Collaborative Cave #2 - Updated map (see 1st post) - Now doing room assignment

Gregor said:
Glad you like it, and after thinking about your point and some further thought, I agree that the cave probably could not support an ongoing conflict.

Perhaps the activation of the portal requires the sacrifice of powerful-enough soul ... perhaps around the level 7 or 8 PC range? :) Or, perhaps the Aboleth has just found a soul strong enough, perhaps from somewhere else in the cave (Grimlock explorers from the underdark, other adventurers, etc.) and his Skum cultists are preparing to sacrifice him in area 11 which will bring forth the evil smack down. The PCs must learn whats going on and stop the sacrifice? Or maybe the sacrifice is done and the evil is awakening through the portal and is weak enough for the PCs to take it down?

Ok, so what have we got so far:

- Aboleth overlord
- Enslaved cultists (perhaps now Skum with some class levels - cleric)
- a portal to some evil far realm and possibly some creepy evil thing.
- maybe some undead / traps in the old temple chambers (long dead cultists / adventurers?)

How do we work in the sphere of annihilation / decanter of endless water equilibrium thing? Is that still a good way to go?

Seems the aboleth would most definitely be aware of the sphere. Perhaps he wants it (who wouldn't??). My recollection would be that whoever created the complex used the sphere - not the "curved" corners of the walls in areas 11-15 - that area was hollowed out with the sphere. There's no 90 degree corners in the place.

How about this: At the time the complex was created, the sphere was used to hollow out the complex. And the designers (whoever they were) used a decanter of endless water to fill the caves with water - perhaps they needed water for their rituals/experiments. But found (quickly) that the cavern couldn't support as much water as the decanter was giving them, so they use the sphere as a balancing factor - the decanter creates, the sphere annihilates - endless supply of flowing water.

The aboleth is aware of the balance (having swam through the entire complex multiple times, he knows every inch like the back of his pseudopod. He is aware that removing either component destroys the equilibrium, and he's loathe to do that. He could remove the sphere (he's smart enough to control it), but perhaps there is a reason why he doesn't want to flood the chamber - maybe it will destroy the pool in area 11 - or flood the complex at areas 12-15. He would need a reason *not* to do that, because if he wanted to gain access to those areas, that's a very obvious way in which he could do that.

Perhaps the pool in area 11 leads to the plane of elemental water, and diluting it with regular water, destroys it. Instead, he wants in it, or wants to summon creatures out of it, but needs something he doesn't have.

The question is - what would he need, and how could he trick the PCs into doing it/getting it for him? Perhaps what he needs is in the complex in areas 12-15, but his minions can not get it for some reason. Perhaps he needs no reason - he'll just dominate them until he gets what he wants from them.
 

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Ok, perhaps the Aboleth cannot move the sphere, because messing with the equilibrium will affect the portal - the portal appears to be a pool of water, but it is really a sort of protoplasm, a liquid manifestation of insanity, a residual pool caused by the proximity of area 11 to the Far Realm....or whatever. Maybe it creates an area affect...which would make combat in area 11 quite intresting.

As you say, if the water rises it will wash it away and destroy the portal. Thus, the Aboleth cannot move the sphere. Plus, he wont remove the decanter because it will affect his mobility in the caves. I think thats sound...sort of.

So maybe the Aboleth doesnt need to trick / coerce the PCs into doing anything for him as he is in the process of summoning his nasty thing from area 11 (something the PCs will eventually have to deal with). However, the PCs could learn of the equilibrium from various parts of the cave, maybe other denizens have information, etc. Eventually the PCs can decide if they want to disrupt the balance, fight it out, etc.
 

OK, what are some OGL critters I can use as the Aboleth's Vanguard/minions...and what books are they in? (My collection is like a library- I may not have what I need if someone's borrowed it.)

I saw someone mention Skum...They are...?
 

Dannyalcatraz said:
OK, what are some OGL critters I can use as the Aboleth's Vanguard/minions...and what books are they in? (My collection is like a library- I may not have what I need if someone's borrowed it.)

I saw someone mention Skum...They are...?

The Skum are the once-human cultists who have been enslaved and warped by the Aboleth over time, they still wear the tattered remains of their priestly robes. The Skum are in the MM, as well as in the SRD.
 


OK, still getting up to speed.

I'm going to use some skum in my area, but I want to have something slightly more dangerous than a bunch of melee combatants.

I'm going to check out Lords of Madness to see if there is anything else I can use as a commander for them- some kind of a leutenant to the aboleth.

When they use nifty combat tactics- like using longspears to thrust out of the water- I want there to be a reason.
 

So I am taking my first stab at area 11, and I am not sure which way to go: a) Skum Cleric (once the head cultist) with some Skum acolyte guards - these thralls are performing the ritual to summon the evil from the Far Realm; b) create a creepy elder evil-type monstrosity that is wading the in the pool having just been summoned and is gathering its strength by consuming the Skum thralls that summoned it.

Hmmm...
 

Dannyalcatraz said:
OK, still getting up to speed.

I'm going to use some skum in my area, but I want to have something slightly more dangerous than a bunch of melee combatants.

I'm going to check out Lords of Madness to see if there is anything else I can use as a commander for them- some kind of a leutenant to the aboleth.

When they use nifty combat tactics- like using longspears to thrust out of the water- I want there to be a reason.

Lords of Madness isn't OGL compliant.
 

Okay I'm thinking of putting two of of these things in room 3 - one in the river and another in the pool at the back of the cave

I think it'd be cool to have one ENWorld creation appear in another:)

RIPTIDE HORROR
Medium-Size Magical Beast
Hit Dice: 6d10+30 (63 hp) Initiative: +6 (Dex, Improved Initiative)
Speed: 15 ft, swim 30 ft AC: 20 (+2 Dex, +8 natural)
Attacks: 6 bites +7 melee; or 6 tentacles +7 melee
Damage: Bite 1d6+1; tentacle 1d4+1 and poison
Face/Reach: 5 ft by 5 ft/15 ft
Special Attacks: Improved grab, poison, spell-like abilities
Special Qualities: Blindsight, amphibious, tremorsense, damage reduction 15/+1, vulnerable to electricity
Saves: Fort +10, Ref +7, Will +0
Abilities: Str 13, Dex 15, Con 20, Int 5, Wis 8, Cha 6
Skills: Hide +10, Listen +4
Feats: Improved Initiative

“Creatures By Poll” Design: BOZ, 2002
Creature concept: Tonguez (insert real name here as desired)
Additional design: Krishnath, Knight Otu, Ferret, Devon
 

As the PCs come around the corner they are attacked by the Riptide horror submerged in the river (+10 hide check) who will try and drag a victim under (knocking them out of any boat they might be using). The river is wider than 15 ft thus giving a chance for a character to avoid the tentacle reach.

The alternative is to head to the cave which is steep and very slippery slope requiring a Climb check to get away from the Riptide horros reach. If the PCs do slip they fall back into tentacle range.

At the top of the slope they will find another Riptide horror in the pool who will only use bite attacks. The pool contains treasure - um haven't decided yet.

I fix this later...
 

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