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errant42
Here for a while
(3/5/03 11:16 am)
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Rastor Information
Given the rich detail, full-page map, and encounter key for Hommlet, I was surprised (and disappointed) to see that the most likely staging post for the second part of the adventure got barely more than a sidebar. Does anyone have details on the hamlet of Rastor, over and above the sparce information in the adventure book?

One reason I ask is this: as part of the overall theme of subversion and insanity, I'd like to show the corruption of Rastor, progressing each time the PCs return. Something like John Carpenter's In the Mouth of Madness (an excellent movie for inspiration on Cthulhu-esque horrors trying to destroy/take over the world), only more slowly and subtly (at first, anyway). It will start as a quaint (if rough) mountain town of mostly friendly NPCs, but slowly transform into a house of pseudonatural horrors. By the time the PCs are ready to tackle the Outer/Inner Fane, Rastor will be populated with hideous abominations, and they will have to escape (or destroy) the town before proceeding.

setanta14
Looking around
(3/5/03 5:58 pm)
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Re: Rastor Information
Rastor is basically left open for the DM to develop as they see fit... which I like. Aside from the few npc's provided and their relation to others, I went all out in making Rastor uniquely my own creation, including a cult of Zagyg to add to the craziness:D

errant42
Here for a while
(3/5/03 8:35 pm)
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Re: Rastor Information
Yeh, I suppose it's just as well... I tend to modify everything in the book anyway, but I would have liked a little more material than they gave.

Anyway, I'm in the process of writing up some more detailed information... I'll post what I come up with, whenever I get around to it. My group probably won't make it to Rastor for at least another week or two, so I'm not in too big a hurry.

errant42
Here for a while
(3/5/03 10:09 pm)
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Re: Rastor Information
Here's what I've got so far... note that some of this conflicts with the published material slightly. Just an extension of the sidebar; more to come.

The Hamlet of Rastor
(Hamlet, AL N, 100gp limit)
Once a mining outpost for the Crater Ridge Mines, the Doomdreamers expected Rastor to dry up and blow away after the dwarves were evicted from the mines. Not so. Since that time, it has become a waypoint leading into the Lortmil Mountains, and a trading post for the various inhabitants of those mountains (including orcs, humans, dwarves, and others). Despite its precarious location, it is a relatively peaceful place—those of orcish, human, and dwarvish blood all coexist in relative harmony. This is not to say that it is entirely without conflict—unarmed and armed “disagreements” are all-too-common in the streets and buildings alike. But a sort of understanding exists that prevents all-out war between the disparate groups: you leave us alone, we’ll leave you alone. If a fight starts, it is left to the individual combatants to finish it… joining in someone else’s fight (even if he is your friend) is more frowned upon than starting a fight in the first place. This tradition, as much as anything, keeps the town from dissolving into warring gangs divided along racial lines.

This tolerant attitude is also the primary reason that the nearby temple is almost completely ignored. Almost everyone is aware of its existence, but no one knows anything—at least, they claim not to. It is none of their business, so they just don’t care. They trade openly with the ochre-robed clerics, having long ago learned not to ask too many questions of or about anyone passing through town. A considerable bribe may be necessary to get any information more than "yeah, there's a secret hideout of some sort up there."

Authority
A holdover from the days when the town was a mining community, the de facto town hall is a small stone temple (one of the few stone buildings in town) to Moradin. Rerrid Hammersong (LN Dwarf male Clr5/Ftr4) is the parish priest, and also the unofficial mayor of the town. Most in the town respects him, and he is fair and evenhanded in his dealings, even with those of orcish blood. He is an aging dwarf with grey hair and beard, with an even temper and wise demeanor, though he is seldom without his +3 Warhammer, Dwarven Thrower.

Jardeth (N Half-orc male Bbn2/Ftr2) is the town constable. A ponderously large man, with an unsightly scar across his face, nose, and lips, Jardeth has a reputation for being slow-witted. This is largely undeserved, though he does nothing to dispel it—it gives him an edge against those who would underestimate him. He is fanatically loyal to Rerrid, who saved him from a group of dwarves in his youth. Though there is no formal garrison, Rerrid and Jardeth can call on 2d6 mercenaries (for race, roll d6; 1-2: human, 3-4: dwarf, 5: orc, 6: half-orc) to help deal with any problems. Consult the following table for class and level:

d%                class/level
00-25                War1
26-40                War2
41-50                War3
51-65                Ftr1
66-75                Ftr2
76-85                Bbn1
86-90                Bbn2
91-96                Rgr1
97-00                Rgr2

Important Characters
Thandain Deeperdark (LN Dwarf female Ftr5), a stout dwarven warrior-woman of middling years, is the owner of the Fool’s Gold Trading Post. It is here that the various groups from the mountains bring their goods to trade, and the people of the town buy and sell their own goods. For the most part, this establishment provides basic goods and average-quality weapons and armor of up to 100gp value. However, the occasional item of higher value passes through… at any given time, there are 1d6-3 (i.e. probably none, but up to 3) items of greater value in the shop. Consult the following tables (Masterwork Weapons are not magical, despite using the magical weapon tables):

d% roll                Item
01-25                Masterwork Armor (table below)
26-65                Masterwork Weapon (use Table 8-11, DMG pg. 184)
66-89                Minor Magical Item (use Table 8-2, DMG pg. 179)
90-97                Medium Magical Item (Table 8-2)
98-00                Major Magical Item (Table 8-2)

Masterwork Armor Table
d% roll                Item
01-25                Shield (use table 8-5, DMG pg. 180)
26-28                Armor, Padded
29-35                Armor, Leather
36-44                Armor, Hide
45-52                Armor, Studded Leather
53-63                Armor, Chain Shirt
64-67                Armor, Scale Mail
68-79                Armor, Chainmail
80-89                Armor, Breastplate
90-94                Armor, Banded Mail
95-99                Armor, Half-plate
00                Armor, Full Plate

Tymerian (CG Human female Wiz4) is the town mage, a retired adventurer who sells her spells and talents (potion-brewing and scroll-making) for a nominal price (or at the request of Rerrid, who she greatly respects). She dresses in grey robes, and appears underfed and emaciated, with black circles under her eyes and streaks of premature grey in her brown hair—a side effect of her unpleasant encounter with a pack of wights. She lives in a well-kept wooden house at the edge of town, with a sign simply marked “Wizard.” She has some information on the temple (her party was wiped out when they tried to aerially penetrate the Outer Fane), but will only share it with someone who she firmly believes will put it to good use—she knows that the temple has spies in the town, and fears for her life if she shares too much with the wrong person. She sells arcane potions and scrolls of up to 2nd level, for 120% list price.

Tunraug Urkart (N Dwarf male Exp3) runs the only smithy in town. He is a youngish, blond-haired dwarf with solid build but a clubfoot, which prevented him from pursuing his true wish—to be a great warrior. Instead, he forges metalwork supplies for the townsfolk and those who come to town to trade. He is rarely called upon to make weapons other than spear- and arrowheads, but, if asked, is so thrilled at the prospect that he does so for 90% of the listed price in the DMG. He can attempt to make masterwork items; his skill in Craft: Armorsmith and Weaponsmith are 8 each. He idolizes Rerrid, and looks upon Thandain as a stern aunt. He dislikes orcs and half-orcs, however, and suffers them only because Rerrid is adamant that he do so. He charges them extra, as much as he thinks he can get away with.

The Gray Lodge is the only inn and tavern in town. It is a dingy, rambling building that appears on the verge of falling apart. The inside is dark and smoky, with a single stone firepit that serves as both cooking fire and warmth. A cauldron of stew is constantly bubbling over the fire; the innkeeper, Yarew (N Human male Com2) adds new ingredients to the pot nightly. His barmaids, a human girl named Tarenel and a half-orc lass named Goni (both Com1), bustle around the common room at all hours of the day. Yarew is a tall, gaunt man with few teeth and fewer strands of hair pasted across his skull; Tarenel is a freckled, red-haired girl with a flirtatious manner and piercing giggle; and Goni is a broad-shouldered and terminally shy girl who, despite being comely for a half-orc, never looks anyone in the eye.

Verg (Orc male Rgr2) and Unaret (Orc female Bbn2) are hunters and trappers who come through town fairly often to trade for goods for their tribe in the mountains. They are friends with Jardeth, and give grudging respect to Rerrid and Thandain.

SSShadowcat7
Here for a while
(3/6/03 9:48 am)
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Re: Rastor Information
Very cool write-up. I would have liked to use it when my PCs were in Rastor, but sadly that's been a while.

errant42
Here for a while
(3/7/03 6:13 pm)
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Cult activity in Rastor
The following is a significant departure from the published material on Rastor. Specifically, the activity of the cult is greatly increased, and much more nefarious and vile. I plan to use these details in my campaign, and I thought I'd share it with the hivemind in case anyone was interested.

Book references: S&F=Sword & Fist; DotF=Defenders of the Faith; T&B=Tome & Blood; S&S=Song & Silence; FRCS=Forgotten Realms Campaign Setting hardcover; MaF=Magic of Faerun; MoF=Monsters of Faerun; BoVD=Book of Vile Darkness. If you don’t have access to a particular book, you can either substitute an equivalent spell/feat/monster/etc or just try to wing it with the info here. The Pseudonatural template can be found in Tome & Blood as well as the Manual of the Planes.

Rastor has several members of the cult living among the citizens. Indeed, these “spies” are somewhat less concerned with secrecy than those in Hommlet due to the generally permissive attitude in town. Their base is in an old abandoned warehouse on the edge of town, built by dwarven miners before the Crater Ridge Mines were taken over.

The leader of the cultists in town is Nisir-Necmi, an alchemist who enjoys toying with the physical forms of living creatures. He is quite mad (having been visited by the dreams of Tharizdun), and wishes to help prepare the world the Old One’s liberation by “returning” it to the surreal, pseudonatural nightmare that visits him in his sleep. He is a dark-skinned and haired man, with a greasy, six-inch long goatee dangling from his chin. He has converted most of the warehouse into a laboratory for his alchemical (and other) experiments. Here he produces the Tanbrosh to which so many of the townsfolk have become addicted. Few of the townsfolk have ever seen Nisir-Necmi, as he stays in the warehouse almost all of the time (he sends the others to get any supplies he may need).

Tal Chammish is the cult’s front in the town; it is he who distributes the Tanbrosh to the various addicts (and tries to get more addicts). He is a friendly-faced halfling with a wide, easy smile, curly brown hair, and a habit of winking knowingly at whomever he’s talking to.

A duergar monk named Ghulud is Nisir-Necmi’s bodyguard and primary agent. He is typically ruthless and violent for his race, and is completely silent—he was a slave of the drow in his youth, who cut out his tongue, and he hasn’t uttered a sound since. He often grins wordlessly and unnervingly, particularly when he’s preparing to kill someone.

Tiveria is the direct agent of the Doomdreamers (specifically, Naquent), recently arrived to oversee the cult’s work in town (see below). She is a waifish albino woman with stark white skin and hair, and pink eyes. She has a severe demeanor, and prefers to dress in a hooded robe of fine red silk (though in town she wears a gray cloak to draw less attention).

Nisir-Necmi has cast Arcane Lock and Fire Trap on each of entrances to the warehouse (a set of large front doors for horses and wagons, a smaller side door for medium-sized creatures, and two windows that lead to the second-story loft, where the cultists sleep). He has also created 18 crawling claws (MoF) which lurk in the corners and shadows of the warehouse. Their orders are to attack anyone who enters the warehouse without saying “praise be to the dreams of doom.” All of the cultists in town know this phrase.

In his madness, Nisir-Necmi has come to believe that by transforming creatures into the likeness of what he sees in his dreams, he can help prepare for Tharizdun’s return. To this effect, he has started conducting experiments on local animals, and more recently, a human subject. If he is satisfied with the results of these experiments, he plans to begin altering the Tanbrosh which is distributed to the townsfolk, turning it into a magical elixir which will slowly transform users into pseudonatural horrors. So far his experiments have been limited to a few dogs, a bear, and a commoner from town, but he is ready to move to the next stage (human experimentation) within a few weeks.

The unfortunate subjects of Nisir-Necmi’s experiments are chained in a dark corner beneath the loft. At present, they include 6 dogs, a brown bear, and a human commoner. All have completely lost any remnants of sanity or normalcy—as a side effect of the transformation, as well as due to Ghulud’s cruel treatment. They attack anyone who comes within reach, though they fear Ghulud too greatly to attack him unless he is prone or otherwise incapacitated. Unlike other pseudonatural creatures, these can only remain in their alternate (grotesque, tentacled) form. Thus, all creatures always receive a –1 morale penalty to attacks against the creatures. Short of a Wish or Miracle, there is no way to return the creatures (or any others affected by the mad wizard’s experiments) to normal.

The dogs appear as wretched masses of mucous-covered tentacles, writhing and dripping with greenish-clear ichor. They attack by means of a single, larger tentacle, covered with thorn-like fangs along its bottom surface. Once their prey is dead, they climb atop it and draw its flesh to a small sphincter in the center of the mass.

The bear is a shambling monstrosity with two long, sinewy, multi-jointed limbs jutting from its amorphous midsection. These limbs end in wicked grasping talons (with which it makes its claw attacks). At the top of its body mass is a thick tendril that ends a stinger-like spine. It drags those grabbed by its limbs to the spine and impales them. It moves my means of what appears to be a huge slug-tail, though the bottom is in fact covered with hundreds of tiny centipede-like legs. It, too, glistens with greenish ooze.

The (once) human commoner is now a twitching puddle of squirming sinews which can rise into a vaguely humanoid torso. Nisir-Necmi considers this creature to be a failure—it is too wretched and helpless to effectively interact with anything around it. It merely makes low, bubbling moaning sounds as it slowly starves to death. Its mind has long-since departed, though it knows that it hates its captors, and would seize any opportunity to throttle them.

Naquent became aware of Nisir-Necmi’s plan through Tiveria, who discovered an altered animal during one of her monthly visits. She informed her mistress who, instead of becoming angry, was amused… and instructed Tiveria to return and oversee the project. Naquent hasn’t informed the other Doomdreamers yet—she will either claim responsibility if the project is successful, or ignorance if it is not.


Nisir-Necmi: Male human Wiz (Trans) 7/ Master Alchemist (MaF) 2; CR 9; Medium-sized humanoid (human); HD 9d4+27; hp 55; Init +0; Spd 30 ft; AC 10 (touch 10, flat-footed 10); Atk +4 melee (1d6, quarterstaff); SQ Specialization: Transmutation (opposed school: Evocation); Faster Brewing (2/day); Enhanced Brewing (4th level spells); AL NE; SV Fort +5, Ref +2, Will +9; Str 10, Dex 11, Con 16 (+3), Int 17 (+3), Wis 12 (+1), Cha 7 (-2).

        Skill and Feats: Alchemy +17, Concentration +15, Knowledge: Arcana +15, Profession: Herbalist +13, Scry +15, Spellcraft +15; (6) Scribe Scrolls, Brew Potion, Skill Focus: Alchemy, Magical Artisan: Brew Potion (FRCS), Spell Focus: Transmutation, Greater Spell Focus: Transmutation (T&B), Spell Girding (MaF).

        Spells (Caster level Wiz9; DC 13 + spell level [Transmutation +4]; 4+1/5+1/5+1/4+1/2+1/1+1):
0: Detect Poison, Daze, Detect Magic, Acid Splash (MaF), Launch Bolt (MaF)
1: Grease, Sleep, Cause Fear, Animate Rope, Burning Hands, Enlarge
2: Arcane Lock, Summon Monster II, Web, Whispering Wind, Choke (T&B), Rope Trick
3: Flame Arrow, Hold Person, Blink, Haste, Create Crawling Claw (MoF)
4: Polymorph Other, Polymorph Self, Gutsnake (MaF)
5: Cloudkill, Lutzaen’s Frequent Jaunt (MaF)

        Possessions: Spellbook, Quarterstaff, Harrow Rod (BoVD), Potions: Endure Cold, Endure Fire, Mage Armor, Invisibility, Fly, Stoneskin.

Tal Chammish: Male halfling Rog5; CR 5; Small humanoid (halfling); HD 5d6; hp 26; Init +4; Spd 20 ft; AC 16 (touch 14, flat-footed 16); Atk +9 melee (1d6+1, 19-20, shortsword +1), +9 ranged (1d4, 19-20, dagger); SA Sneak Attack +3d6; SQ Evasion, Uncanny Dodge (Dex to AC), +2 saves vs fear, ; AL NE; SV Fort +2, Ref +9, Will +1; Str 10, Dex 18 (+4), Con 10, Int 12 (+1), Wis 9 (-1), Cha 15 (+2).

        Skill and Feats: Bluff +10, Disable Device +5, Disguise +4, Escape Artist +8, Forgery +6, Gather Information +4, Hide +10, Innuendo +6, Listen +4, Move Silently +10, Open Lock +6, Pick Pocket +10, Read Lips +9, Search +4, Sense Motive +6, Spot +2, Tumble +6; (2) Weapon Finesse: Shortsword, Charlatan (S&S).

        Possessions: Leather armor, 6 throwing daggers, +1 Shortsword, Potions: Spider Climb, Reduce, Invisibility, Cat’s Grace

Ghulud: Male duergar Mnk8; CR 9; Medium-size humanoid (dwarf); HD 8d8+32; hp 82; Init +2; Spd 35 ft; AC 17 (touch 15, flat-footed 15); Atk +10/+7 melee (1d10+4, unarmed); SA +1 attack orcs & goblinoids, unarmed 1d10, stunning attack (8/day, Fort DC 16); SQ +2 saves vs poison & magic, +4 AC vs giants, Darkvision 120 ft, Immune to paralysis, phantasms, magic/alchemical poisons, 1/day cast Enlarge & Invisibility, Evasion, +2 saves vs. Enchantment, Slow Fall (50 ft), Immune to normal diseases, Cure self 16 hp/day, Leap of the Clouds; AL LE; SV Fort +10, Ref +8, Will +8; Str 16 (+3), Dex 15 (+2), Con 18 (+4), Int 10, Wis 14 (+2), Cha 7 (-2).

        Skill and Feats: Hide +7, Jump +44, Listen +9, Move Silently +17, Tumble +13; (Improved Unarmed Strike, Stunning Fist), Deflect Arrows, Improved Trip, Power Attack, Sunder, Eagle Claw Attack (S&F)

        Possessions: Bracers of Armor +2, Amulet of Mighty Fists +1 (S&F)

Tiveria: Female human Clr7; CR 7; Medium-sized humanoid (human); HD 7d8; hp 42; Init +2; Spd 20 ft; AC 18 (touch 12, flat-footed 16); Atk +4 melee (1d6-1, light mace), +7 ranged (1d8, 19-20, light corssbow); SA Rebuke undead (lvl 7, d20+2 check, 2d6+9 HD); AL CE; SV Fort +5, Ref +3, Will +7; Str 9 (-1), Dex 15 (+2), Con 10, Int 12 (+1), Wis 18 (+4), Cha 14 (+2).

        Skill and Feats: Concentration +10, Knowledge: Religion +8, Knowledge: The Planes +9, Knowledge: Arcana +6, Scrying +11; Spell Penetration, Reach Spell (DotF), Augment Summoning (T&B), Malign Spell Focus (BoVD)

        Spells (Caster level Clr7; DC 14 + spell level [Evil +2]; 6/5+1/4+1/3+1/2+1):
0: Cure Minor Wounds, Detect Magic, Guidance, Light, Resistance, No Light (BoVD)
1: Command, Cure Light Wounds (x2), Sanctuary, Shield of Faith, Random Action*
2: Darkness, Darkbolt (x2) (BoVD), Wave of Grief (BoVD), Tharizdun’s Touch*
3: Cure Serious Wounds, Summon Monster III, Flesh Ripper (BoVD), Rage*
4: Castigate (DotF), Identify Transgressor (BoVD), Confusion*

        Deity: Tharizdun. Domains: Madness (Insanity 3; Wis 21 for spellcasting, 15 for everything else), Evil (caster level 8 for Evil spells).

        Possessions: Obex, Chainmail, Light mace, Small steel shield, Light Crossbow (20 bolts), Ring of the Ram (25), Wand of Silence (33), Potions: Levitate, Cure Moderate Wounds, Wisdom

Crawling Claw (MoF): CR 1/3; Diminutive construct; HD 1d10; hp 5; Init +0; Spd 20 ft; AC 15 (touch 14, flat-footed 15); Atk +4 melee (1, claw); SA double damage vs prone; SQ construct immunities, immune to gaze attacks, SR 10; AL N; SV Fort +0, Ref +0, Will –3; Str 10, Dex 10, Con --, Int --, Wis 5 (-3), Cha 5 (-3).

Pseudonatural Brown Bear: CR 5; Large outsider; HD 6d8+24; hp 51; Init +1; Spd 40 ft; AC 15 (touch 10, flat-footed 14); Atk +11/+11 melee (1d8+8 claws), +6 melee (2d8+4 bite); SA Improved grab, True Strike 1/day; SQ Scent, Electricity & Acid resistance 10, DR 5/+1, SR 12; AL N; SV Fort +9, Ref +6, Will +3; Str 27 (+7), Dex 13 (+1), Con 19 (+4), Int 3 (-4), Wis 12 (+1), Cha 6 (-2).

Pseudonatural Dog: CR 1/2; Small outsider; HD 1d8+2; hp 6; Init +3; Spd 40 ft; AC 15 (touch 14, flat-footed 12); Atk +2 melee (1d4+1 bite); SA True Strike 1/day; SQ Scent, Electricity & Acid resistance 5, SR 2; AL N; SV Fort +4, Ref +5, Will +1; Str 13 (+1), Dex 17 (+3), Con 15 (+2), Int 3 (-4), Wis 12 (+1), Cha 6 (-2).

Pseudonatural Human: CR 1; Medium-sized outsider; HD 1d8+1; hp 5; Init +0; Spd 30 ft; AC 10 (touch 10, flat-footed 10); Atk +2 melee (1d4+2 strangle); SA True Strike 1/day; SQ Electricity & Acid resistance 5, SR 2; AL N; SV Fort +1, Ref +0, Will +0; Str 14 (+2), Dex 10, Con 13 (+1), Int 9 (-1), Wis 10, Cha 9 (-1).

Edited by: errant42 at: 3/11/03 2:02:38 pm
errant42
Here for a while
(3/11/03 11:54 am)
Reply
Gaining Information
In order to find the temple in the nearby mountains, characters will need to talk to the locals. Due to the prevailing attitude in town (see nothing, hear nothing, say nothing), however, a simple Gather Info check will not suffice—many of those who have information are not forthcoming. The most likely methods to be successful are bribery or interrogation, though making friends with certain individuals in town may allow astute characters to forgo such acts.

The first obvious lead that the characters have is Tal Chammish, mentioned openly in a letter found with Dunrat’s group. Asking about Tal Chammish will receive varied responses. His customers (i.e. Tanbrosh addicts) are very unlikely to reveal anything about him whatsoever, for fear that he refuse them their daily dosage. They claim not to know of any such person, though a Sense Motive check (assume DC 10) wil reveal that they are lying. Even if called on this lie, they still reveal nothing. Interrogation, intimidation, even torture are all unlikely to work unless they are given an alternate supply of the drug.

Even those who aren’t among his customers are most likely to shake their heads darkly, but say nothing. Providing other incentive is much more likely to work on them, however. If bribed (10-20gp ought to do it in most cases) or otherwise motivated to talk, local commoners and others know the following:
* “He’s the one what sells that stuff that everybody’s doing these days. Tanbrosh, I thinks he calls it. Tried to give me some the other day, he did… ‘First one’s always free,’ he says to me. Course it is… cause then you’re hooked. ‘No thanks,’ I says. Me mum didn’t raise no idjits, no sir.”

* “He’s a shifty-eyed little fella, a halfling. He’s always smiling about something, and winking at ya.”

* “Where does he live? I dunno… Ain’t none o my business anyways.”


If asked about the cult, or the Temple of All-Consumption, most locals know very little. A small bribe (~5gp) can obtain the following information:

* “I don’t know about any cult… but, eh, there have been these folks coming around, dressed in ugly-colored robes. They come down from the mountains, do their business, and leave. They never hurt nobody, so we don’t pay em no mind.”

* “Temple of whaty-whaton? I don’t know anything about that…”


Talking to the important folk in town may be somewhat more productive, depending on who they ask.

Rerrid knows some about the history of the mines, and about the cultists come to town. If shown a symbol of the Elder Elemental Eye, he can confirm that they wear the same symbol. He needs no bribe to speak, but a donation to the temple would help. Of course, so would a good Diplomacy check and a few pints of ale…

* “There was a mine in the mountains, years ago. Diamonds, came up with the fiery rocks when the mountain blew its top. But somethin came and drove the miners out—or rather, killed em all off. As legend would have it, the few that made it out alive were driven mad, gibbering about purple tentacles that reached for them from the darkness… and haunted their dreams til the day they died. Since then, they say that nasties of every description have settled there… orcs, gnolls, and worse. We’ve had little interest in going back.”

* “Aye, the odd, robed ones. They come down from the mountains to do their trading here. They don’t cause no trouble, so I let em be. Something tells me they’re up to no good, though… Can’t be sure, mind ya… just a feelin in me gut.”

* “Tal Chammish? Little weasel. Sellin stuff which ought not to be sold. Still, there’s no law saying he can’t… and he ain’t holdin a knife to no ones’ throat to buy it.”

Jardeth knows nothing of the mines, but can also confirm that the cultists that pass through town wear the symbol of the EEE.

Thandain and Tunraug have both traded with the cultists: mostly food, skins, and weapons. They are reluctant to reveal much information about them, “It ain’t good for business to talk too much about your patrons.” They claim to know absolutely nothing about Tal Chammish, and will respond with threats (and eventually violence) if pressed.

Tymerian is perhaps the most knowledgeable person in town, but also the most cautious. She won’t speak to anyone unless she is certain that they are not from the cult. She knows that the cult has agents in the area, though not where—she doesn’t know that Tal Chammish is such an agent, nor that the cultists inhabit the warehouse. She also knows that the cultists who come into town are from the temple, and suspects that their plans are ready to move forward. She knows of the Elder Elemental Eye, and has guessed that this cult is related to the Temple of Elemental Evil. She does not, however, know what their plans are, nor anything about Tharizdun. She may offer help in the form of scrolls, potions, or spells if particularly impressed with a given group. She will not, under any circumstances, accompany them.

* “Yes, the temple in the mountains. My comrades and I went there, years ago… seeking treasure, glory, whatever. The others perished; only I made it out alive. And just barely at that.”

* “What lies within? In a word: death. Beasts of every description, fanatical cultists, sorceries both dark and deadly.”

* “Do my words frighten you? They should. Do not undertake this quest with a light heart. But if you choose to set upon that path, may the gods watch over you… the peril is great, but I know in my heart that it must be faced. Whatever this cult intends, it cannot be good for the world at large. They must be stopped.”

Verg and Unaret Know little of the affairs in town, and have not had much traffic with the cultists, but they do know the way to the mine’s entrance. A retainer of 20-30gp will suffice for them to guide the party to the winding path up the mountain to the main entryway. They will not set foot upon the path, however, for any price.

Tal Chammish, if questioned forcibly, will reveal as little as possible (lying if necessary) to save his skin. Nothing that the PCs could possibly threaten can compare to what he has already seen the cultists are capable of. He knows fairly little anyway, and claims to be the only contact of the cult in town. He says that he was to await word from someone named Dunrat, and send a wagon to transport him and his minions from a keep near Hommlet. He sells Tanbrosh to supplement his income… “it’s a harmless enough thing” (lie).

Edited by: errant42 at: 3/11/03 2:04:07 pm
Andorax
Still here? Wow.
(3/11/03 12:24 pm)
Reply
Re: Rastor Information
errant42, that's some GREAT material for the NPCs of Rastor. However, I do have two suggestions (or concerns, if you prefer).


For one, not everyone here is 'Realms literate. I was able to easily enough assume that Daggorford = Hommlet, etc., but you might consider rewording your notes back to original names for posting here. Not everyone would get the reference, and even those who are running RttToEE in the Realms may not be using Daggerford.



My second suggestion is one of difficulty. Your Rastor Cultists are on a par with those of the most powerful temple in the CRM (Fire). A typical 5th level party, fresh in from Hommlet, is going to be eaten alive by these guys. A swarm of crawling claws, followed by a Cloudkill...poof, TPK.

You might seriously consider backing the NPCs off by 2-3 levels...something closer to on par with what a 5th and 6th level party can handle. I'd suggest that Nisir-Necmi ought to be a Trans 5/Alienist 1, and the others be 4th, 5th at most. there's a decent chance of encountering them all together, and for a 5th level party of 4, that's even odds of who lives and who dies on either side.

"Whadda ya mean, Orcs get levels too?!?"

errant42
Here for a while
(3/11/03 1:59 pm)
Reply
Re: Rastor Information
Hey Andorax (it's me, Mashad). Thanks, I worked pretty hard on that.

1. Point taken. I'll go ahead and edit the info above.

2. Yeh, that occured to me as well. My plan was to save that encounter until after the PCs had tackled a significant portion of the CRM. I tried to make it so that they would have little reason to go looking for more cultists until then... they will (presumably) deal with Tal Chammish early on, but each time they stay in Rastor, they will find evidence that there is still cult activity. Eventually, they will think to search the town, and find the nest of baddies.

But you're right... if they try to take the cultists before then, they'll get chewn up. I guess the best thing to do would be to write up an alternate set of stats for in case they confront the cult before then. I'll see what I can come up with.

errant42
Here for a while
(3/11/03 6:13 pm)
Reply
Re: Rastor Information
Per Andorax's suggestion, here is a set of stats for the Rastor cultists that is more appropriate for a lower-level party. Use these stats if the players confront them before they go to the CRM.

Nisir-Necmi: Male human Wiz (Trans) 5/ Alienist (T&B) 1; CR 6; Medium-sized humanoid (human); HD 6d4+18; hp 40; Init +0; Spd 30 ft; AC 10 (touch 10, flat-footed 10); Atk +2 melee (1d6, quarterstaff); SQ Specialization: Transmutation (opposed school: Evocation), Summon Alien; SQ ;AL NE; SV Fort +4, Ref +1, Will +7; Str 10, Dex 11, Con 16 (+3), Int 17 (+3), Wis 12 (+1), Cha 7 (-2).

        Skill and Feats: Alchemy +14, Concentration +12, Knowledge: Arcana +12, Profession: Herbalist +10, Scry +12, Spellcraft +12; Scribe Scrolls, Brew Potion, Skill Focus: Alchemy, Magical Artisan: Brew Potion (FRCS), Spell Focus: Transmutation, Greater Spell Focus: Transmutation (T&B).

        Spells (Caster level Wiz 6; DC 13 + spell level [Transmutation +4]; 4+1/4+1/4+1/3+1):
0: Detect Poison, Daze, Detect Magic, Acid Splash (MaF), Launch Bolt (MaF)
1: Grease, Sleep, Animate Rope, Burning Hands, Enlarge
2: Arcane Lock, Summon Monster II, Web, Whispering Wind, Rope Trick
3: Flame Arrow, Blink, Haste, Create Crawling Claw (MoF)

        Possessions: Spellbook, Quarterstaff, Wand of Acid Arrow (30), Potions: Endure Cold, Endure Fire, Mage Armor, Invisibility, Fly

Tal Chammish: Male halfling Rog4; CR 4; Small humanoid (halfling); HD 4d6; hp 18; Init +4; Spd 20 ft; AC 16 (touch 14, flat-footed 16); Atk +4 melee (1d6+1, 19-20, shortsword +1), +7 ranged (1d4, 19-20, dagger); SA Sneak Attack +2d6; SQ Evasion, Uncanny Dodge (Dex to AC), +2 saves vs fear; AL NE; SV Fort +1, Ref +8, Will +0; Str 10, Dex 18 (+4), Con 10, Int 12 (+1), Wis 9 (-1), Cha 15 (+2).

        Skill and Feats: Bluff +12, Disable Device +5, Disguise +6, Escape Artist +8, Forgery +6, Gather Information +4, Hide +10, Innuendo +6, Listen +4, Move Silently +10, Open Lock +6, Pick Pocket +10, Read Lips +9, Search +4, Sense Motive +6, Spot +2, Tumble +6; (2) Weapon Finesse: Shortsword, Charlatan (S&S).

        Possessions: Leather armor, 6 throwing daggers, +1 Shortsword, Potions: Spider Climb, Reduce, Invisibility, Cat’s Grace

Ghulud: Male duergar Mnk4; CR 5; Medium-size humanoid (dwarf); HD 4d8+16; hp 41; Init +2; Spd 35 ft; AC 16 (touch 14, flat-footed 14); Atk +7 melee (1d8+4, unarmed); SA +1 attack orcs & goblinoids, unarmed 1d8, stunning attack (4/day, Fort DC 14); SQ +2 saves vs poison & magic, +4 AC vs giants, Darkvision 120 ft, Immune to paralysis, phantasms, magic/alchemical poisons, 1/day cast Enlarge & Invisibility, Evasion, +2 saves vs. Enchantment, Slow Fall (20ft); AL LE; SV Fort +8, Ref +6, Will +6; Str 16 (+3), Dex 15 (+2), Con 18 (+4), Int 10, Wis 14 (+2), Cha 7 (-2).

        Skill and Feats: Hide +6, Jump +40, Listen +7, Move Silently +13, Tumble +9; (Improved Unarmed Strike, Stunning Fist), Deflect Arrows, Improved Trip, Power Attack

        Possessions: Bracers of Armor +2, Amulet of Mighty Fists +1 (S&F)

Tiveria: Female human Clr4; CR 4; Medium-sized humanoid (human); HD 4d8; hp 23; Init +2; Spd 20 ft; AC 18 (touch 12, flat-footed 16); Atk +2 melee (1d6-1, light mace), +5 ranged (1d8, 19-20, light corssbow); SA Rebuke undead (lvl 4, d20+2 check, 2d6+6 HD); AL CE; SV Fort +4, Ref +3, Will +6; Str 9 (-1), Dex 15 (+2), Con 10, Int 12 (+1), Wis 18 (+4), Cha 14 (+2).

        Skill and Feats: Concentration +7, Knowledge: Religion +5, Knowledge: The Planes +6, Knowledge: Arcana +3, Scrying +8; Spell Penetration, Reach Spell (DotF), Malign Spell Focus (BoVD)

        Spells (Caster level Clr4; DC 15 + spell level [Evil +2]; 5/4+1/3+1/):
0: Cure Minor Wounds, Detect Magic, Guidance, Light, No Light (BoVD)
1: Command, Cure Light Wounds, Sanctuary, Shield of Faith, Random Action*
2: Darkness, Darkbolt (BoVD), Wave of Grief (BoVD), Tharizdun’s Touch*

        Deity: Tharizdun. Domains: Madness (Insanity 2; Wis 20 for spellcasting, 16 for everything else), Evil (caster level 5 for Evil spells).

        Possessions: Obex, Chainmail, Light mace, Small steel shield, Light Crossbow (20 bolts), Wand of Silence (33), Potions: Levitate, Cure Moderate Wounds, Wisdom


Andorax
Still here? Wow.
(3/12/03 7:26 am)
Reply
Re: Rastor Information
Much more in line with what a low level party can handle...and by the way, good to see you again. Been a while since we've exchanged Emails.

The only change I'd consider making is that it seems to me a bit odd that he's only one Summon spell memorized, and none in items. Perhaps at least a couple Summon III scrolls (he is a Wiz, after all, and thus automatically has Scribe Scroll).

"Whadda ya mean, Orcs get levels too?!?"

errant42
Here for a while
(3/12/03 9:48 am)
Reply
Re: Rastor Information
Hm... good point. I didn't give him much summoning as a Master Alchemist, but as an Alienist, it does seem more appropriate. So maybe tack on a couple Scrolls of Summon Monster III. Or, replace the wand of Acid Arrow with Summon Monster II.

errant42
Here for a while
(3/12/03 3:21 pm)
Reply
Just a few more things...
Finishing up my expanded notes on Rastor, here is a detailed write-up of Tanbrosh (already posted in another thread, but re-posted here for purposes of consolidation), and a list of what treasure can be found in the warehouse where the cultists stay (including a nasty surprise for the unwary).

Tanbrosh
Tanbrosh is powerful narcotic with major euphoric and mild hallucinogenic properties. It is usually sold in the form of a thick purplish fluid, and taken dissolved in water or ale (giving it a purple tint and a gritty, flowery taste). The individual feels a burning sensation down his throat, followed by a warm, spreading numbness that culminates in euphoria. Meanwhile, he begins to experience mild hallucinations, usually in the form of a squirming at the corners of his vision. Shapes and colors seem distorted, and objects appear to shift or twitch subtly. A person under the effects of Tanbrosh is generally giddy, and laughs a lot, but can be easily provoked to fits of unreasoning violence. Inhibitions are reduced, aggression is enhanced. He loses the ability to foresee consequences to his actions, so behaves in a very impulsive manner. Cheeks flush, the mouth dries out, and pupils dilate fully. The high lasts 4+1d4 hours, but can be prolonged with additional doses (+1d4 hours each, up to 16 hours). The comedown, which lasts 2d4 hours per dose, has symptoms of dizziness, irritability, and nausea (-2 to all ability scores). Withdrawal begins 20+2d4 hours after the onset of comedown symptoms.

Treasure
An Arcane Locked , Fire Trapped chest containing 1,384gp, 3 Quaal’s Feather Tokens (Bird), and a letter to Tal Chammish from Naquent, instructing him to await Dunrat’s word from Hommlet. If the plans went awry in Hommlet and/or the moathouse, and anyone escaped to report, there is another letter from Naquent instructing Tal Chammish to watch for the transgressors passing through Rastor. It includes as accurate a description as whoever escaped could provide, and instruction to inform her as soon as they are spotted.

Nisir-Necmi’s extensive, masterwork alchemical laboratory is worth roughly 1,000gp if kept intact. There are also a large number of potions and other substances that the alchemist has created. 20 doses of Tanbrosh, 5 flasks of acid, 5 of alchemist’s fire, 3 of antitoxin, and the following potions (9th level caster): Vision, Protection from Good (x2), Protection from Law, Enlarge, Reduce, Spider Climb, See Invisibility, Blur, Invisibility (x2), Bull’s Strength, Cat’s Grace, Charisma, Endurance, Intelligence, Wisdom, Alter Self (x3), Fly, Gaseous Form (x2), Protection from Elements (1 of each), Clairaudience/Clairvoyance (x2), Haste (x2), Stoneskin, Polymorph Self (x2).

He has also been working on an elixir to transmute the imbiber into a pseudonatural creature. The imbiber makes a Fort save (DC 16) to avoid the effects. Success means that the character suffers 1d6 temporary Con damage and is violently ill (incapacitated for 2d6 minutes). Failure means that the change begins: over the next several days, the character manifests a number of changes before being completely transformed and taking on the pseudonatural template (but, unlike the normal template is always in the grotesque, tentacled form). The first day, the skin begins taking on a greenish or purplish hue (50% chance for either), and becomes moist and slightly transparent. The character gains the Acid and Electrical Resistance of the template. At this point, a Dispel Magic followed by Remove Disease can reverse the change. The second day, the person’s bones become spongy and flexible, and he gains the Damage Reduction of the template. At this stage, a Dispel Magic followed by a Heal spell is required to save the character. Over the course of the next 1d4 days, the character’s limbs elongate, transmuting into tentacles, and his features transfigure into inhuman mockeries. At this stage and beyond, a Wish or Miracle is necessary to restore the character. By the end of this time, the character has taken on the full abilities of the template, but has also completely lost his mind. All abilities are retained except that the character no longer has a Wisdom score—it is replaced by an Insanity score of the character’s former Wis value. Character class is retained; spellcasters automatically qualify for the Alienist prestige class. Divine spellcasters lose their patron deity, but may take Tharizdun as their new deity.

There are 5 such elixirs, and 10 of the Tanbrosh doses are similarly treated. One each of the following potions is treated to do this as well: Alter Self, Gaseous Form, and Polymorph Self.

Elexis the Lady of the Dead
Looking around
(3/14/03 12:08 pm)
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Re: Rastor Information
This is good stuff. I like the way you fleshed out the cult in Rastor more. I might use it in my game. I definately like the lower level cultists where the alchemist is a 6th level Alienist better, that is more what a party of the level they will probably be when they first get to Rastor can handle.

I think it would be cool if you gave cultist wizards who are Alienists an Insanity score the same way big T clerics get one.

errant42
Here for a while
(3/14/03 1:20 pm)
Reply
Re: Rastor Information
Yeh, the more I think about it, the more I expect the PCs to try and tackle the cultists on their first visit to Rastor rather than later in the campaign. Initially, I wanted this to be a challenge for a party ready to head into the Outer Fane. But PCs being what they are, I have a feeling that they'll root out the conspiracy before then.

As for the Insanity score, that's a good idea... by the book, it only affects Wisdom, but I don't see any reason why it couldn't affect Int (or Cha) for Arcane spellcasters. I'd put it equal to the character's Alient class level. So if Nisir-Necmi has an Insanity of 1 (his Alienist level), it will add 1 to his Int for purposes of spellcasting, which will in turn raise the DC of his spells by 1.

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