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LegendDarmalyn: The darmalyn is a stone that gives off Far Realm energies. In an enclosed area with a darmalyn present, prime material creatures must make a Fortitude save (DC 15 +1 per previous check) or become fatigued and take 1d6 subdual damage. The prime material creatures must make these checks once per hour or each time they enter the area with the darmalyn. Any creature from the Far Realms in the presence of a darmalyn gains Fast Healing 2. 1) Resin Curtain: Just inside the entrance to the cave, there is a curtain of resin strips that covers the entire mouth of the cave. The curtain is 15 ft. thick and anyone trying to pass through quietly must make a Move Silently check (DC 11, if failed the kaorti in area #2 hear). Just inside the curtain a character has to make a Fortitude save to resist the darmalyn. The characters have to make these checks once per hour or each time they enter the cyst. Beyond the curtain, the passage slopes down at a 45 degree angle until it reaches area #2. The floor is covered with a rough layer of Kaorti resin so a character can only move half speed (Balance check DC 14), if a character tries to move full speed they must make a Balance check (DC 19). If they fail either check by 5 or more, they fall taking 1d6 points of damage; if they fail by 4 or less they lose their move for that round. 2) Kaorti Guards: This small cavern has six kaorti-sized nooks in the walls where the kaorti rest. Currently three kaorti regulars, none wearing resin suits (AC 14, 15 for one with ring) (hp 8: potion of cure light wounds; 11: potion of cure light wounds; hp 15: ring of protection +1) are resting in the nooks. 3) Kaorti thrall: There is a pseudonormal black bear in this area. It will attack any non-kaorti entering the area using true strike for its first attack. 4) Main Chamber: This is the main chamber for the cyst. There are two kaorti bending over biting two humans. The kaorti are not moving while they are latched on to the humans. The characters will get a surprise round against the two transforming kaorti, but the kaorti fighter in area 5 will get to roll initiative normally when they enter the room. There is also a pedestal in the center of the room. It has a grapefruit-sized stone sitting on it. That stone is the darmalyn. The characters must put it in one of the storage nooks for the Far Realm energy to stop 5) Kaorti Fighter: A lone kaorti fighter is in this area, preparing for an excursion. He is wearing a resin suit and taking equipment out of covered nooks on the walls.
There are four nooks: A) Empty, contained his resin suit. B) Empty, contained his ribbon daggers. C) potion of protection from good. D) potion of cure light wounds. 6) Grafted Kaorti: This kaorti fighter3 (hp 30: breastplate, masterwork scimitar, mighty composite longbow [+2]) has a clawed arm fiendish graft for a left arm. He will enter area 4 after donning his armor hastily (1 minute). 7) Kaorti Leader: This room is an alchemist lab. There are large pans of resin that will be used to make strips for resin suits. The leader is in this room and he is a 4th level wizard. There are 5 storage nooks in the walls of this room. There is a 6th nook separate from the others that looks like a storage nook. It is a graft machine. A) Alchemy supplies (100 gp value) B) Empty C) 10 gems D) 3 potions of cure moderate wounds E) 3 vials of Blackwater and a jar of Shriek Paste. F) The Graft Machine: If a character sticks an extremity into the graft machine it grabs the arm or leg, rips the appendage off (doing 6d6 hps of damage), and graft a new appendage in its place. Roll 1d4 to determine the type of fiendish graft:
1- Clawed Arm or Fast Leg 2- Flexible Arm or Springing Leg 3- Long Arm or Strong Leg 4- Grappling Tentacle or Trampling Leg |