IRON DM 2013 Round 1, Match 4; Dragonwriter's Entry
The Mortal Coil
By Dragonwriter
A short side adventure intended for a high-level fantasy game. Written with D&D 3.5 primarily in mind.
Ingredients:
Point of Origin
Transcendence
Aberration
Death Spiral
Sentient Prey
Tasteless Joke
Background:
Some time ago, an experiment was attempted deep within the vaults of the mind flayers. This experiment had immense power poured into it in the hopes of a favorable result – the establishment of a mind flayer tadpole within the brain and body of an immature aboleth. This audacious undertaking was successful, but the resulting creature was an aberration among its own kind, abominable to its creators who immediately tried to kill it. Unfortunately for them, this new being was incredibly powerful and it managed to escape their clutches, determined to prove its superiority over all races. It took the name Zuxrashothikt and began to hone its innate, immense magical and psionic power.
It eventually devised a way to decidedly prove its superiority: by transcending mortality and becoming like unto a god. Zuxrashothikt acquired a Sphere of Annihilation as well as a Talisman and created a powerful focusing beacon for the energy needed to fuel its transformation. Zuxrashothikt determined that a spiral was the mathematically perfect method for this focus. It also concluded that it needed the minds, bodies, and even the souls of sentient creatures to power its mighty magic, abducting them through various forms of magical means, often made by Dominating mages into creating such things for it.
Zuxrashothikt’s Plan:
Zuxrashothikt has managed to alter the Sphere of Annihilation to produce a kind of necromantic energy and is using it to collect the souls of sentient mortals killed within the dungeon lair. The dungeon itself is laid out in a spiral infused with the death-energy of the manipulated Sphere, branching out while also allowing the energy pulled in along its course to focus at its point of origin, the Sphere. The souls of slain sentients fuel the coming ritual for Zuxrashothikt to transcend its form and become a god. Meanwhile, the flesh and brains of the slain provide earthly nourishment to it.
Zuxrashothikt has spread various methods of capturing mortals around the world, primarily in the forms of writing. A number of these take the form of joke books, due to Zuxrashothikt having a little knowledge of mortal humor from observations and a few captives it Dominated into service before making them a part of its ritual. As humor is a decidedly sentient concern, this helps to ensure only such creatures are brought to fuel its ritual.
Adventure Synopsis:
The PCs will be abducted by one of Zuxrashothikt‘s methods, specifically an enchanted book, and deposited within his dungeon home. They will make their way through the spiral dungeon to a final confrontation with the aberrant creature. If they are successful, they will be faced with a choice regarding the immediate future of the ritual.
The Hook:
At some point, the PCs will receive through any number of means (such as finding it on a table in a tavern, in a pile of treasure, or even lying on the street) a book bearing the title Fantastic Jokes to Amaze and Amuse with the addendum on the cover of, “Share Me with Friends and Family!” Examining it with Detect Magic reveals no aura (it is under the effect of a Magic Aura spell or equivalent), while a stronger examination should prompt a secret Will save against a high DC. When someone opens it to read, they find jokes that fall far more into the crass arena. Such jokes are along the lines of the following:
- How many elves does it take to replace a candle? Just one. Elves burn great.
- What do you do if you see an elf drowning? Throw him his wife and kids
- How are dwarves and babies alike? They both small like dung.
(The DM is encouraged to come up with other, equally-bad jokes, especially directed at PC races.)
Reading this book actually activates the magic held within, which forcibly teleports (no save) the reader and any nearby sentient creatures (effectively, the rest of the party, plus any civilians/NPCs you wish to drag along as DM) to the outermost edge of Zuxrashothikt‘s dungeon.
[sblock=Regarding Allusions to Events] The DM is encouraged to, if possible, make mention over time of things in line with Zuxrashothikt‘s plan, especially people disappearing. As completion of the project nears, more powerful sources are required, so over time the mentions of people disappearing should go from peasants to low-power individuals or groups to mid- and high-power mortals.[/sblock]
Coiled Death:
The joke book’s teleport deposits the party in an arched, curving hallway of great size with a wall near their backs. Only one path is before them. Everyone can clearly see a crackling black-purple beam of energy above them stretching away around the curve of the path ahead and into the wall behind them. When the energy enters the wall, it spreads out in a broken, spider-like or cracked-glass manner. This same effect is noticeable permeating the walls throughout the dungeon. Knowledge checks focused on Arcana can identify the energy as similar to that of a Sphere of Annihilation, but the energy has been manipulated and twisted into something different.
Detect Magic spells can also obtain information regarding extremely powerful Abjuration- and Necromancy-based magic prevalent throughout the area. The Abjuration seems similar to the field produced by a Dimensional Lock and will prevent any form of teleportation or other extraplanar travel, but the source seems to be the energy beam coursing near the ceiling. The Necromancy can be identified as something extremely close to the Soul Bind spell and likely affects everything in the complex. If PCs attempt to further examine the effect, allow INT or WIS checks to obtain hints regarding the effects leading to the conclusion that the Bind is connected to the energy beam, funneling the captured souls into the beam which then derives further energy from them.
[sblock=A note on the environment]
It is strongly encouraged to highlight the weirdness inherent within the spiral. Such things as the stones quivering as if alive, pools and tendrils of stinking, brackish slime, and unnatural growths are excellent examples and embellishment is a great idea.
Two especial highlights to include are: mention of clusters of eyeballs on stalks growing out of the walls. These are the way Zuxrashothikt monitors its prey, using its innate telepathy to contact the clusters. The other is how the energy of the Sphere has managed to permeate everything native to the dungeon and its construction – the reason these things survive when the wall of death-energy moves through the spiral to force the prey along its path. Also, prolonged contact with the walls will begin to annihilate the contacting person’s life force. Damaging the walls will cause the death-energy to spill out and directly harm the PCs.[/sblock]
If the PCs are lingering too long at the start, the energy pouring into the wall behind them solidifies into a barrier and slowly pulls away from the wall and toward the PCs, forcing them down the path. The curve in the walls draws them in its spiral, closing down as they follow the path. The energy beam siphoned off of the Sphere remains perpetually above their heads. The party should encounter a few Moderate to Difficult encounters during this time, preferably with creatures that are soulless, non-mortal, or non-sentient. Stone or Greater Stone Golems, Advanced Elder Black Puddings, and Nightwalkers are all appropriate possibilities (with supplemental books, the options naturally increase, such as an Advanced Gloom Golem or Advanced Greater Shadesteel Golem).
During this, the party should also find scattered pages of research notes and journals kept by Zuxrashothikt. These detail various things about its history, its process in divining the way to its goal, the methods it has undertaken, and the end result it hopes to achieve and where. These are written in a jumble of languages (primarily the Aboleth language and the mind flayer writing form Qualith, but also with plenty of Draconic and Undercommon), the only way Zuxrashothikt finds itself able to truly express its thoughts, so far beyond normal ability and also extremely fractured. Here are some examples of possible writing fragments to be uncovered in any order:
- They cast me out, fools, mongrels. I am the logical evolution of both races, even if my genesis was forced. They call me abomination; I call them underdeveloped. My superiority will demonstrate itself in time.
- The energy has coalesced and is nearly enough. The spiral’s perfection has focused all it can to the center. Now it needs more powerful source material. Stronger mortal souls are needed… and more fulfilling nourishment.
- I will use this Sphere to fuel my transcendence of this realm. But I will need to alter its being, as my own has been altered…
- The spiral is the method to focus the energy of the trapped souls. With the Sphere, it can expand itself over time as the captured energy increases. It is also an efficient use of space.
- My greater being will be demonstrated soundly by this: I will become a new being, transcend this malformed body and any hint of the mortal realm, and become a god. But I must determine how to power this transformation…
(These are merely suggestions. The DM should feel free to alter them and create new ones.)
The PCs should eventually reach the center of the spiral and the monstrous master awaiting them.
The Showdown:
Zuxrashothikt awaits the PCs in the spiral’s center and the point of origin for all the deadly energy throughout the dungeon. It is completing the final steps to its Transcendence ritual. Though it expected the last souls collected already, it is nothing if not confident in its superiority.
[sblock=Describing Zuxrashothikt]
Zuxrashothikt has a body structure that is a strange melding between that of a normal humanoid-based Mind Flayer and its unusual host body. This has caused several changes in physiology. Its cranium is greatly enlarged and veins and the brain itself can clearly be seen throbbing beneath the soft skin. It has three baleful eyes vertically stacked on its forehead. Zuxrashothikt has a large humpback from which protrudes a sizable dorsal fin. Four long, extremely flexible arms practically drag the ground and whip about more like tendrils than rigid bone-based extremities. A malformed split tail hangs down behind Zuxrashothikt’s legs. Finally, brackish mucus covers its entire body.[/sblock]
The great central chamber takes the form of a large dome. Carved into its walls is a conglomeration of symbols of the arcane in a variety of languages similar to the scattered papers found before. Knowledge (Arcana) checks ID them as designed to focus energy in a location, control the Sphere of Annihilation floating in the middle of the chamber, and surpass corporeal form.
Zuxrashothikt is reading from a great tome, focusing the Sphere for the final phase. The Sphere floats suspended perfectly in the center of the room (as mentioned above) and has a wealth of tendrils reaching out. These entwine in the spiral of a multi-helix before merging completely into the conduit seen throughout the rest of the spiral.
Zuxrashothikt now attempts to destroy the PCs so their souls will finish powering its ritual. It should be completely aware of them so no Surprise Round is in effect. It has twisted the Sphere and mastered it well enough to force the Sphere to lash out every 5 rounds (this count should begin powering up on Round 1 of combat). This attack takes the form of a spiral, striking characters standing in certain squares throughout the room. Zuxrashothikt always knows the perfect place to stand to avoid the tendril, and any characters who make a DC 28 INT or WIS check can find out the same information. Taking such places causes the tendril to pass them by harmlessly. PCs who do not take safe positions must make Reflex saves (DC 28) to avoid the tendril as it passes through their square.
Zuxrashothikt should provide a Very Difficult challenge for the party. It has immense Arcane and Psionic powers, as well as many of the natural abilities of both Aboleth and Mind Flayer. These include such powers as Enslave, Slime, and the innate Psionics of the Aboleth as well as the Mind Blast, Improved Grab, Extract, and innate Psionics of the Mind Flayer. Zuxrashothikt should also have many levels in Wizard, Sorcerer, or Psion to further accentuate its casting nature. It should focus primarily on mental control and personal defense (many of these latter should already be in effect when the PCs arrive) while also attacking with potent effects. Its INT and CHA should be extremely high, making the DCs fairly difficult for the PCs to reach (rolls of 14+ at least, for its stronger attacks). Zuxrashothikt will fight to the death.
Aftermath:
Should Zuxrashothikt kill the PCs, their souls provide the final dose of power necessary to fuel its transcendence. It will become a new minor-deity(-equivalent) and embark on a crusade to destroy, absorb, or convert every inferior being in the world. Which boils down to every living sentient.
Should the PCs kill Zuxrashothikt, its own soul will complete the energy reservoir. A PC can take the tome it was reading and either end the ritual (which shuts down the Sphere’s power) or complete the invocation, allowing the PC to transcend mortality and achieve a state akin to godhood (which completely drains the energy of the Sphere).
[sblock=Regarding the Choice] The DM is strongly encouraged to make the possibility of godhood enticing, but also convey to the PCs the danger of corruption due to the immensely Evil means through which this energy and rite were created. Whether or how this corruption does occur is entirely up to the DM, but slowly turning a PC-become-new-deity into a villain is an intriguing possibility.[/sblock]
Either choice causes the Sphere of Annihilation to stop powering the complex. This makes the entire spiral immediately unstable, and it begins to collapse in on itself. Luckily for the party, the power maintaining the teleportation blocks also ends with the Sphere’s energy, allowing such methods of escape to be possible. There is also a tunnel leading up to a suitably-dangerous part of the Underdark (or campaign equivalent), hidden through cunning means from passerby, which is one way Zuxrashothikt went into the rest of the world when absolutely necessary. The party can make its way home from here through any means the DM deems possible.
Summary of Adventure Ingredients and their Connections:
A book of
Tasteless Jokes transports the party to the
Death Spiral dungeon lair of the
Aberration Zuxrashothikt, where it hunts and kills
Sentient Prey to fuel its ritual of
Transcendence to take place at the spiral’s
Point of Origin.
[sblock=Detailed Breakdown]
Point of Origin: The center of the
Death Spiral, where the captured soul energy of the
Sentient Prey is focused for the
Aberration, Zuxrashothikt, to complete its ritual of
Transcendence. Site of the final battle.
Transcendence: The goal of the
Aberration’s ritual, powered by the souls of
Sentient Prey. Focused and attained at the
Point of Origin of the
Death Spiral.
Aberration: Zuxrashothikt, the villain of the adventure is an Aberration in Type and in nature, being aberrant to its own progenitor species. Created the
Death Spiral for focusing the captured soul energy of
Sentient Prey, where it will attain
Transcendence at the Spiral’s
Point of Origin.
Death Spiral: The dungeon lair of the
Aberraion Zuxrashothikt, which focuses the soul energy of
Sentient Prey to fuel the
Transcendence ritual that will occur at the spiral’s
Point of Origin.
Sentient Prey: The PCs and various other mortals the
Aberration Zuxrashothikt has slain in the
Death Spiral to fuel its ritual of
Transcendence in the spiral’s
Point of Origin.
Tasteless Joke: The contents of many of the books which the
Aberration Zuxrashothikt has scattered around the world. It is designed to ensnare
Sentient Prey and send them to the
Death Spiral, where they are killed and their soul energy captured and focused in the spiral’s
Point of Origin to fuel the ritual for Zuxrashothikt’s
Transcendence.[/sblock]