Zappo's entry
Protected Forum: the center of Lesenia’s government. It being a “forum” (i.e., a place of public speech) is important because speech is the transmission method of the disease. It is “protected” because it’s the city’s shelter against the hivemind’s soldiers and the PCs’ base of operations.
Clever Troll: the troll which was captured by the Danatrians. He’s “clever” because the hivemind made him smart enough to present a complicated dialogue to the PCs, but also because his trick sets up the heroes for a nasty ambush.
Sticky Thread: the weapon of the mutated orcs and ogres, and the gruesome decoration of the dungeon. It is key to the troll’s ambush, and it makes the whole prison section a lot more horrific.
Hivemind: the alien disease which threatens to join all of Lesenia in a single entity, whether it wants it or not. It is the main element.
Game Day: the old tradition of Danatr, and the day when the hivemind strikes. “Game”, naturally, in the hunting sense. It is important because the knights being away is a substantial advantage for the hivemind, and it gives the PCs another task to accomplish.
Ongoing Campaign: the long struggle against the orcs, which is about to enter a whole new phase (with the PCs at its middle). It’s the adventure’s premise.
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THE MANY SINGS TO US
A D&D adventure for 10th-12th level characters.
Several decades ago, the Democracy of Danatr initiated a military campaign to rid its northern territories of the humanoid hordes. The orcs and goblins proved a lot tougher and more numerous than expected, and after almost fifty years the end of the war is nowhere in sight. In the recent days, something is changing, and not for good.
For ongoing campaigns, the DM may substitute the Democracy with any other free state which is struggling against some kind of evil horde of humanoids, and the city of Lesenia with any city of this state. This adventure may be the start of a longer campaign against the hivemind.
Hooks:
- The PCs may simply have arrived in Lesenia for any reason, and start noticing something strange with the guards and the town’s inhabitants after one or two days. Maybe the friend they’ve come to visit gets infected too…
- The PCs may be summoned by the mayor Jorard to provide extra protection for the town during the Game Day which is to take place.
- The PCs may work for the Danatrian government or army, and simply get assigned to Lesenia.
WHAT HAPPENED TO ME?
While the heroes travel to get to Lesenia, they may hear the following rumors along the road:
The Democracy has suffered two defeats in the northeast, at the hands of an orc leader. In the first battle, the chaotic humanoid troops proved to be as disciplined and organized as those of Danatr. In the second one, they were better. Bewildered at this sudden change, the Democracy general leading the campaign in the northeast ordered the capture of as many enemies as possible, to be sent to the prison of the province capital Lesenia, for interrogation and divination.
The truth, which noone suspects, is that orcish shamans, desperate to find a way to win the war, have summoned something from the Far Realm during a clumsy attempt to get extraplanar help. Something that doesn’t have a body, something that is taking over the horde, and something which the Danatrian soldiers are now bringing into Lesenia.
The hivemind is a sort of mental parasite or disease. It spreads through a few minutes of conversation with an infected creature, as well as through any kind of telepathic contact. It isn’t even needed for the character to take part in the communication: hearing and understanding it is enough. The disease is unaffected by the immune system, therefore there is no initial saving throw (paladins and similar characters are still immune, though). Once infected, a character might slow it down through force of will, but it takes a cure disease spell to restore him to normality, provided that no physical change has occurred yet (see below).
The incubation period is one day, after which the character must make a Will save every day, DC 15 +1 for each day of infection. If failed, roll 2d4: this number represents how much the disease has spread in the character’s mind. Once the total reaches half his Intelligence score, the character has an empathic link with all other infected creatures that have reached the same state. Once the total reaches his Intelligence score, the character’s individuality is destroyed; he joins the communal mind of all the infected creatures that have reached the same state. He maintains his mental stats for the purposes of skills and spellcasting, but he no longer has a real personality. These links have a range of about ten kilometers. The hivemind isn’t terribly smart, isn’t a good bluffer, and it is a bit prone to use violence even when subtlety would work better. It tends to feel safer and more calm when it has many members, though. Maybe it acquired these traits from the orcs.
Mind-influencing spells can still work, but the character has a +10 bonus and if he fails, the effect doesn’t extend to the entire hivemind. Detect magic cast on a victim can reveal the infection as an enchantment aura, but only if he is speaking and/or has already failed at least a saving throw. Protection from Evil and similar spells and effects can prevent the initial infection, but have no effect on contaminated characters. A hivemind may decide to trigger an irreversible physical mutation in any of its components that have been part of it for at least a week. The creature slowly mutates over the course of three days to a monstrous form; the exact limits of this ability are unknown.
The hivemind does have a huge, crucial weakness built in the way it works: it is hierarchical. Killing or curing one of its members instantly releases everyone that was infected by him, unless he was physically changed.
SILENCE THE DISCORD
The PCs reach Lesenia just in time to see a spectacular military parade enter town. At least a thousand soldiers are bringing in the town cages and carts carrying monstrous prisoners. The soldiers are accompanied by the knights: the descendants of Danatr’s nobility, they no longer take part of the nation’s government but they are still highly honored and the military’s elite mounted troops.
The prisoners include about 50 orcs, a half dozen ogres and a massive troll. The orcs use the dumber but more powerful creatures as shock troops. As they frantically turn and growl inside their cages, trying to dodge the peasants flinging rotten vegetables, they don’t look too much of a threat. In truth, they are panicking because they are away from the main hivemind.
The prisoners are led to Lesenia’s prisons: a dungeon designed to hold Large-sized creatures as well as normal inmates, and one of the most secure jails of northeastern Danatr (especially with the massive surveillance provided by the troops that just arrived). After the prisoners are secured, the knights leave to their houses to recover from the last battle and rest for Game Day, which will take place in just three days.
Here is the sequence of events for the first few days, unless the PCs do something to alter it. Remember that the prison personnel that is doing the questionings is also keeping detailed notes of their conversations and of anything they notice in the prisoners.
Day 1. In the prison, the interrogations start as soon as the first orcs arrive, quickly spreading the infection throughout the guards and other inmates. With the massive number of soldiers protecting it, the town’s attitude is optimistic. The only weird thing that is noticed before nightfall, and which isn’t widely known outside the prison, is that the prisoners occasionally seem to somehow know what their comrades are doing – even from three cells away.
Day 2. The captured prisoners slowly become surprisingly quiet and controlled, even the troll. They are more willing to cooperate and many guards shake their heads when they find themselves feeling some empathy towards the orcs. Some soldiers are feeling especially worried about the war. Many are having passionate arguments about the prisoners’ conditions. As the evening approaches, civilians are exhibiting the same behaviors as well. Only a few have entirely fallen to the hivemind, though, and they are the kind of person that is considered a village idiot anyway.
Day 3…
WE ARE, WE ARE, WE ARE, WE ARE…
At sunrise on the third day, the knights leave for Game Day. This traditional hunt is a leftover from the monarchic days of Danatr. All the nobles leave town together to hunt for one day in the surrounding area. The game is collected and shared in a big feast in the woods lasting all night, symbolizing the union of nobility under the king. The Democracy hasn’t had a king for centuries, but respect of these traditions help keeping the ex-nobility happy with their much-honored position of elite military.
The knights aren’t much affected by the disease yet. Many of them have stayed quite secluded in the last couple of days, and all of them are relatively high level and have decent saving throws. A few are paladins, and thus immune. Only some have been assimilated in the hivemind and they are going to stay in town with some excuse.
Some hours later, as the city wakes up, it becomes evident that something is wrong. More than half of the guards and soldiers have been assimilated by the hivemind, as well as one third of the Lesenia’s population. Now the hivemind is calm again in its numbers: these people are now without a personality, they behave like automatons, nothing causes them to display any emotion, and patrols are marching with inhuman perfection. The PCs will notice this, as will the town leaders. The prison – first suspicious place – is almost impregnable because of the troops (including spellcasters) that are guarding it right now… and most of these troops are of the hivemind. The guards will be unfazed by whatever the heroes say, and suggest them to go looking for the mayor if they want access.
Jorard is actually looking for the PCs, if they have any good reputation. He and the rest of the council have noticed the weirdness as well, and they want help. Some of them are behaving strangely, too. As the characters try to make sense of the situation, suddenly all hell breaks loose.
The gate guards close the city’s doors, blocking everyone inside. All members of the hivemind, like one man, attack everyone who is still free of contagion, attempting to subdue those who are infected but not controlled yet. With their perfect coordination placed against the surprise and confusion of the defenders, they quickly gain the upper hand. Chaos and panic roam the street. The PCs get attacked as well, by one of the knights (Ftr9) and his escort (4 x War4), no less!
If the PCs win, they rapidly realize that most “sane” people are fleeing towards the town’s Forum – Lesenia’s town hall and council chamber. Still-loyal soldiers who have managed to pull together have gathered there and are protecting the building. The Forum is a huge building made in stone and marble, and has thick walls and only one entrance. It is a government building as much as a symbol of democracy and freedom of speech; everyone can listen to the council’s meetings in its huge main hall, or give a speech of his own in one of the lesser chambers. Ironically, this place was probably the main spreading center of the disease. When the PCs arrive, the guards shout at them to help defending the doors while the people come in. The attackers are mostly Warriors 1st or 2nd.
YOU DO NOT HIDE FOREVER
After some combat, the heavy doors are closed and barred, and everyone draws breath (if the PCs for some reason don’t get into the Forum, they’ll have it harder but not impossible). Archers are placed at every window and the soldiers start organizing shifts and watches. But lots of the people inside – almost two thousand people, and still only a fraction of Lesenia’s folk – are clearly showing signs of the mysterious disease. Some say that they have a feeling of unity, calmness, peace… just inches from their conscience.
Luckily, most of the town clerics seem to be still in control of themselves. Unless the PCs have already figured this out, they tell them that they have discovered that this affliction is a disease and can be cured by magical means. They still don’t know how it spreads, making containment impossible. But there are far, far too many people to be cured in too little time, even if the spread could be stopped entirely.
Jorard is going to make a speech in the Forum to soothe the panic, and since he is infected as well this would be a problem. If the PCs have figured out the transmission method of the disease, they should make sure that it doesn’t happen. Finding a way to make everyone shut up is going to make the task of healing the townsfolk easier as well, but it’s not a solution while the Forum is under siege.
After some talk and planning, Jorard and the remains of the council can’t quite decide whether they should first of all warn the knights outside the city or try to attack the prison, where it all started. The knights, once warned, can rely on their paladins to cleanse themselves and could prevent people from escaping the town and spreading the infection. On the other hand, the prison contains the notes collected during the questionings and may hold the key to victory. Every hour, more people progress in their infection than the clerics can heal! Both tasks are extremely urgent, there’s no time for talking about it!
The PCs will have to decide what to do. The clerics think that, at this rate, they may hold the Forum for no more than 24 hours before the people inside start going insane as well. At that point, the siege will be over.
HURRY! RUN!
If they decide to warn the knights, the best option by far is magical communication. If that’s not immediately available, they have to get out of a Forum under siege, sneak through the city, cross the city walls, reach the encampment, and then come back. Luckily, that shouldn’t be a problem for heroes of the PCs’ level. Teleport is perfect; invisibility and possibly flying would also be of great help. Fighting their way through the town is right out, the soldiers are simply too many and they will converge on the heroes as soon as they are seen.
The knights have seen some of their own behaving strangely, and they have no trouble believing the PCs. Several paladins remove the influence from everyone else, and the knights quickly organize themselves to stop anyone from leaving Lesenia. They warn the PCs, though, that they will never be able to hold a full attack from the city’s garrison.
YOUR SONG IS NOT OURS
If the PCs try the prison first, they are lucky; though they don’t know it yet, it’s the best choice. Killing the orcs, the ogres and the troll is going to bring things back to normality regardless of what the knights are doing. But killing them all here and now isn’t going to be easy, or even possible: a bunch of the orcs have already fled and are currently in town, in their monstrous shapes.
The prison is still guarded by two knights (Ftr8) and several soldiers (War2). As soon as the PCs are seen, a vast number of troops will converge on the prison from the nearby areas. In game terms, use a wandering monster table while the PCs are in the prison; until they kill most of the monsters, they may meet new soldiers at any time. When they get inside, the most horrifying sights await them. Something monstrous has set his lair in this dungeon. Splotches of mucus and blood abound on the floor, walls and ceiling. And while the heroes are watching, several mutated orcs (War2) attack them. They are taller and stronger than normal orcs, covered in horrible scabs and cancerous growths, they have a gleam of madness in their eyes, and they salivate something disgusting. In game terms, they have extra HD and they are templated to gain darkvision, a climb speed, a claw attack and bonuses to STR, CON, DEX and natural armor. They aren’t using any equipment.
Their nastiest surprise is the sticky gooey thread they can spit from their mouths, which can stick to a hero and prevent him from moving effectively. Treat this as an attack with a net, but the range is tripled. After the combat, the PCs see that these sticky webbings are everywhere in the dungeon, and as they get deeper they see some mangled corpses hanging from them. Coagulated fluids cover the walls of the lower level. As the PCs explore the prisons, they can find the notes detailing the questionings, which should provide enough information to put together the entire puzzle. The inquisitors were also suspicious enough to record their own strange feelings as they fall under the influence of the hivemind as a sort of diary. They’re quite disturbing. “Tonight I had a dream. Lots of people were with me… we were singing in perfect harmony. It was beautiful. I didn’t want to wake up and be alone again”.
The central room is also the largest one of the dungeon. Situated at the lowest level, it has a fairly tall ceiling. Here, in darkness, the PCs are confronted by a massive humanoid, halfway through mutation and still recognizable as a troll. As soon as it sees them, the troll lifts its hands and speaks in a guttural but clear Common. “Wait. We wish you no harm. There was a … misunderstanding. We wish to put a stop to this madness, to this discord, if only you will help us”. This troll is the same beast that was brought into town of course, but it acts smart because it is part of the hivemind, which is using it to address the heroes.
It will try to convince the heroes to go away. It will speak of joyous unity, freedom from all the uncertainty of existence, eternal peace. It will offer the end of all wars and of all suffering, everywhere. “Look at me. I was a savage beast, and now I know peace and communion”.
Unless the PCs attack immediately, after some rounds another knight (Ftr7) will enter the room from another door, and immediately start confirming what the troll is saying. He was alone and cold, but now they are one. The PCs can be one, too, if they want. It is wonderful.
Neither the knight nor the troll are going to attack first, no matter what. This is part of their strategy, of course. First of all, the hivemind knows that champions of good tend to be reluctant to attack first an enemy which is trying to parlay. Secondly, while the PCs talk with the troll, the ogres crawl out of their cells and hide in the darkness, far enough from the PCs that they can’t be seen (outside the room, if need be). The more they talk, the more ogres will arrive, until all six of them are there.
Hopefully, the PCs will not believe the troll, and will eventually try to attack. The ogres are mutated in a similar way as the orcs, while the troll has somewhat lower bonuses and no extra special abilities. The ogres have an incredible range with their gooey thread: their range is ten times that of a net, which makes them capable of striking the PCs from the darkness. If the ogres can place themselves so that they can see the PCs without being seen, they’ll ready actions to spit their threads as soon as a PC attacks, foiling them and making them easy targets for the troll. Remember that the ogres and the trolls are acting smart – the troll will flee to regenerate for some rounds if it can, and they are going to use flanking and their sticky thread attack as effectively as possible.
If the PCs win this combat, most of the city is going to be instantly freed. By the time they finish clearing the dungeon, the situation will have calmed down, the Forum will be free, and the number of infected will be down to a size that the clerics can manage.
WE SEEK, WE SEEK!
Further developments: the threat in Lesenia isn’t yet completely eradicated. A dozen mutated orcs weren’t in the prison, and they may be hiding anywhere in town. And then, now that the terrible secret has been revealed, someone must infiltrate the orc territory and find where this whole thing started. And put an end to it.