current
hit points in damage. A Reflex save (DC 16) negates the penalty to rolls and halves the damage.
Shadow Achechari (Type III): Init +6; Atk Mandibles +12 melee (3d6), Claws +12 melee (3d4), Tail bludgeon
+12 melee (3d10); AC 21; HD 8d12; MV 60’, Fly 120’; Act 4d20; SP Breath weapon, +4 to saves versus magic,
Immune to non-magical attacks, Invisibility; SV Ref +8, Fort +8, Will +8; AL N
Breath Weapon: The breath weapon of the shadow achechari is a boiling pyroclastic cloud with an 80’ radius.
All within the cloud suffer a -6 to all rolls (damage, attacks, saves, etc) and take the shadow achechari’s current
38
hit points in damage. In addition, the victims take 1d4 Stamina damage per round. A Reflex save (DC 18)
negates the penalty to rolls and halves the heat damage. A Fortitude save (DC 18) negates the Stamina damage.
Invisibility: The type III shadow achechari can become invisible at will. The invisibility lasts until it physically
attacks an opponent, but is not dispelled if the creature uses its breath weapon. This power consumes an action
dice.
HECATE, GODDESS OF WITCHES
Hecate, the Goddess of Witches, appears in the book Angels, Daemons and Beings Between by Daniel Bishop
and Paul Wolfe. This book is currently available in PDF form from http://www.rpgnow.com
Invoke Patron check results:
12-13 Hecate has more important concerns than the caster. She restores one lost spell to the caster’s
mind, and grants a one-time +4 bonus on a spell check, which must be used in the next 10 minutes
or the bonus is lost.
14-17 Hecate casts a magical darkness in a 100’ radius, centred on the caster, which lasts 4d8 minutes.
The caster and his allies can see through this darkness with ease, but it grants them a +2 bonus
to Armour Class against their foes (even those that can normally see in darkness). The caster
may spill her own blood to increase the duration, gaining 10 minutes for each point of Strength,
Stamina, or Agility sacrificed. The darkness remains centred on the caster and moves with her.
18-19 Witch armour. For a brief second, crackling black flames leap around the form of the caster. The
caster’s Armour Class is increased by +1 until the next moon rises. In addition, the caster may
sacrifice Strength, Stamina, or Agility to these flames, and for each point sacrificed, her Armour
Class is increased by +1 until the next moon rises. The black flames last only a moment, so the
choice to make a sacrifice or not must be made quickly.
20-23 Witch blade. Hecate transforms the caster’s weapon of choice (which need not be bladed) into a
magical weapon capable of transmitting the spell power of the caster. Until the next dawn, the
caster may attempt to cast a spell and strike with the weapon using the same Action Die (the same
result applies both to the attack and the spell check). Only a spell whose casting time is an action
or less can be so cast, and the caster may not utilize Spellburn when doing so. If both attack and
spell check are successful, the attack does normal damage, and the spell effect takes place affecting
the target of the attack only. If a natural “1” is rolled, the caster suffers the effects of a fumble as
well as possible corruption, misfire, and patron taint, as per the description of the spell being cast.
24-27 A crack opens in the ground, and 2 hell hounds leap out! These creatures remain for 1d7 minutes
or until destroyed, serving the caster as directed with uncanny intelligence. When they expire,
they disappear into a searing puff of flame that caused 1d3 damage to any creature within 5’. See
the core rulebook, page 417, for hell hound statistics.
28-29 A crack opens in the ground, and a pack of 3d3 hell hounds leap out! These creatures remain for
3d7 minutes or until destroyed, serving the caster as directed with uncanny intelligence. When
they expire, they disappear into a searing puff of flame that caused 1d3 damage to any creature
within 5’. See the core rulebook, page 417, for hell hound statistics.
30-31 A rolling darkness spreads forth from the caster, obscuring all vision save for that of the caster
and her allies. The darkness spreads 50’ per round until it reaches 100’ per Caster Level. As soon
as the darkness reaches its maximum size, from out of its centre leap a pack of 3d7 hell hounds.
These hell hounds are obedient to the caster’s will. The darkness moves with the caster, and lasts
1d3 hours, or until she dismisses it. The hell hounds remain until 1d3 dawns, or until slain, at
which point they fade out of existence. See the core rulebook, page 417, for hell hound statistics.
32+ As above, but the caster’s most powerful enemy present is also cursed as follows (Will DC 20
negates in all cases): (1) The enemy’s will is subject to the caster’s, who can command the foe for
as long as a single hell hound from this casting remains, (2) The enemy’s reason is shattered by the
curse, and his mind is reduced to that of an animal for a period of 1d4 days, (3) The enemy has a
permanent –2 penalty to all attack rolls and saving throws until he meets some condition set by the
caster, (4) The enemy is permanently aged 4d10 years, or (5) The curse causes the enemy to writhe
in agony, losing his next action and causing him 4d6 damage.
39
APPENDIX I: EXTRAORDINARY ITEMS
Thal Living Machines
The apemen of Akavala’s realm are skilled bio-engineers and mind scientists. In their underground
laboratories they breed telepathically symbiotic creatures that act as the tools and weapons of the K’thal
empire. Living machines are mentally controlled by a low-level telepathy possessed by all sentient creatures.
For each device, the user must make a Telepathy check by rolling the Action Dice + Intelligence bonus. Those
untrained in telepathy roll a d10 on the check. Trained telepaths roll a d20 and add their level and Intelligence
bonus to the roll.
A semi-intelligent ooze that fits over the forearm. With successful mental control,
Squiggly 10 it fires a bolt of hot plasma at the range of a short bow (1d8+1 damage).
A crustacean that fits over the hand. The creature can be mentally controlled to
Handtool 5 use its many legs as fine tools (Thieves tools; +2 to checks)
40
Umber, the Sword of the Tokar Kings
Umber is a broadsword knapped from red flint. The pommel and cross guards of the weapon are composed
of pink granite inlaid with silver and uncut emeralds. Though it appears primitive and unwieldy, the weapon
is perfectly balanced and nigh unbreakable. Umber is a +1 broadsword, useable with one hand for 1d8+1
damage or two hands for 2d4+1 damage.
A mere sliver from the spirit of an ancient tokar king sleeps within the sword (Int 3). Once per day, the wielder
can bring the spirit of the ancient king to the fore and comprehend languages, as the spell (1d10+20 to the Spell
Check).
Though the sword has no intrinsic purpose or drive, it is a symbol of an ancient tokar prophecy concerning
a future king that will unite the dispersed people into a great empire. It is said that the tokar wizard Gurduq
soaked the knapped flint sword in the blood of last king of the tokar, Agar Ulnir as he died on the battlefield.
41
APPENDIX R: RUMORS, VISIONS AND PLOTS
As is traditional, the Judge may need a few nudges from powers both supernatural and mundane to get the
party moving toward an initial goal. While within the caverns and the god-seed, there are also opportunities
for PCs to learn more about the tenuous situation and the threat of Akavala’s incursion.
SUPERNATURAL VISIONS
Many PCs are directly tied to the whims of their gods or their supernatural patrons. Or their fates are tied to
party members which are. The threat of Akavala and its god-seed are great within the PCs realm – and could
result in the eventual destruction of their world. The arrival of Shaloth and Daeroth has caused repercussions
far beyond the PCs ken, but not beyond the reach of their supernatural masters. These masters typically do not
communicate direct intentions or even clear information to their servants. Each of the entries below includes a
suggested vision and suggested aims of the patrons and gods involved. All visions lead adherents to the area
of Mount Welwood, if not to the mountain directly.
Akavala
Vision: A shadowy entity blots out the sun; living roots that crawl through the earth; and a sky filled with
broken land.
Patrons: Some patrons may wish to seize the power contained within the god-seed, to turn the entity itself
to the patron’s cause, or even recover a specific individual trapped within the god-seed, such as Gyrwallion,
Umat, or the ruby serpent. Others, especially lawful patrons, will want to see the threat of Akavala destroyed.
Gods: Lawful gods abhor Akavala and the god-seed, sending adherents to destroy it without quarter. Neutral
gods may simply seek information or to treat with the entity, while chaotic gods seek to turn the god-seed to
their cause or determine the secret of Akavala’s power.
Shaloth
Vision: Darkness and a mewling, raspy cry; of worms crawling through the flesh of the servant, of a world-
spanning egg that births a shadowy horror.
Patrons: Most patrons will want Shaloth and her brood destroyed, since the achechari and her young are a
threat to their power on this realm. Chaotic patrons may wish to swing Shaloth and any of her brood to their
cause – typically through subjugation.
Gods: The threat of the cult of Shaloth to Lawful gods is immediate and must be stopped. Some neutral gods
may embrace the coming of Shaloth as some answer to a prophecy of transformation, others may find the
threat of the achechari and her young too great against the natural world. Both lawful and neutral gods may
find the creature a perfect foil for the threat of the god-seed. Gods of chaos would find it hard not to covet
Shaloth and more importantly, her ability to produce more achechari, especially gods of war and destruction.
Umber, the Sword of the Tokar Kings
Vision: The servant’s sword turns into knapped flint for 1d3 days, taking on the powers of Umber, before
fading back to normal. Visions persist of the last tokar king, Agar Ulnir, dying on the battlefield and the tokar
wizard Gurduq soaking the sword in the blood of the king.
Patrons: Though a minor artifact, Umber still holds power, particularly to patrons on the lower end of the
spectrum. More powerful patrons may see it as a nice sacrifice from a willing servant – or may seek the item
in order to enhance it with greater power. Some supernatural patrons may wish to use the tokar, and Ulur, the
war chief, in particular, to greater purpose.
Gods: Most gods have no particular interest in Umber or the tokar – both represent little power and thus little
threat. Certain savage gods may hold particular enmity to the race or the ancient king for crimes in the distant
past. Chaotic gods may see the potential of Terek’s prophecies of transformation and Ulur’s belief that he is the
subject of that prophecy.
Hecate and Nava Sol
Vision: The beautiful almond eyes of Nava Sol intrude upon the servant’s prayers or ritual. Her voice speaks
42
the phrase “Evil is among us” in the secret language of witches.
Patrons: For devotees to Hecate, or her allies, this is a call to arms to assist a fellow witch. For those patrons
who oppose Hecate, see the notes below.
Gods: Gods of law are typically opposed to Hecate for her volatile meddling, and may send servants to the
area to destroy her servant, Nava Sol, or simply disrupt the witch’s plans. Neutral gods are most likely to be
allied with the goddess of witches, though some may find her methods detestable. Chaotic gods, strangely,
also hate the witch goddess since her motives can almost never be predicted – and thus cannot be trusted.
Daeroth
Vision: The shadowy, serpentine form of a feathered, insectile dragon coils and writhes birthing destruction
across the world.
Patrons: Patrons of chaotic or neutral bent will desire Daeroth for its sheer power and destructive force.
Lawful patrons, particularly those that suspect the achechari’s history, may also want to recruit the creature to
their cause. Most, however, want the wild thing destroyed and traced back to its source.
Gods: Similar to patrons, each may have inscrutable aims with regard to the achechari. The power the creature
represents could be used for any number of aims for Lawful, Neutral or Chaotic gods. But, gods from the three
camps may be just as likely to want the thing destroyed.
43
WELWOOD AREA RUMORS
While in the Mount Welwood area, characters can seek out specific information, for instance, following up on
visions they may have received from their patrons or gods. Otherwise, a night in a local tavern or a day spent
in a village marketplace will yield one unique rumor.
44
INFORMATION FROM THE CULTISTS OF SHALOTH
Should the PCs manage to find allies within the cult to Shaloth, they may gather important information. Most
of the cultists are recently recruited peasants with little specific knowledge of the situation or the underworld.
Many have not even seen their god across the Great Spring.
Any cultist that is friendly to the PCs divulge whatever common knowledge exists, though some pointed
questions might need to be asked.
Only 1 in 6 have more detailed information, though they are a sullen lot. Suggested DCs are given for
Personality-based checks, though Judges may wish to reward players for good roleplaying in this uncertain
encounter.
Special: Only 1 in 10 of the cultists will relay special knowledge, and then only with a DC 20 Personality check
(or great roleplaying, at the Judge’s discretion)
Shaloth
Shaloth is a powerful goddess living in the Cathedral, a beautiful cavern across the Great Spring. The goddess
escaped from the prison of a terrible demon and now lies in state where the devotion of Sabella and the cultists
bring forth her children. The screams we hear are the spirits of the demon being cast from this world by our
goddess.
The Cathedral can be reached via the boats and barge on the shore, though none of the craft may be used
without the express permission of Sabella. Everyone has seen the chosen few among them accompany Sabella
across the lake to pay tribute to Shaloth, and that sometimes these cultists do not return.
The lake is infested with giant crayfish and flatworms, as well as several of their goddess’ hatchlings, which
the cultists revere as fervently as Shaloth.
Information DC
Sabella and her priests throw fresh meat into the spring to keep the hatch- 10
lings from attacking the boats.
Shaloth is a vast worm with strange feathers and tattered wings. 12
She consumes sacrifices with her burning breath. 15
Shaloth grants great power to those that enter into her service. 18
The chosen are transformed into her children; residing in her many eggs. 20
Shaloth is dying. Glowing worms crawl through her flesh. It is her screams Special
we hear!
The Achari
All know that the archari are the truly blessed of Shaloth and that only the worthy may know the secret of
their origin. Many speculate that the goddess hatches them from eggs. The cultists generally avoid interaction
with the achari, as they are near-mindless.
Information DC
The achari are birthed from Shaloth’s eggs after the ritual. 15
They are transformed from the chosen among us during the ritual of 18
birth.
Once an achari emerged from its egg and it was different. It had Special
wings and spoke in a strange language. Sabella tried to capture it,
but it escaped with one of Shaloth’s eggs.
45
The Tokar
The tokar are devotees to Shaloth and live in a nearby cave, though only Sabella can grant permission to visit
them in their home. They are savage creatures dressed in skins and carry stone, bone, and wooden weapons.
Terek, their prophet, and Ulur, their war chief, are often in the Cathedral performing rites to the great goddess.
Information DC
The tokar prophet often argues with Sabella. 12
The tokar war chief carries a great stone sword that he slings over his back. 12
Sabella sometimes goes to the tokar camp and is not seen for hours. 18
She only goes to the tokar camp when the prophet remains with Shaloth. 20
I have seen her and the tokar war chief together, walking through the caverns alone. Special
Terek and Ulur believe that the tokar are the true chosen of Shaloth and argue with
Sabella, who does not agree. Special
The Caverns
All the cultists know general information about the upper caverns from Area 1 to the cultist’s camp. Only one
among the cultists know of the cave ray cavern (Area 3, and see the information table below), though all have
either seen or been warned about cave rays. The Great Spring falls into a lower cavern where “the evil worm
men” dwell. All have been warned about the collectors, which are described as “glowing spiders.” Few have
seen one, but all know that they lurk in the lower caves.
Information DC
There is a secret cavern above the dry cave where the cave rays lair. 15
Another cavern lies to the east, its pathway hidden. 18
A secret path exists to the lower caverns. Along the western edge of the falls 18
is a stairway, treacherous, but passable.
A pack of glowing spiders attacked the camp three months ago. They carried 20
away several members before they were driven off.
The evil worm men serve Shaloth’s brother, a powerful demon with great Special
wings and a fiery breath.
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47
48
49
50
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System Rules Document Copyright 2000 Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on original material by E. Gary Gygax and Dave Arneson.
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The God Seed Awakens copyright © 2014 Mystic Bull Games, all rights reserved, contact info@mysticbull.com
52
A Secret Buried for an Aeon is About to Sprout!
From beyond our dimension, a living seed has festered here for an
aeon. Within it lurks the nascent form of Akavala, the Ravenous Tree,
dread ruler of a shattered world and its carefully gathered and
subjugated protectors.
53