Wik
First Post
(I apologize for the last minute nature of the entry - I got called into work last night, and worked on this till 1 am, before finishing it up today... at work! This 24 hour timeline is brutal!
)
The Aether Pact
The slime coiled and undulated upon itself, suspended in its viscous tonic. A single eye formed out of a string of exposed muscles, a chaos of electrical impulses flickering to form an impromptu iris. The creature stirred in its abode, the vibrations of the water echoing to form an inhuman voice. “Anything... you... want. And then... we go to... the gates of dawn...”
A man’s hand touched the glass wall of the creature’s home, tapping thoughtfully. “Anything?”
“...anything....” The hollow voice repeated.
“My son?”
“...no. Not your son. He is beyond me....”
The hand curled into a fist. “Then what use are you to me?”
“Not your son... but I... can get you... those who hurt him.”
A long pause. “We have a deal.”
The Aether Pact is a fourth edition Dungeons and Dragons adventure set in the Astral Sea. It is intended primarily for 12th level PCs, although it can easily be adapted for other character ranges. The Adventure is set in the Astral Sea, primarily in the so-called “Deep Astral”. It can easily be transplanted to the second edition Spelljammer campaign setting, and could almost as easily be moved into any nautical-themed setting with only minimal work.
Background
Sehanine’s Tears has long been known as a safe point for Astral Travellers. An archipelago of crystalline islands (“The tears of Sehanine”), the entire formation stretches for several hundred kilometres, and consists of hundreds of islands – the largest being a day’s ride in length, and the smallest no larger than a spelljammer vessel. Many of the larger islands in the archipelago are home to merchant consortiums and townships, which trade with the hundreds of “junkers” – scavengers who prowl the island chain for relics from the Dawn War.
Of course, where there is money to be made legitimately, there are those who would prefer to plunder it, and the Tears are prowled upon by numerous pirate groups. In fact, until a few years ago, these spelljamming pirate fleets (many of them of Githyanki origin) threatened to destroy the townships of the Tears.
Until a single human, known only as “The Man in the Straw Hat” came along. Many tales were told of this man, most of them probably false. Hushed legends were told by the light of a dying sunrod as astral sailors recounted the deeds of the sworn enemy of pirates everywhere. For it was well known that The Man In The Straw Hat hated pirates. And the legend slowly spread.
The townships, while unsure of this privateer’s motives or origins, were more than happy to allow The Man to his hunting. However, six months ago, he began to target ships that had no pirate affiliations. The pirate-hating Man in the Straw Hat had gone rogue, and was brutally destroying merchantmen, junkers, and naval ships. Very little was left behind, except for mangled corpses and the skeletons of ships that had been torn apart from within.
Something had to be done. A man once widely regarded as a hero had to be brought to justice. Naturally, adventurers were contacted...
Synopsis
The PCs are hired by one of the Townships of Sehanine’s Tears to capture or kill the Man in the Straw Hat, and discover why he has begun to prey indiscriminately. They are given a Spelljammer to help them in this task. The PCs spend time and money outfitting this ship, doing their best to make it appear as a pirate ship to better attract The Man in the Straw Hat (as he still prefers to target pirate craft).
Before they leave, they are approached by an oracle, who presents a cryptic message to the party.
The party then prowls the astral sea, among the shimmering crystalline islands, trying to find The Man. While following clues, they eventually come across his fabled hideout. While exploring his hideaway and uncovering clues as to his nature and background, they encounter a strange arcane gate. A mysterious being from another plane asks to possess one of the PCs, in the hopes of being able to destroy the force that is now driving the Man in the Straw Hat. Provided a PC accepts this offer, the PCs are nearly magnetically pulled towards their quarry... but they have to magically contain the creature crawling beneath their comrade’s skin, and do so through arcane tattoos.
Eventually, the PCs are able to track down their quarry, and a battle ensues. The PCs, outmatched against an enemy that has the power to explode spelljamming vessels with strange electric energy, have to sneak up on their foe by using the crystalline islands as cover, before launching an all or nothing raid upon The Man’s warship.
Sehanine’s Tears
This adventure takes place in Sehanine’s Tears. Each “Tear” is an island, ranging from tiny (no larger than a spelljamming vessel) to large (easily large enough to serve as a base for a city or town). The islands are composed of thick rock laced with veins of multi-coloured crystal. These crystalline veins sparkle and seem to have an inner light. As these light sources refract off one another, the final result is a prismatic effect that seems to cloak the entire archipelago in an ever-changing rainbow.
Many of the Tears house small villages consisting of “Junkers” – scavengers who search for relics from the Dawn War between the gods and primordials. And there are quite a few islands that contain ancient ruins from that era. In fact, it is whispered that the Tears were once one large planet that was abandoned by the gods to the horrors of the primordials in exchange for a tactical advantage in the larger war.
Throughout the Tears, one can find strange creatures – gigantic whales sing songs as they fly through the astral islands, “astral dolphins” that seem to be flying manta rays that frolic in the wake of a spelljammer’s path, and chromatically-plumed birds that circle flying craft.
The Tears are one half of the setting of this adventure (the other being the PCs’ ship itself), and it is recommended that the GM go all out in describing their otherworldly nature.
Act I
The PCs are in one of the townships of the Tears of Sehanine when they are approached by the Lord Mayor with an employment opportunity. He quietly (and secretively – for his plan to work, secrecy is needed) explains to them the legend of “The Man in the Straw Hat” (feel free to invent all sorts of pirate-hunting tales, many of which contradict each other). He then informs the PCs that, within the last few months, the Man In The Straw Hat has been carving a swath through the tears, targeting pirate and non-pirate alike.
The Lord Mayor wants the PCs to capture (if possible) or kill The Man In The Straw Hat, and put an end to his attacks on merchants and junkers. To assist them in this, he grants them a Spelljamming vessel, and suggests the PCs make it look like a Pirate Ship, to act as bait.
The PCs then have to outfit their ship, doing everything in their power to make it look like a pirate ship. They could try to hire an appropriately pirate-themed crew, and will probably want to take time to refit their ship to make it appear more menacing than it really is. Along the way, they hear many tales of their quarry... many people are dismayed that their former hero has “gone rogue”.
During this part of the adventure, the PCs will be hounded by a Githzerai monk who claims to know the secret of victory. Should the PCs pay his asking price (whatever works in your campaign), he will go into a trance and speak the vital clue to the PCs’ success – “When the forces of energy meet, Danger is at three feet distance”. Of course, the PCs have no idea what this means, and the Githzerai prophet is happy as a clam.
Eventually, the PCs take to the astral sea in search of The Man in the Straw Hat, along with two other ships – the hope being that the fleet will be able to outnumber and capture their target.
The Clue
The Mystic’s clue, “When the forces of energy meet, Danger is at three feet distance”, suggests one thing, but means another. The clue speaks of when the two alien entities (described below) are brought together, the only way to end the crisis is to close the gap to within three feet. However, it is worded in such a way as to suggest that bringing the entities together would actually be the cause of the danger. The key to the puzzle is the use of the word “distance” in relation to the word “Danger”. Hopefully, PCs will figure this out. If not, well... that's their problem.
Act II
The PCs sail the Astral Sea for a while, doing their best to pretend at being pirates. They might intimidate Merchantmen ships sailing past, dock in harbour towns and play the part of marauding brigands, and so on and so forth. The PCs might even have to try to curtail the activities of their companion ships, who are taking to the role of “pirates” a bit too readily.
During this time, they will come across the wrecks of The Man in the Straw Hat’s victims. Some of these ships are pirate ships, but others are galleys and merchantmen. Each ship seems pulled apart, with many magnetized balls of iron (consisting of the nails and other metal ship bits) found scattered throughout, floating in astral space like cannonballs amongst the rotting bodies of sailors.
Eventually, the PCs come across the ship of The Man of the Straw Hat. As they approach (perhaps wondering about their oracle’s words), their enemy’s ship fires bolts of lightning at the PCs’ allies. The PCs watch in horror as their companions’ ships are torn to pieces – when a ship is hit by lightning, it seems almost as every piece of metal in the craft becomes heavily magnetized... and is pulled towards every other metal piece in the ship. The PCs watch as their companions’ ships are pulled apart, and listen in terror to the cries of mangled astral sailors.
The PCs should realize they are far too distant to their enemy to close, and hopefully are able to beat a hasty retreat. If they decide to close with The Man’s ship anyway, he will fire a bolt at them – however, there is not enough energy left (it’s already been used on two ships) and the PCs’ ship merely shudders and suffers crippling damage... but enough to be repaired. In either case, the PCs are abandoned by The Man, who seems to be heading in a certain direction.
Act III
The PCs either escape the Man’s ship and accidentally stumble upon his hideaway, or they need to hold up there for repairs. In either case, they come across a typical “pirate’s cove” – a hollowed out hunk of space rock that has been excavated to accommodate a crew. They explore this dungeon in a sort of extended skill challenge, learning many clues about The Man in the Straw Hat’s nature, as well as realizing that this hideaway contains ancient ruins that date back to The Dawn War.
While they explore, the PCs can uncover much about their quarry – such as the fact that he was once a very honourable warrior (a knight, in fact), or the fact that his family was murdered by pirates in front of his eyes. The PCs also learn that the Straw Hat was worn by his eldest son, and that The Man wears it out of love. They will also learn, from the few mutilated bodies found in an old barracks, that The Man has had a change of character in the last few months and has become very violent towards even his own crew.
How the PCs learn this information is up to the GM to determine, based upon the skills and abilities of the PCs. Suggestions include information gained through magical rituals, family portraits depicting a happier time, or even the clichéd “journal log”.
The PCs will then uncover an ancient gate dating back to the Dawn War. This gate will energize into life as the PCs approach. Small metal objects will hurtle through the air and attach to the gate's frame, as a hollow voice will ring out.
This voice reveals itself to be a life form from a distant plane (perhaps the Far Realm) who has lost its “Shadow” This shadow, it says, has fled into the Astral plane and now lends its powers towards a misguided mortal soul. The voice tells the PCs that the Shadow seeks to find a way to the Gates of Dawn, opening a rift that would cause both the Shadow’s home plane and the Astral plane to mix – which would destroy both planes.
The voice then explains that it needs to attach to its shadow once more, but that (much like it's shadow) the energy of the planes is hazardous, and to do so it must possess a mortal frame. Naturally, PCs will be loathe to volunteer.
The voice has absolutely no concern for human life, and is cold and compassionless. It does not understand human ways of thinking, and does not see a need to preserve the body that it possesses - to do so is irrational (like trying to save a single rain drop in a downpour). However, it will suggest that there is a way to prevent the death of the carrier - a special series of arcane tattoos that will contain this form's power.
(Or, if you want to be a bit more of a rat bastard, this alien could posess the first character to touch the gate - taking residence in the PC's hand. It would then inform the PC of the magical tattoo ritual).
The Tattooed Hand
This alien will take residence in the hand of the PC holding the entity. The entity will use the PC's hand to "point" towards its shadow, and will occasionally seize control of the hand in the heat of a battle or confrontation. PCs will have to contain this alien entity with arcane tattoos - and the longer the PC is "possessed", the more intricate these tattoos need to become, lest the alien parasite truly begins to take over and infect the PC (the host doesn't want this, either, as too much of a connection to this plane of existence will corrupt it, and make it unable to go back to it's dark matter realm).
These tattoos COULD just be window dressing, but to make them more interesting, it is recommended that the GM create an ongoing skill challenge to tattoo the possessed PC. Depending on which skills are used to make the tattoo, the character could inherit different pionic powers from the parasite creature. All of these powers should be based around electricity and magnetism - the main powers of this creature (and the shadow).
For example, a character using Arcana to make the tattoos could figure out a way to channel those magnetic powers to make a lightning bolt magic item daily the possessed PC could use; use of dungeoneering could give magnetic powers (as the character uses complex mathematics in his tattoo formula); while thievery could prevent the possessed character from losing control of his hand in key scenes. Failures in this skill challenge could have adverse effects - let your rat bastardtry run wild!
What's Going On
The Man in the Straw Hat had spent the last several years hunting pirates, murdering them in cold blood to avenge the death of his family. During his years of revenge, he hardened and lost much of his humanity. the good, noble astral knight he once was had died with his family - what was left was a focused killer. However, he still retained his old morals - particularly "never hurt the innocent".
He would work on his hideaway from time to time, putting his crew to work excavating ancient rooms. And in one such room, he found a gate. And, foolishly, he activated the gate.
A creature appeared on the other side of the gate, a strange coil of muscle that could form appendages and organs at will. This creature told the man that their planes were anathema to one another - were the man to enter the creature's plane, he would surely combust violently, and vice versa. But the creature had a plan, and set the Man to work building a device to contain the creature.
This device was simply a large holding tank hooked up to an electrical generator, which the creature filled with a viscous, pinkish fluid from its home plane. The creature entered this tank, and promised The Man great power.
In the last few months, the Creature has been teaching The Man "The Fundamentals of Electromagnetic Theory", as the creature comes from a plane of energy. Harnessing the creature's energy, The Man has found he has complete control over every last piece of metal within a kilometre of his ship - which he has been using to tear apart enemy ships. However, this power (as well as his nocturnal conversations with an alien entity) have drive The Man at least a little insane. He has come to believe that every ship is a danger, a potential breeding ground for pirates. As such, they must all be eradicated.
Final Confrontation
The PCs must sneak up on the Man's ship, although if they are attacked by the Man's magnetic powers, they will find that the tattooed hand (at the whim of the controlling PC) can deflect these attacks - and even perform the same attack on The Man's ship (which will likewise be deflected).
the two ships will hurtle towards one another, and a boarding battle will begin. The PCs will probably remember their earlier warning, though it will seem cryptic. As they battle crazed crew members, The Man will throw lightning bolts at the party. The PC with the tattooed hand will shed an aura that makes him (and any within the aura) immune to such attacks. Meanwhile, the alien in the large jar will magnetize PCs' weapons and fire them as projectiles, all the while telepathically informing the PCs that they are being "illogical".
For the PCs to succeed, they must get the tattooed hand within three feet of the jarred alien - doing so will cause a magnetic force to occur between them, pulling the tattooed alien out through the PCs skin (which leaves no mark - it is, after all, just energy) while the alien within the jar will be pulled out through the glass. When the two forms meet, they explode in a burst of energy that deals just enough damage to be scary to anyone within around fifteen feet.
How the PCs choose to deal with The Man is up to them

The Aether Pact
The slime coiled and undulated upon itself, suspended in its viscous tonic. A single eye formed out of a string of exposed muscles, a chaos of electrical impulses flickering to form an impromptu iris. The creature stirred in its abode, the vibrations of the water echoing to form an inhuman voice. “Anything... you... want. And then... we go to... the gates of dawn...”
A man’s hand touched the glass wall of the creature’s home, tapping thoughtfully. “Anything?”
“...anything....” The hollow voice repeated.
“My son?”
“...no. Not your son. He is beyond me....”
The hand curled into a fist. “Then what use are you to me?”
“Not your son... but I... can get you... those who hurt him.”
A long pause. “We have a deal.”
The Aether Pact is a fourth edition Dungeons and Dragons adventure set in the Astral Sea. It is intended primarily for 12th level PCs, although it can easily be adapted for other character ranges. The Adventure is set in the Astral Sea, primarily in the so-called “Deep Astral”. It can easily be transplanted to the second edition Spelljammer campaign setting, and could almost as easily be moved into any nautical-themed setting with only minimal work.
Background
Sehanine’s Tears has long been known as a safe point for Astral Travellers. An archipelago of crystalline islands (“The tears of Sehanine”), the entire formation stretches for several hundred kilometres, and consists of hundreds of islands – the largest being a day’s ride in length, and the smallest no larger than a spelljammer vessel. Many of the larger islands in the archipelago are home to merchant consortiums and townships, which trade with the hundreds of “junkers” – scavengers who prowl the island chain for relics from the Dawn War.
Of course, where there is money to be made legitimately, there are those who would prefer to plunder it, and the Tears are prowled upon by numerous pirate groups. In fact, until a few years ago, these spelljamming pirate fleets (many of them of Githyanki origin) threatened to destroy the townships of the Tears.
Until a single human, known only as “The Man in the Straw Hat” came along. Many tales were told of this man, most of them probably false. Hushed legends were told by the light of a dying sunrod as astral sailors recounted the deeds of the sworn enemy of pirates everywhere. For it was well known that The Man In The Straw Hat hated pirates. And the legend slowly spread.
The townships, while unsure of this privateer’s motives or origins, were more than happy to allow The Man to his hunting. However, six months ago, he began to target ships that had no pirate affiliations. The pirate-hating Man in the Straw Hat had gone rogue, and was brutally destroying merchantmen, junkers, and naval ships. Very little was left behind, except for mangled corpses and the skeletons of ships that had been torn apart from within.
Something had to be done. A man once widely regarded as a hero had to be brought to justice. Naturally, adventurers were contacted...
Synopsis
The PCs are hired by one of the Townships of Sehanine’s Tears to capture or kill the Man in the Straw Hat, and discover why he has begun to prey indiscriminately. They are given a Spelljammer to help them in this task. The PCs spend time and money outfitting this ship, doing their best to make it appear as a pirate ship to better attract The Man in the Straw Hat (as he still prefers to target pirate craft).
Before they leave, they are approached by an oracle, who presents a cryptic message to the party.
The party then prowls the astral sea, among the shimmering crystalline islands, trying to find The Man. While following clues, they eventually come across his fabled hideout. While exploring his hideaway and uncovering clues as to his nature and background, they encounter a strange arcane gate. A mysterious being from another plane asks to possess one of the PCs, in the hopes of being able to destroy the force that is now driving the Man in the Straw Hat. Provided a PC accepts this offer, the PCs are nearly magnetically pulled towards their quarry... but they have to magically contain the creature crawling beneath their comrade’s skin, and do so through arcane tattoos.
Eventually, the PCs are able to track down their quarry, and a battle ensues. The PCs, outmatched against an enemy that has the power to explode spelljamming vessels with strange electric energy, have to sneak up on their foe by using the crystalline islands as cover, before launching an all or nothing raid upon The Man’s warship.
Sehanine’s Tears
This adventure takes place in Sehanine’s Tears. Each “Tear” is an island, ranging from tiny (no larger than a spelljamming vessel) to large (easily large enough to serve as a base for a city or town). The islands are composed of thick rock laced with veins of multi-coloured crystal. These crystalline veins sparkle and seem to have an inner light. As these light sources refract off one another, the final result is a prismatic effect that seems to cloak the entire archipelago in an ever-changing rainbow.
Many of the Tears house small villages consisting of “Junkers” – scavengers who search for relics from the Dawn War between the gods and primordials. And there are quite a few islands that contain ancient ruins from that era. In fact, it is whispered that the Tears were once one large planet that was abandoned by the gods to the horrors of the primordials in exchange for a tactical advantage in the larger war.
Throughout the Tears, one can find strange creatures – gigantic whales sing songs as they fly through the astral islands, “astral dolphins” that seem to be flying manta rays that frolic in the wake of a spelljammer’s path, and chromatically-plumed birds that circle flying craft.
The Tears are one half of the setting of this adventure (the other being the PCs’ ship itself), and it is recommended that the GM go all out in describing their otherworldly nature.
Act I
The PCs are in one of the townships of the Tears of Sehanine when they are approached by the Lord Mayor with an employment opportunity. He quietly (and secretively – for his plan to work, secrecy is needed) explains to them the legend of “The Man in the Straw Hat” (feel free to invent all sorts of pirate-hunting tales, many of which contradict each other). He then informs the PCs that, within the last few months, the Man In The Straw Hat has been carving a swath through the tears, targeting pirate and non-pirate alike.
The Lord Mayor wants the PCs to capture (if possible) or kill The Man In The Straw Hat, and put an end to his attacks on merchants and junkers. To assist them in this, he grants them a Spelljamming vessel, and suggests the PCs make it look like a Pirate Ship, to act as bait.
The PCs then have to outfit their ship, doing everything in their power to make it look like a pirate ship. They could try to hire an appropriately pirate-themed crew, and will probably want to take time to refit their ship to make it appear more menacing than it really is. Along the way, they hear many tales of their quarry... many people are dismayed that their former hero has “gone rogue”.
During this part of the adventure, the PCs will be hounded by a Githzerai monk who claims to know the secret of victory. Should the PCs pay his asking price (whatever works in your campaign), he will go into a trance and speak the vital clue to the PCs’ success – “When the forces of energy meet, Danger is at three feet distance”. Of course, the PCs have no idea what this means, and the Githzerai prophet is happy as a clam.
Eventually, the PCs take to the astral sea in search of The Man in the Straw Hat, along with two other ships – the hope being that the fleet will be able to outnumber and capture their target.
The Clue
The Mystic’s clue, “When the forces of energy meet, Danger is at three feet distance”, suggests one thing, but means another. The clue speaks of when the two alien entities (described below) are brought together, the only way to end the crisis is to close the gap to within three feet. However, it is worded in such a way as to suggest that bringing the entities together would actually be the cause of the danger. The key to the puzzle is the use of the word “distance” in relation to the word “Danger”. Hopefully, PCs will figure this out. If not, well... that's their problem.
Act II
The PCs sail the Astral Sea for a while, doing their best to pretend at being pirates. They might intimidate Merchantmen ships sailing past, dock in harbour towns and play the part of marauding brigands, and so on and so forth. The PCs might even have to try to curtail the activities of their companion ships, who are taking to the role of “pirates” a bit too readily.
During this time, they will come across the wrecks of The Man in the Straw Hat’s victims. Some of these ships are pirate ships, but others are galleys and merchantmen. Each ship seems pulled apart, with many magnetized balls of iron (consisting of the nails and other metal ship bits) found scattered throughout, floating in astral space like cannonballs amongst the rotting bodies of sailors.
Eventually, the PCs come across the ship of The Man of the Straw Hat. As they approach (perhaps wondering about their oracle’s words), their enemy’s ship fires bolts of lightning at the PCs’ allies. The PCs watch in horror as their companions’ ships are torn to pieces – when a ship is hit by lightning, it seems almost as every piece of metal in the craft becomes heavily magnetized... and is pulled towards every other metal piece in the ship. The PCs watch as their companions’ ships are pulled apart, and listen in terror to the cries of mangled astral sailors.
The PCs should realize they are far too distant to their enemy to close, and hopefully are able to beat a hasty retreat. If they decide to close with The Man’s ship anyway, he will fire a bolt at them – however, there is not enough energy left (it’s already been used on two ships) and the PCs’ ship merely shudders and suffers crippling damage... but enough to be repaired. In either case, the PCs are abandoned by The Man, who seems to be heading in a certain direction.
Act III
The PCs either escape the Man’s ship and accidentally stumble upon his hideaway, or they need to hold up there for repairs. In either case, they come across a typical “pirate’s cove” – a hollowed out hunk of space rock that has been excavated to accommodate a crew. They explore this dungeon in a sort of extended skill challenge, learning many clues about The Man in the Straw Hat’s nature, as well as realizing that this hideaway contains ancient ruins that date back to The Dawn War.
While they explore, the PCs can uncover much about their quarry – such as the fact that he was once a very honourable warrior (a knight, in fact), or the fact that his family was murdered by pirates in front of his eyes. The PCs also learn that the Straw Hat was worn by his eldest son, and that The Man wears it out of love. They will also learn, from the few mutilated bodies found in an old barracks, that The Man has had a change of character in the last few months and has become very violent towards even his own crew.
How the PCs learn this information is up to the GM to determine, based upon the skills and abilities of the PCs. Suggestions include information gained through magical rituals, family portraits depicting a happier time, or even the clichéd “journal log”.
The PCs will then uncover an ancient gate dating back to the Dawn War. This gate will energize into life as the PCs approach. Small metal objects will hurtle through the air and attach to the gate's frame, as a hollow voice will ring out.
This voice reveals itself to be a life form from a distant plane (perhaps the Far Realm) who has lost its “Shadow” This shadow, it says, has fled into the Astral plane and now lends its powers towards a misguided mortal soul. The voice tells the PCs that the Shadow seeks to find a way to the Gates of Dawn, opening a rift that would cause both the Shadow’s home plane and the Astral plane to mix – which would destroy both planes.
The voice then explains that it needs to attach to its shadow once more, but that (much like it's shadow) the energy of the planes is hazardous, and to do so it must possess a mortal frame. Naturally, PCs will be loathe to volunteer.
The voice has absolutely no concern for human life, and is cold and compassionless. It does not understand human ways of thinking, and does not see a need to preserve the body that it possesses - to do so is irrational (like trying to save a single rain drop in a downpour). However, it will suggest that there is a way to prevent the death of the carrier - a special series of arcane tattoos that will contain this form's power.
(Or, if you want to be a bit more of a rat bastard, this alien could posess the first character to touch the gate - taking residence in the PC's hand. It would then inform the PC of the magical tattoo ritual).
The Tattooed Hand
This alien will take residence in the hand of the PC holding the entity. The entity will use the PC's hand to "point" towards its shadow, and will occasionally seize control of the hand in the heat of a battle or confrontation. PCs will have to contain this alien entity with arcane tattoos - and the longer the PC is "possessed", the more intricate these tattoos need to become, lest the alien parasite truly begins to take over and infect the PC (the host doesn't want this, either, as too much of a connection to this plane of existence will corrupt it, and make it unable to go back to it's dark matter realm).
These tattoos COULD just be window dressing, but to make them more interesting, it is recommended that the GM create an ongoing skill challenge to tattoo the possessed PC. Depending on which skills are used to make the tattoo, the character could inherit different pionic powers from the parasite creature. All of these powers should be based around electricity and magnetism - the main powers of this creature (and the shadow).
For example, a character using Arcana to make the tattoos could figure out a way to channel those magnetic powers to make a lightning bolt magic item daily the possessed PC could use; use of dungeoneering could give magnetic powers (as the character uses complex mathematics in his tattoo formula); while thievery could prevent the possessed character from losing control of his hand in key scenes. Failures in this skill challenge could have adverse effects - let your rat bastardtry run wild!
What's Going On
The Man in the Straw Hat had spent the last several years hunting pirates, murdering them in cold blood to avenge the death of his family. During his years of revenge, he hardened and lost much of his humanity. the good, noble astral knight he once was had died with his family - what was left was a focused killer. However, he still retained his old morals - particularly "never hurt the innocent".
He would work on his hideaway from time to time, putting his crew to work excavating ancient rooms. And in one such room, he found a gate. And, foolishly, he activated the gate.
A creature appeared on the other side of the gate, a strange coil of muscle that could form appendages and organs at will. This creature told the man that their planes were anathema to one another - were the man to enter the creature's plane, he would surely combust violently, and vice versa. But the creature had a plan, and set the Man to work building a device to contain the creature.
This device was simply a large holding tank hooked up to an electrical generator, which the creature filled with a viscous, pinkish fluid from its home plane. The creature entered this tank, and promised The Man great power.
In the last few months, the Creature has been teaching The Man "The Fundamentals of Electromagnetic Theory", as the creature comes from a plane of energy. Harnessing the creature's energy, The Man has found he has complete control over every last piece of metal within a kilometre of his ship - which he has been using to tear apart enemy ships. However, this power (as well as his nocturnal conversations with an alien entity) have drive The Man at least a little insane. He has come to believe that every ship is a danger, a potential breeding ground for pirates. As such, they must all be eradicated.
Final Confrontation
The PCs must sneak up on the Man's ship, although if they are attacked by the Man's magnetic powers, they will find that the tattooed hand (at the whim of the controlling PC) can deflect these attacks - and even perform the same attack on The Man's ship (which will likewise be deflected).
the two ships will hurtle towards one another, and a boarding battle will begin. The PCs will probably remember their earlier warning, though it will seem cryptic. As they battle crazed crew members, The Man will throw lightning bolts at the party. The PC with the tattooed hand will shed an aura that makes him (and any within the aura) immune to such attacks. Meanwhile, the alien in the large jar will magnetize PCs' weapons and fire them as projectiles, all the while telepathically informing the PCs that they are being "illogical".
For the PCs to succeed, they must get the tattooed hand within three feet of the jarred alien - doing so will cause a magnetic force to occur between them, pulling the tattooed alien out through the PCs skin (which leaves no mark - it is, after all, just energy) while the alien within the jar will be pulled out through the glass. When the two forms meet, they explode in a burst of energy that deals just enough damage to be scary to anyone within around fifteen feet.
How the PCs choose to deal with The Man is up to them
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