Seravin's Tales of the Night Below (Two Updates this Week - 07/24/07)

A Short Tour of the Grell Caves

It was thinking. Maybe. The creature looked like a giant, flesh-colored brain, perhaps three to four feet in diameter floating in the air with no visible means of support; it had to be thinking. The brain-like body was completely devoid of eyes or ears or nose, the body was only marred by a viscious looking beak, clearly made for tearing meat off of bone. Hanging down from the body were ten thick, ochre-colored, barbed tentacles all surrounded by a fringe of smaller tentacles. A spear apparently made of tarnished silver was looped by two of the long tentacles.

The unnatural creature floated near the edge of the small cave near the tunnel mouth. It floated near the mouth because it would have been hard pressed to go much further, for a strange construction it could never have seen before filled most of the cave. So the creature floated, perhaps pondering the structure, perhaps not. The creature was so alien it surely could not have recognized what appeared to be a simple country cottage; could it?


Maybe it was Ashimar who was first out of the hut or maybe it was Kellron. In the years to follow no one could remember, but someone was the first out of their magical hut and was the first to encounter a grell warrior for the first time. The fight was brief and not very exciting, except for the newness of the creature and the discovery that the spear channeled bursts of lightning with each hit.

Afterwards the ones who were there would remember that Ashimar had been outfitted with spells of darkvision and invisibility, and perhaps other spells as well; and then the new-priest scouted ahead. It was only later that they would understand just how close they had actually camped to the grell caves.

--

The tunnel immediately before the grell caves was filled with the broken, glassy stone called razorrock. Upon confronting the tunnel the group had backtracked to the closest side tunnel to spend the night. They were fortunate that they had not attracted the attention of the grell earlier that evening. Instead the grell that guarded the approach had stayed at its post until it had gotten hungry and decided to hunt.

--

The adventurer’s procession through the cavern complex was mostly steady. The soldier grell, armed with the strange lightning lances were little trouble; though Tore’s combat skills were pushed nearly to the breaking point.* Still, even in the main hive-cave where they faced down a half-dozen adult grell soldiers the five adventurers managed to move forward without losing momentum.

It was after the soldiers in the hive-cave that they found the three challenges that tested their worth. The first challenge was in the main cavern, where after the fight they found three smaller grell, obviously immature, hovering in a corner of the cavern. There was some talk but eventually Kellron and Ashimar let Kellrons’ divine senses guide their actions and they destroyed the creatures.**

The second challenge was finding out that the some of the grell could cast spells. In a cavern beyond the main hive guarded by two soldier grell was a third grell steeped in magical power. The fight was short but viscious. Kestral would later remember that some of them had gotten caught in a conjured web surrounded by a stinking cloud; the lightning bolts that came next nearly dropped them all.

The final challenge was the king-grell, or whatever it was (they never would inquire). The creature awaited them in its own cavern, laying atop a monstrous pillar or rock (having heard the combat from the nearest cavern). It was fat in both size and power and proved the hardest fight to date; moreso because the adventurers had already burned through their spells and potions with no chance to replenish them yet.

The king-grell conjured an area of writhing black tentacles early in the fight, forcing the surface-folk to run through them to get close. Kellron and Ashimar were able to fight past the grappling tentacles but Jallarzi was easily caught and was shortly rendered unconscious. Without the intervention of her friends she would have died.

Still, the five adventurers prevailed against the king-grell and found a king’s ransom in treasure, including a shield with a strong magical aura. They then retreated to the same cave they had spent the night before and rested. That night Jallarzi looked up from her near constant studies and announced she had finally learned how to teleport and conjure killing clouds.

--

*Tore is a telepath with a secondary focus on clairsentience. She was designed to give the group a magical information gathering resource, but for flavor she was given a free armor proficiency and one feat was spent on the bastard-sword. As a result the party kept using her to fill a secondary combat role. She ended up getting hurt a lot.

** This gave me pause and precipated me and the players hammering out a code for priests and paladins of Sarath. At first I was against their action, the creatures were infants after all. However from the party’s perspective the creatures were aggressive and evidently evil – additionally the level of intelligence at this point was unclear.
 

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Here's an email I sent to the players after the incident with the grell-babies. It was pretty much accepted without change by the players. Maybe it will be useful to others...

<snip>
I think we can all agree that both Paladins and LG Clerics of Sarath have to follow the same sort of strictures within the church.
However it is becoming apparent that all three of us have slightly different ideas of appropriate conduct. So, rather than me imposing judgement summarily from on high, here's your chance for input. Below are my ideas of what your characters need to be aware of. Look it over and add your ideas. Hopefully we'll have something hammered out by the end of the week. Remember that I want everyone to have fun and if this isn't going to do it for you let me know. We'll see what we can work out.

The way I see it is that there are four areas of conduct:

1. What does the Church of Sarath have dominion over - what does it care about? This covers what the followers in general have to worry about. In this case it is Good, Law, and War.
1.a - (Law) Respect the chain of command. Legitimate authority must be respected, and if within the chain of command, obeyed.
1.b - (War) The forces of righteousness must be defended. Take up arms against threats to the Empire with courage
1.c - (Law/Good) Unrestrained violence leads to evil. Atrocities are often commited during wartime. Sarath does not permit this. Rape, the slaughter of innoncents, the refusal to take prisoners, and unlawful plundering (stealing from villagers without recompense) are all violations. (anything else????)
1.d - (Good) The Empire is a force for righteousness. Followers are expected to act honorably. For lay members this is only an expectation. For priests/champions this includes keeping one's word, forebearing the use of cheaters in combat (poisoning your sword before a fight, etc).

2. The Code of Conduct for the Church of Sarath. How are priests suppose to comport themselves (LG, LN, NG)?
2.a Priests are expected to set the example to lay members and follow all the restrictions of lay members.
2.b Priests are suppose to look for violations of the restrictions and correct/punish as necessary.
2.c War is not the first answer, but it is the final answer. Priests should ensure that violence is not their first consideration - that way lies Tresh. If someone is attempting do you violence respond appropriately. This is not meant to restrict throwing the first punch in a fight you have every reason to believe is started. But all combatants have to be aware that a fight has started. Ambushing a group of warriors in the middle of a state of war is also permitted under this - presuming the ambushee's know they are combatants in a war.

3. The Code of Conduct for Paladins in the church. What else do the Champions of Sarath (Paladins) have to concern themselves with? A seperate tier of the church. Paladins are the example to the individual warriors in the armies. They represent Sarath's ideal warrior.
3.a - Paladins are under the same restrictions as lay followers and priests
3.b - Paldins do need to lie or cheat - in either battle or their everyday affairs. Poisoning and drugging opponents are for those who are less capable/worthy.
3.c - Paladins help those in need, presuming that help won't be twisted for evil or used to sow discord.
3.d - Paldins have the right and the duty to punish those that threaten/harm innoncents. This right is generally granted to Field Captains and above.

4. Limitations to the above.
4.a - these are guidelines and cannot cover every conceivable situation that members come up against. In cases not addressed, look to a superior officer for guidance. If the officer/priest is not available, then use your best judgement. Note that high ranking priests have access to Divination, Augury, Commune, and Planar Ally (Astra Deva and above) - but there isn't always time to kick the question up-level.
4.b - The followers of Sarath are mortal. You're going to make mistakes. Mistakes will be punished - not for punishment's sake but to remind you in the future what is appropriate. Serious and/or deliberate infractions (killing babies, etc) will be punished more harshly - generally by stripping of rank/spells.
4.c - If the situation you question doesn't deal with the church of Sarath - do what you think is the right thing.
<snip>

Technically 4b would prohibit the killing of grell babies, but I decided not to hand out punishment for a few reasons. A) The creatures were definitely evil and so alien that interraction beyond combat was virutally impossible (would you mind-read a grell?). B) We hadn't hammered out a code of conduct until after the encounter. C) The action was very apparently a no-brainer for the players, even after a little discussion. Punishment would have been 'not-fun'.
 
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Eh, followers of a Good-aligned church and the killing of baby-monsters, the age-old dilemma.

I guess most of us DM have been faced by the need to retrofit a 'code of conduct' after dealing with such encounter, especially if the player(s) dealt with it in a way that didn't come close to our expectations.

I commend you for not punishing them. I found out the hard way years ago that it seldom solves the problem and actually often ends up making things worse. After all, no player is a mind-reader, so expecting them to behave in a certain way just because you happen to be thinking it's the right one isn't very fair. On the other hand, as sole master (after the gods ;) ) of your (campaign) world, you are certainly entitled to lay down a few rules.

In this case, I solved the problem by making them go through a checklist:
1] Can you determine that the creature is NOT inherently (as in 'from birth') Evil?
2] Do you have a mean to insure that IF you let it go, it won't hurt another innocent being at some point of the future? (even if it's driven only by hunger)
3] Can it be communicated with?
4] If the previous answer was a 'yes', is there any indication that it can be 'redeemed'?

If 2 (or more) of the answers are 'no', then killing is authorized. So far, worked like a charm.

Keep in mind that this applies to encounters far from civilized centers. If they discovered a nest of monsters in the sewers of a city, then I would certainly expect my players to turn to the city's officials to decide what needs to be done with the baby-monsters.
 
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Over the years I've learned that communications usually trumps punishment. It's not always true, but often enough. :)

I like your logic tree though, it makes for a good guideline. I think I'm going to swipe that for my "Things Players Need to Know" list. -thanks

---
Update to follow today or tomorrow - our heroes meet a deepspawn and it gets ugly.
 

Looking foward to the update. My campaign seems to be moving farther and farther from the module as written. PCs have left Haranshire temporarily and are now initiating an investigation into missing mages in a nearly small city.

Re the checklist, if I'm following it correctly, it seems to make it harder to kill a creature that is inherently evil.

-RedShirt
 

Death by Deepspawn

Imagine a creature capable of creating a near perfect replica of whatever creature it consumes; not just the appearance, but even the memories. The sole noticeable difference is that these replicas are unbreakably loyal to their parent. Now imagine that this replica-creating creature is extremely intelligent, has the ability to freeze opponents in their tracks, and can read the surface thoughts of its prey. Unfortunately these nightmare creatures exist.

The common name for these aberrations is ‘Deepspawn’, which is derived from the original dwarvish phrase that described the creature; a phrase that is considered rude at best. Given the nature of the threat the rudeness is usually overlooked.

The average deepspawn (if there is such a thing) is roughly twelve feet in diameter with a mottled brown, leathery hide; it looks very much like a giant, partly-deflated ball which inextricably grew a half dozen tentacles. Three of the tentacles end in mouths with sharp, tearing teeth; the other three tentacles are more dexterous and strong enough to pick up a fully armored man like a child picks up a ragdoll.

Those who profess to know such things insist that the deepspawn are not natural creatures, but instead were created by some sort of corrupted magic. Who or what created the first deepspawn is open to question; though the reasoning seems clear enough. The created spawn of the creature make the perfect spies.

Fortunately the creatures do not seem to be very numerous, and there have been no reported instances of the things venturing upwards past the Middledark – yet.


Late the next morning the five adventurers went through their newly acquired treasure. Almost thirteen thousand coins; three-quarters of which were of gold and platinum. Gems and jewelry that Ashimar and Kestral estimated were worth just shy of twenty thousand lions. Two potions in quartz flasks, a platinum scroll case with two scrolls of divine spells, and an ornate, silvered shield with a strong magical aura rounded out the treasure. No one could identify the shield’s markings so Kellron decided to claim it as his own when Jallarzi declared it safe with an identify spell.

Afterwards, they packed up their hut and made their way back to the cavern of the king-grell. The cave appeared undisturbed from the night before though Jallarzi found herself drawn to the massive pillar that the king-grell had sat upon. There was something odd about the orange and yellow flecked ‘throne’, unfortunately Jallarzi could not divine exactly what it was. She knew it was magical from the divinations that she had used in the room after the fight, but that was all. Shrugging, she tabled the oddity for later.

Exploration revealed that two other tunnels led from the cavern. The northernmost tunnel was wide, but apparently had seen little use. The southern tunnel was much narrower, but Kestral was able to find signs of some tracks. Discussion ensued and the decision was made to explore the northern tunnel first. If there was a premonition of disaster, no one voiced it.

The tunnel went straight for two hundred feet before opening up into another large cavern, though this one held the smell of dampness and mold. It also held two grell, floating as silent sentries. The floating aberrations clacked their beaked maws with menace and the melee began.

Kellron and Ashimar charged in to meet the grells whilst Jallarzi, Kestral, and Tore moved to more tactical positions. One of the grell drifted back while waving its tentacles in complex patterns, generating a gout of electricity that washed over the adventurers. The other grell moved forward, positioning its lance and barbed tentacles for a viscious attack.

None of the surface-folk were worried. They had already tested their skills against grell, and had survived. Kestral was the first to determine that something else was in the cavern, as magical energy washed over her. She felt the strange, alien energies but couldn’t identify them; curiously nothing apparent occurred, but she called out a warning just in case as she scanned the room.

Afterwards no one would remember who spotted the creature first, a mottled, bloated sphere with a half-dozen ten-foot long tentacles that it used to pull itself out of pool of water onto the rocky shore. The sorcerous grell was dead by then, so Kellron and Ashimar charged the huge creature, ignoring the surviving warrior grell.

The creature flailed its tentacles as Jallarzi sent hasted spell after hasted spell after the thing. In the burst of magical energies, no one noticed that the beast’s magics had somehow ensnared Kellron*; no one excepting the spawned grell warrior. The warrior had been little more than a nuisance to the paladin and had been all but ignored. When Kellron froze however the creature clicked once with satisfaction, pulled back its spear almost leisurely, and drove it deep into Kellron’s body.

Kellron’s corpse fell to the floor with a thump of metal and flesh.**

There were no shouts of dismay, only grim determination. Kellron’s killer did not survive him by more than a handful of seconds. Kestral was spurred into action, realizing now that the magical energies were some sort of hold effect and that her ring had saved her. The former courier drew Therevel and Tore drew her own sword and they joined Ashimar in the fray while Jallarzi drew upon her spells.

The deepspawn didn’t last long, even when it revealed the ability to spontaneously heal itself. It only forced the surviving friends to redouble their efforts. Wounded, the creature was forced to retreat back into its pool, but even that wasn’t enough to save it.

Kestral focused her will on Thereval, attempting to contact hidden magic within and was rewarded with a pearly white radiance that surrounded the blade.*** Relying on the ring given to her by the Water King, she entered the pool intending to drive the creature out.

Kestral succeeded in forcing the deepspawn from the pool, right into Ashimar’s and Jallarzi’s waiting arms. It was a brief and hostile reception.

Their reward? More gold, more platinum, more gems and jewels, a potion, and magical silver mirror; but none of it could make up for the death of their friend. The four mourning friends gathered up their comrade’s body and retreated to their cave to lick their wounds. To ensure that they would be relatively undisturbed they made sure the back wall of their hut blocked their little cave’s entrance.

--
*Natural 1. That I distinctly remember.
**He was doing really poorly with saves this combat. I hated having the creature perform a coup de grace, but I couldn’t justify it doing anything else.


***Use Magic Device. By this point Kestral knows there’s something more to Thereval, but doesn’t know what yet.
 

RedShirtNo5 said:
Looking foward to the update. My campaign seems to be moving farther and farther from the module as written. PCs have left Haranshire temporarily and are now initiating an investigation into missing mages in a nearly small city.

Re the checklist, if I'm following it correctly, it seems to make it harder to kill a creature that is inherently evil.

-RedShirt

Ask and ye shall receive, hope you enjoy the post.
Good luck with your pc's too; given the nature of the module there isn't much to keep them on track except their own desires. Not that that's a bad thing of course, it's what makes dm'ing interesting (for me at least).

As for the checklist, I'm not sure how it looks harder to kill an inherently evil creature. If you need 2 no's, then an inherently evil creature is an automatic no - halfway there as it were. Of course there's the requirement for the second 'no' I guess, but question #2 has a pretty high benchmark to clear to get a yes.

The bigger question for me is how do the characters know that the creature is inherently evil? Knowledge Religion (DC15?) and/or detect evil I guess would be my answers.
 

Questions with no particular answers

There were some questions that occurred to me during this section of the module. If any of these occurred to the players, they never followed up on them. I'm sharing them here in case they might spark some ideas for others.

1. Why are the grell in this particular cave complex? Do they have a specific purpose here? If so, where did they come from? Perhaps something to do with the flux point?

2. How does the deepspawn fit into this? Is there a particular orgin for deepspawn? In my mind they could be the result of a bio-weapon program (Or whatever you want to call it). Maybe this creature was forced into this tunnel by the grell as a food source.

3. Are the illithid somehow responsible for all of this? Protecting their back door as it were? If so, are there any contingencies or checks in place, or are the illithid over-confident?

Like I said, none of these questions were explored by the characters. It remains to be seen if they ever do look into it.
 

Seravin said:
Over the years I've learned that communications usually trumps punishment. It's not always true, but often enough. :)

I like your logic tree though, it makes for a good guideline. I think I'm going to swipe that for my "Things Players Need to Know" list. -thanks

Pleasure :)

RedShirtNo5 said:
Re the checklist, if I'm following it correctly, it seems to make it harder to kill a creature that is inherently evil.

-RedShirt

You're correct. My fault, I formulated it badly. Fixed now.
 

Seravin said:
As for the checklist, I'm not sure how it looks harder to kill an inherently evil creature. If you need 2 no's, then an inherently evil creature is an automatic no - halfway there as it were. Of course there's the requirement for the second 'no' I guess, but question #2 has a pretty high benchmark to clear to get a yes.

Actually, he was right. The first question hadn't been formulated correctly. If my players can determine that a creature IS inherently evil-aligned, then killing it should be easier for them, not harder.

Seravin said:
The bigger question for me is how do the characters know that the creature is inherently evil? Knowledge Religion (DC15?) and/or detect evil I guess would be my answers.

Detect Evil doesn't quite cut it, else anyone who becomes evil and is powerful enough to gain an aura would qualify too (although you could say that such person is now inherently evil, albeit not from birth). I usually solve that particular question through a Knowledge check based on the creature type OR Religion (I tend to favor the latter for questions of ethics)
 

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