People of the Pit

Pit

Areas:

1-1 - The Sacrificial Bluff

Observing the Pit

1-2 - The Pit's Edge

1-2A - Cultists in the Mist

Sermon: The Pattern

Stats

Monsters Gray-robed cultist: Init +0; Atk dagger +2 melee (1d4+1); AC 11; HD 1d4+1; hp 3; MV 30’; SP 1d6 control check, octo-mass (when killed, an octo-mass emerges; see stats below); Act 1d20; SV Fort +2, Ref +1, Will -2; AL C.

Octo-mass: Init -2; Atk tentacle rake +0 melee (1d3); AC 6; HD 1d4; hp 1 each; MV 20’; Act 1d20; SV Fort -1, Ref -2, Will -2; AL C.

Mineral-horned mountain basilisks (2): Init -1; Atk bite +5 melee (1d8) or claw +3 melee (1d4) or gaze (special); AC 16; HD 3d8; hp 13 each; MV 40’ or climb 20’; Act 2d20; SP gaze (DC 14 Will, paralysis immediately, turned to stone if gaze held for 4 continuous rounds); SV Fort +6, Ref +1, Will +1; AL C.

Weak Gray-robed cultist: Init -2; Atk dagger +0 melee (1d4-1); AC 9; HD 1d4+1; hp 1; MV 20’; SP 1d6 control check, octo- mass (when killed, an octo-mass emerges; see stats below); Act 1d20; SV Fort +0, Ref -1, Will -4; AL C.

Weak Octo-mass: Init -4; Atk tentacle rake -2 melee (1d3-2); AC 4; HD 1d4; hp 1; MV 20’; Act 1d20; SV Fort -3, Ref -4, Will -4; AL C

Peasant (aspiring cultist) (1): Init -2; Atk unarmed +0 melee (1d3 subdual); AC 9; HD 1d4; hp 1; MV 20’; Act 1d20; SV Fort +0, Ref -1, Will -2; AL N.

Devil toad of Bobugbubilz: Init +4; Atk bite +8 melee (1d10 + DC 16 Str check or pinned) or swallow (DC 16 Str check or creature pinned on previous bite is swallowed); AC 12; HD 4d10; hp 30; MV N/A; Act 1d20 attack + 1d20 psionic; SP swal- low (once swallowed, target takes 1d4 damage each round un- til killed; can cut its way out only with dagger-size weapon (DC 14 Agility check to move inside stomach); attack vs. AC 10, 8 hp of damage cuts passage out), psionics (see below), death throes (when killed, body disappears and leaves behind an oily stain that drains into the shape of a symbol of chaos); SV Fort +7, Ref -4, Will +8; AL C.

Crimson-robed cultists (3): Init +1; Atk dagger +2 melee (1d4+1); AC 11; HD 2d4+2; hp 7 each; MV 20’; SP 2d6 control check, able to cast arms of Palimdybis, octo-mass (when killed, an octo-mass emerges; see stats below); Act 1d20; SV Fort +1, Ref +0, Will -2; AL C. Equipment: egg-shaped talisman of bronze tied on a leather thong (see level 3).

Toan: Init +0; Atk bite +3 melee (1d6); AC 13; HD 4d6; hp 13; MV 20’; SP pseudo-elemental traits (half damage from mun- dane weapons); Act 1d20; SV Fort +3, Ref +0, Will +0; AL C.

Mindless Ghosts (7): Init +1 (always surprise); Atk suffocat- ing touch (see below); AC 12; HD 2d8; hp 9 each; MV fly 30’; Act 1d20; SP suffocation (any creature touched loses 1d4 Stam- ina each round; when creature reaches 0 Stamina, it passes out; 2 rounds later, it dies; Stamina loss is temporary and returns at rate of 1d4 per round as soon as creature is out of ghost’s reach), incorporeal, immune to nonmagical weapons, un-dead traits; SV Fort +2, Ref +2, Will +4; AL C.

Yellow-robed cultist (1): Init +4; Atk dagger +5 melee (1d4+3); AC 11; HD 5d4+5; hp 21; MV 20’; SP 3d6 control check, able to cast arms of Palimdybis, octo-mass (when killed, an octo-mass emerges; see stats below); Act 1d20; SV Fort +3, Ref +4, Will +0; AL C. Equipment: egg-shaped talisman of gold tied on a leather thong (worth 10 gp; see level 3). Curse potentially lifted upon slaying.

Mineral-muncher (3): Init (always last); Atk rocky fusillade +3 missile fire (cone 30’ in length and width, dmg 1d4 to all within); AC 18; HD 1d8; hp 7 each; MV 5’, climb 5’; Act 1d20; SP rock-hard (weapons automatically break on a fumble); SV Fort +3, Ref -4, Will -2; AL N.

Blue-robed cultist (1): Init +6; Atk dagger +7 melee (1d4+5); AC 11; HD 7d4+7; hp 28; MV 20’; SP automatic control check, able to cast arms of Palimdybis, octo-mass (the octo-mass does not have time to emerge, however, because the tentacles claim the body first); Act 1d20; SV Fort +5, Ref +6, Will +2; AL C. Equipment: egg-shaped talisman of gold tied on a leather thong (worth 10 gp; see level 3).

People of the Pit (10): Init -2; Atk slam +2 melee (1d3+2); AC 9; HD 1d4; hp 2 each; MV 20’; Act 1d20; SV Fort +2, Ref -1, Will -2; AL C.

Treasure The Red Glass Wand: This wand is made of a translucent red glass and is thus easily shattered, just like normal glass. It provides great clarity when the wielder concentrates, and im- proves spells that affect divination or detection. Any character holding the wand can use it to cast the following spells 1/day: detect evil, detect invisible, detect magic, and ESP. The wand casts a reddish glow when used. The wand’s spells are always cast rolling a fixed dice combination for the spell check, with no modifier for the wielder’s caster level: roll 4d6 if the wielder is a wizard or elf or cleric and 3d6 if any other class. A spellcast- er who uses those same spells from his own repertoire while holding the wand receives a +1 to his spell check.

A matte-black short sword that radiates a faint darkness— even when placed under direct sunlight, it seems to lie in shadow. It is Shadeslayer, a +2 short sword with the follow- ing properties: ○ Int 3 (empathy) ○ AL: Chaotic ○ Banes: goblinoids (unerring throw to 60’ range) ○ Special Purpose: Punish interlopers and those who in- terfere ○ Special Purpose Power: Crippler (always roll crits as warrior of one level higher)

The potions: The stoppered vials are as follows. Note that the level 1 cleric spell second sight can be used to gain insight into the drinking of these potions. Silvery (x10): Aspiring humans drink this potion to experience oneness with Palimdybis. The taste is extremely foul. Drink- ing the complete potion forces the drinker into a vision-trance; repeated consumption, combined with the pool at area 2-11, transforms the imbiber into a gray-robed cultist, and subse- quent consumption is considered sacred. The cultists mix and consume great quantities of this potion. Red (x6): A drinker of the red potion gains improved control over the tentacles. It tastes rank but not horrid—sort of like spoiled but well-spiced meat. The drinker feels an affinity with the tentacles and can utilize the control tentacle spell (spell check 1d20) for 1d6 hours without corruption or spellburn.

The Inquistor, Mace +4 Alignment: Lawful Int: 6 Communication: Empathy 3 banes:

Special purpose dice: Punish evildoers, slay chaotic creatures Powers: 1d4 of type I or II (50% chance each), and 50% chance of type III

Ascended One - House of the Dirt