Chains of Blackmaw (Uncut?)


Dungeon Magazine General Discussion


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Good day! This one goes out to Mr. Nicolas Logue.

Hi Nicolas, I read in another forum that the published version of Chains of Blackmaw is the cut version - that it's about two thirds of the original adventure. I was wondering if the other third is available.

Am currently running the adventure and any additional information would be great!

Hope to hear from you.

Thanks

Mike

Contributor

Ask and ye shall recieve...

Here is a bit of a prologue that got minced to make space for Tito's masterpiece...and you'll hear no complaints from me when cuts equal more space for Tito's work! So good!

Anyway here's some:

Chapter One: Welcome to Dramis

The PCs adventure begins in Dramis, a small mining town in an arid climate set among sloping hills hiding valuable iron ore beneath. Dramis has grown in recent years from a humble mining community to a bustling township filled with commercial opportunities and its fair share of dangerous rogues (most of which answer to Tamm Muros and the Covenant of the Knife). Whatever adventure hooks brought the party here, they find themselves seeking out Manderholm’s Textiles and the merchant Gregor. The basic statistics of Dramis are included below:

Dramis (small town): Conventional; AL LE; 1000 gp limit; Assets (42,000 gp); Population 1,872; Isolated (human 90%, dwarves 6%, gnomes 2%, other 2%);
Authority Figures: Magistrate Lucius DeVries (LE male human Ari6/Rog4).
Important Characters: Headman of the Local Buisness Council Tamm Muros (NE male human Rog8), Aspiring Textiles Merchant Gregor Manderholm (LG male human Exp6).
Notes: Magic is frowned upon in town limits and any obvious spellcasters are cast mistrustful glances by the folk they pass on the street. In addition, some shops and inns may refuse to offer their services to conspicuous wizards and sorcerers.

Manderholm’s Textiles (EL 13)

Located in Dramis’ Silver District, Manderholm’s Textiles is a large two story building on the west side of a cobblestone road. The exterior is freshly painted a bold red hue with bright white lettering spelling “Manderholm Textiles.” A wooden sign marked “closed” is hanging from the large oaken double doors leading into the building regardless of what time the PCs come calling. Above, 10 feet up all around the structure, are large wooden shuttered windows, all of which are also closed.
If the party approaches the building they smell dye and the scent of various alchemical agents used in treating cloth wafting from within, also allow the PCs to make a DC 15 Listen check. If the check succeeds, the players hear a number of people moving about within and the muffled sounds of commotion and breaking wood.
If the PCs wish to investigate they must find a way inside. The oaken doors and window shutters are secured and locked. Ascending to the windows requires a DC 15 Climb check.

Oak Doors: 5 in. thick; Hardness 5; hp 40; Open Lock DC 20; Break DC 25.
Wood Shutters: 3 in chick; Hardness 3; hp 10; Open Lock DC 15; Break DC 20.

When the PCs enter they see a large factory floor with wooden catwalks above. Four large vats of heated dye and chemicals stand on the north side of this area, wood burning furnaces fueling them from beneath. Several clotheslines are strung from one side of the building to the other with freshly dyed cloth and articles of clothing hanging from them. In the southwest corner are several long tables where the cloth is cut and tailored into garments. Several humanoid mannequins stand about the area, some unadorned, others completely outfitted in garish garments.
Creatures: Shortly before the PCs arrived, Tamm “The Charmer” Muros and some of his thugs pay a visit to Gregor. Tamm is the younger brother of the secret Shadowmaster of the Covenant, and his nickname suits him well. Tamm is the face of the Covenant handling their business affairs, negotiations and dealing with the authorities. Tamm never had to learn how to handle himself in a fight, thanks to his older brother’s prowess, but he did develop considerable social skills and a canny mind capable of managing the Covenant’s criminal empire. He disdains dirtying his hands with the tasteless business of combat, leaving that to his thugs and enforcers. In order to protect the identity of the Shadowmaster of the Covenant, Tamm has been led to believe that his older brother was killed by a rival guild years ago. Tamm is under the impression he takes his orders from Jarrett’s replacement (a deadly woman named Midnight, See “Prisoners” for details), completely unaware that his older brother is still alive.
Tamm has come to persuade Gregor of the severity of his son’s situation and convince the merchant to allow the Covenant the use of his business as a front for their new smuggling operation. Gregor refused, and Tamm, in retaliation, ordered his thugs to trash the place. There are four Covenant thugs accompanying Tamm. In addition, Muros has brought along one of his more talented “persuaders,” a dwarven enforcer named Mason. Mason led a long and illustrious career in a Covenant operated illegal pit fighting establishment. The dwarf killed or crippled most of his opponents catching Muros’ eye for recruitment. Now Mason handles not so delicate interrogations, persuasions and debt collection for the Covenant.

Tamm “The Charmer” Muros, male human Rog8: CR 8; Medium-sized humanoid (human); HD 8d6; hp 32; Init +2; Spd 30 ft.; AC 23, touch 15, flat-footed 18; Base Atk +6; Grp +6; Atk +8 melee (1d4, +3 defending dagger) or +8 ranged (1d4, throwing dagger); Full Atk +8/3 melee (1d4, +3 defending dagger); SA sneak attack +4d6; SQ evasion, improved uncanny dodge, trapfinding, trap sense +2; AL NE; SV Fort +2, Ref +8, Will +3; Str 10, Dex 14, Con 10, Int 16, Wis 13, Cha 19.
Skills: Appraise +7, Bluff +16, Diplomacy +19, Disguise +8, Escape Artist +13, Forgery +9, Gather Information +17, Hide +6, Intimidate +19, Knowledge (local) +9, Listen +5, Move Silently +21, Open Lock +8, Search +9, Sense Motive +12, Sleight of Hand +12, Spot +7.
Feats: Combat Expertise, Persuasive, Quick Draw, Weapon Finesse.
Possessions: +3 glamered greater silent moves elven chainmail, +3 defending dagger, potion of invisibility, potion of cure serious wounds, money pouch containing 150 gp and 2 sapphires worth (500 gp each), contracts for Manderholm Textiles clothing shipments, 2 quills and a small glass vial of ink.

Mason, male dwarf Rog4/Ftr3/Streetfighter5: CR 12; Medium-sized humanoid (dwarf); HD 4d6+16 plus 3d10+12 plus 5d8+20; hp 111; Init +8; Spd 20 ft.; AC 26, touch 11, flat-footed 20; Base Atk +11; Grp +17; Atk +15 melee (1d4+9, +3 spiked gauntlet); Full Atk +15/10 melee (1d4+9, +3 spiked gauntlets); SA sneak attack +3d6; SQ always ready (+3 Init), darkvision 60ft., dwarf traits, evasion, improved uncanny dodge, stand tough 2/day, streetwise, trapfinding, trap sense +1; AL CE; SV Fort +14, Ref +6, Will +4; Str 23, Dex 13, Con 18, Int 13, Wis 10, Cha 8.
Skills: Bluff +13, Climb +15, Gather Information+10, Intimidate +15, Jump +17, Knowledge (local) +8, Listen +9, Search +7, Sense Motive +9, Spot +7.
Feats: Combat Expertise, Great Fortitude, Improved Feint, Improved Initiative, Improved Trip, Improved Unarmed, Iron Will.
Stand Tough (Ex): Twice per day, when Mason would be damaged in combat (by a weapon or some other blow, not a spell or special ability), he can attempt to shake off the damage. Mason attempts a Fortitude save against a DC equal to the damage dealt. If the save succeeds, he takes no lethal damage from the blow, instead taking nonlethal damage equal to half the amount of damage the blow would have dealt. Mason does not need to be aware of the impending attack to use this ability.
Possessions: +2 full plate, +3 spiked gauntlets, +4 belt of giant strength, a pair of plyers, a set of masterwork hooks and needles, a hammer and 20 nails, a pouch of 25 gp a emerald studded silver ring (finger still attached, worth 100 gp), and two gold teeth (1 gp each).

Covenant Thugs, male and female human Rog4 (4): CR 4; Medium-sized humanoid (human); HD 4d6; hp 16; Init +3; Spd 30 ft.; AC 13, touch 13, flat-footed 10; Base Atk +3; Grp +4; Atk +7 melee (1d4+1, masterwork dagger) or +8 ranged (1d4, throwing knife); SA sneak attack +2d6; SQ evasion, trapfinding, trap sense +2, uncanny dodge; AL NE; SV Fort +1, Ref +7, Will +2; Str 13, Dex 16, Con 10, Int 13, Wis 12, Cha 10.
Skills: Balance +10, Climb +8, Escape Artist +10, Hide +12, Intimidate +7, Jump +8, Listen +8, Move Silently +12, Open Lock +8, Spot +8.
Feats: Dodge, Stealthy, Weapon Finesse.
Possessions: 2 masterwork daggers, 4 masterwork throwing knives.

Tactics: If the PCs sneak inside without alerting Tamm or his agents, they discover Gregor tied to a wooden chair outside his office. Mason is working the old merchant over while Tamm addresses the suffering man in a polite measured tone concerning their “joint business venture.” The 10 Covenant thugs are smashing the tables, tearing lengths of fabric off of the clotheslines and carving up mannequins with their knives. One of the mannequins has “Karl, R.I.P” carved into its chest, a smirking thug leaning on its shoulder sharpening his dagger.
If caught by surprise, Tamm immediately addresses the PCs attempting to ascertain why they have come. If the PCs make a noisy entrance, Tamm orders the thugs to take up the positions shown on the map and ready actions to throw daggers at the PCs, but pursues Diplomacy first.
He is polite and calm, never raising his voice above teatime conversation level. Tamm asks the PCs their business and informs them what they are witnessing is none of their concern. If the PCs become unruly, he Intimidates them with threats veiled in courtesy about how his “friends would be displeased” if the party interferes. If the PCs refuse to back down, Tamm sighs sadly, and signals Mason who calls out the most obvious fighter of the party. If a party member accepts the dwarf’s challenge, Tamm pulls an apple from his sleeve and begins eating slices as he watches the match. If any PC other than the challenger intervenes, Tamm orders his thugs to attack. If the fighting breaks out en-force Tamm attempts to flank a PC engaged with a thug and sneak attack them. As soon as he receives a wound, “The Charmer” flees drinking his potion of invisibility to facilitate his escape.
Mason wades into melee (either with a challenger, or the entire party) employing his considerable skills to their full effect. The dwarf is a canny fighter who survived years in the pits, and he always uses his Combat Expertise to full effect (his stat block is already adjusted for this) unless he cannot hit his opponent at which point he resorts to all out attack. His experience at hand to hand combat allows him to make snap decisions during a fight, and if he finds his second attack not landing, he forgoes full attack to feint his opponent instead and sneak attack. The dwarf also makes liberal use of his Improved Trip feat knocking opponents to the floor.
The thugs on the catwalks above hurl daggers at the PCs and those hidden among the mannequins attempt to sneak attack the nearest target before engaging in melee. The thugs always strive to flank their targets making good use of their sneak attacks.
Development: The repercussions of this encounter resonate through this entire adventure. If the PCs back down from Tamm, then poor Gregor receives a terrible beating at Mason’s hands and is left tied to the chair stable at 0 hp. If the PCs return after Tamm and his Knives retire, they can help him, but he has little faith they will be able to help his son, and he does not willingly share what he knows about the Covenant.
If the PCs defeat Tamm, Mason and the thugs, they have Gregor’s deep gratitude. Manderholm relates his tale of woe to the PCs, beseeching them to aid his son before the Covenant eliminates him. Gregor tells the PCs all he knows which includes the Covenant’s insistence on using his business as a smuggling front, the framing and imprisonment of his son Karl, Tamm’s role as the face of the Covenant and the presence of numerous high ranking Covenant members inside Blackmaw.
If Tamm survives he instantly reports what has transpired to the Shadowmaster. Jarrett Muros files away the information and prepares to observe the party when and if they enter Blackmaw. If the PCs slay Tamm, they have earned the wrath of the Covenant and face grave danger in subsequent chapters of this adventure. As soon as Jarrett learns of their involvement he makes every effort to kill them painfully in revenge for his younger brother’s death.

Into Blackmaw

Once Gregor reveals his situation to the PCs he offers a reward of 10,000 gp, nearly all the profits his garment business has made over the past ten years, if the PCs will prevent Karl’s death. The merchant is a canny bargainer and even if the PCs succeed in a DC 25 Diplomacy check, he will agree to pay them 15,000 gp, but only if they eliminate the Covenant of the Knife once and for all. If the PCs agree to take the job, they must get themselves incarcerated inside Blackmaw in order to carry out their mission.
This presents the opportunity for an entertaining side trek. If the PCs have a bone to pick with an untouchable enemy who has the law on their side, then this is the perfect chance for a little payback. The PCs may also decide to play Robin Hood and commit a series of robberies of wealthy nobles, clergy, or the like and then redistribute their ill-begotten treasure (or hide it away for when their term at Blackmaw is up). Let the PCs imagination run wild with just how they would like to end up on the wrong side of the law.

Contributor

Here are some cast members who didn't make the final cut:

The Dark Fey

It was apparent since his youth that Nigel Darkhoof was not a typical satyr. Most satyrs in Nigel’s community delighted in playing practical jokes on and taking sensual pleasure with humans who crossed their woods. Nigel’s jokes usually left interlopers dead, maimed or traumatized. Twisted and evil from a young age, he was forced out of his community by the time he reached manhood and began to spread chaos and terror among the peoples of the civilized world.
Incarcerated in Blackmaw after murdering a family of farmer folk on the edge of Dramis, Nigel has become a useful agent of the Covenant. His capricious ways and dark whims make him unreliable at times, but Midnight reins him in with her beauty and her blade. Nigel is obsessed with the decoy Shadowmaster and follows her orders without hesitation.
Slight in build with coal black fur and hair, Nigel is a handsome satyr with a dark glint about his eyes. He wears his hair in long braids extending past his waist, he sometimes braids his flowing locks to his fur at his hips. He laughs giddily at the most inappropriate of times, often while he is skewering a helpless foe with his dagger. He pretends to be friendly and polite to any new inmates when they arrive and informs on them to Midnight.
Nigel Darkhoof, male satyr Brd8: CR 10; Medium-sized fey; HD 5d6+10 plus 8d6+16; hp 78; Init +4; Spd 40 ft.; AC 18, touch 14, flat-footed 14; Base Atk +8; Grp +8; Atk +14 melee (1d4, dagger) or +12 melee (1d6, headbutt); Full Atk +14/+9 melee (1d4, dagger) and +7 melee (1d6, headbutt) +13 ranged (1d4, dagger); SA suggestion (DC 18), fascinate; SQ bardic music, bardic knowledge, countersong, damage reduction 5/cold iron, inspire competence, inspire courage, low-light vision; AL CE; SV Fort +5, Ref +14, Will +11; Str 10, Dex 19, Con 15, Int 13, Wis 12, Cha 18.
Skills: Bluff +20, Hide +20, Listen +19, Move Silently +20, Perform (dance) +20, Perform (sing) +20, Spot +19.
Feats: Alertness, Dodge, Combat Casting, Combat Expertise, Weapon Finesse, Weapon Focus (dagger).
Bard Spells Known (spells per day 3/4/4/2; Save DC = 14 plus spell level): 0—detect magic, ghost sound, lullaby, mage hand, message, open/close; 1st—charm person, expeditious retreat, grease, nystul’s magic aura; 2nd—cat’s grace, hold person, invisibility, mirror image; 3rd—deep slumber, sculpt sound, slow.
Possessions: masterwork dagger, 6 masterwork throwing knives, prison tunic and leggings, a ratty woolen cloak and sandals.

The Misguided Minotaur

Krarn wandered out of the surrounding hills shortly after his maze was overrun with giants. He arrived in Dramis and was instantly attacked by the townsfolk, all save a burly human cooper named Jellin. Jellin convinced the gathered mob to relent and tended to the wounded minotaur. The cooper took Krarn in and taught him his trade in hopes that one day the minotaur might be accepted by society.
One night, Krarn returned from gathering wood in the outskirts of Dramis to find his adopted father dead, his head brutally smashed in. The town constabulary arrived shortly after and immediately attacked the minotaur who flew into rage wounding several constables. Krarn was found guilty of Jellin’s murder and has been in the Maw ever since. The real murderer is Golos Granitebourne who was apprehended for a multiple slaying not four days after Krarn was sentenced. No one bothered to re-examine the evidence, as all considered Krarn a danger to society. The minotaur keeps to himself in the Maw, wallowing in self-pity, and the other inmates have learned not to disturb him.
Krarn, male minotaur Bbn6: CR 10; Large monstrous humanoid; HD 6d8+24 plus 6d12+24; hp 120; Init +1; Spd 50 ft.; AC 15, touch 10, flat-footed 14; Base Atk +12; Grp +27; Atk +19 melee (1d4+7, unarmed) or +19 melee (1d8+7, gore); Full Atk +19/+14/+9 melee (1d4+7, unarmed) and +14 melee (1d8+3, gore); SA powerful charge (4d6+10 damage); SQ darkvision, fast movement, illiteracy, improved uncanny dodge, natural cunning, rage 2/day, scent, trap sense +2; AL CG; SV Fort +11, Ref +8, Will +9; Str 24, Dex 12, Con 18, Int 7, Wis 10, Cha 8.
Skills: Climb +11, Craft (barrels) +3, Intimidate +15, Jump +11.
Feats: Earth’s Embrace, Improved Grapple, Improved Unarmed Strike, Iron Will, Power Attack.
Possessions: Large hide breeches, leather belt, small sack.
Notes: While raging Krarn’s stats change as follows: hp 144; AC 13, touch 8, flat-footed 12; Grp +29; Atk +21 melee (1d4+9, unarmed) or +21 melee (1d8+9, gore); Full Atk +21/+16/+11 melee (1d4+9, unarmed) and +16 melee (1d8+5, gore); Fort 13, Will +11; Str 28, Con 22.

Contributor

Here's a couple of other events you can mix in.

Event 1. Raging Bull

As soon as the PCs reach the yard read the following:

Dozens of dirty, fearsome convicts mill about the large cavern. Some orc prisoners are clustered together against a section of wall muttering to each other in grunts and snarls, and eyeing the patrolling black robed sentinels with dark eyes. Some bugbears play at knucklebones, while nearby a few humans drill calisthenics. A group of hobgoblins are engaged in a friendly wrestling match (friendly by hobgoblin standards anyways) while other prisoners look on. Suddenly a deafening roar rises above the din. A heavily muscled, hulking beast of a minotaur hefts a blond haired human prisoner aloft with one meaty fist and hurls him against the black rock wall of the cavern with savage force. The human crumples to the stone floor and the minotaur moves in for the kill.

Creatures: The minotaur described above is Krarn, the blond haired human is Karl Manderholm (see “Prisoners” for full details). Early this morning Jarrett Muros stole into Krarn’s quarters while he slept stealing the only item the minotaur holds dear: a small wood carved figurine of a sleeping cat, a gift from Jellin the cooper, his only friend in the world and the man he is wrongly convicted of murdering. When the minotaur awoke and found it missing he flew into a desperate rage. Nigel Darkhoof mentioned to the minotaur he saw Karl Manderholm skulking about his cell (a lie) and convinced Krarn that the merchant’s son has stolen his treasured possession. Jarrett planted the cat in the pocket of Karl’s leather breeches with his exceptional Sleight of Hand skill. Krarn, discovering the figurine on Karl, allowed his maddening rage to seize him and he intends to pummel the human.
The sentinels on patrol in the yard attempt to stop the minotaur but find themselves suddenly attacked by the orcs mentioned above (who have been payed by the Covenant for the beatings they will receive as punishment for assaulting sentinels).
Development: Unless the PCs intervene swiftly, Krarn kills Manderholm and his alignment shifts from CG to CN immediately. Afterward the minotaur is beaten into submission by the sentinels (Rao Chang leaps down from above to help subdue the hulking minotaur), and the beast is confined in solitary for the duration of the adventure.
If the PCs are able to subdue Krarn or convince him to relent his assault with a Diplomacy or Intimidate check (DC 25) then they save Karl’s life and gain an opportunity to hear Krarn’s sad tale. A DC 20 Gather Information check within the prison yields that Golos Granitebourne is Jellin the cooper’s true killer. If the PCs help Krarn they earn his trust and friendship and he aids them in their trials ahead. If the PCs slay the minotaur in this fray, then any characters obviously involved end up in solitary for the duration of the adventure.

Event 6. Fresh Fish

On the morning of the PCs third day in the Maw another wagon load of prisoners arrives. Among them is a taciturn drow elf whose piercing gaze is nearly always fixed on the PCs. This is none other than Merilonis Sabreheart, a drow elf soulknife who sells his mindblade to the highest bidder. The Covenant has brought the lethal mercenary in to put a stop to the party’s meddling in their affairs once and for all. Merilonis observes the PCs for the greater part of the day, but wastes no time in striking during the evening yard time. The drow elf’s mindblade springs from his hand and he launches himself at the party. The rest of the inmates form a ring around the combatants, watching the fight and keeping the sentinels from reaching the action for three rounds. Merilonis cuts down sentinels as well if needs be and continues attacking until slain.
Merilonis Sabreheart, male drow elf soulknife10: CR 12; hp 76; See this issue’s “Critical Threat” for full details.

Here's Merilonis' info:

CRITICAL THREAT SUBMISSION: Merilonis Sabreheart
By Nicolas Logue

Secret wars waged far below the surface in the craggy depths of the Underdark destroyed the drow city of Jeddazenil. The children of dark elf noble houses were taken as prized slaves by their mind flayer conquerors. Merilonis was one such slave, doomed to a long life of endless toil ending in the consumption of his brain by his master, a sly elder illithid named Nazaluris.
During a routine mind probe, Nazaluris was stunned to discover potent psionic potential locked within the dark elf child’s mind, and the wily illithid concocted a devious design for his new thrall. Nazaluris directed Merilonis along the path of the soulknife, teaching the boy to channel his psychic power into wielding a mind blade of focused psionic energy.
Merilonis talent developed quickly, and both his mind and body grew strong and supple. The drow practiced his skills in daily battle with other slaves, felling grimlocks, umberhulks, duergar, and captured surface-dweller warriors, armed with nothing but his force of will and deadly mind blade. Nazaluris also trained his young thrall’s mind building its resistance to the potent psionic attacks of his people.
The cunning old illithid drew upon his twisted knowledge of unorthodox arcana to surgically implant magic items within Merilonis’ body. Two powerful magical rings were bonded to the index finger bones of each hand, and the illithid hermetically sealed an amulet to the dark elf’s sternum. The drow slave’s skull was crowned with a silver circlet of Nazaluris’ own devising; to greater protect his charge from psionic assault. These items concealed beneath his smooth black skin, Merilonis became a living weapon, completely self-sufficient and as deadly as they come. The surgical procedures completed, Nazaluris deemed his slave ready and put the dark elf to sinister use against his rivals in the illithid community.
Nazaluris often gave tribute in the form of gifts and slave stock to his fellow illithid. Those mind flayers who challenged or crossed Nazaluris received Merilonis among a herd of slaves. The drow elf used his potent abilities to slay his new master and Nazaluris would claim the fallen illthid’s slaves, power, and status for his own.
For decades Merilonis slew those foolish enough to stand in Nazaluris’ way on his rise to power. As time grew on, Nazaluris’ scheming earned him the enmity of his people and a cabal of powerful illithids pooled their resources and destroyed the wily old mind flayer, feasting on his brain. Merilonis fled into the underdark.
Raised as a slave, the drow wandered aimlessly without a master, slaying those foolish enough to accost him. In some time his skills gained the notice of powerful patrons. Now Merilonis sells his mind blade to the highest bidder, amassing an impressive resume of death and destruction as he carves his reputation out of the shadowy depths of the Underdark.

APPEARANCE

Merilonis is a lithe drow whose lean muscles ripple visibly under his night-black skin. A magical effect Nazaluris employed on all his slaves left the dark elf completely devoid of any body hair, and his sleek bald head is smooth as obsidian. Sabreheart typically wears little more than a pair of black silk trousers. His bare taut chest almost seems carved of darkwood, and packets of tight muscle, with absolutely no fat to conceal them, cover his frame. Staring into the drow’s eyes is like locking gazes with a corpse, they are cold and grimly empty of any emotion. His face is a serene death mask, betraying no hint that the drow possesses feelings at all. When he summons it from within his steely mind, his mind blade appears as a blood-red crescent moon of shimmering energy.

TACTICS

Decades of daily battle with Nazaluris’ slaves has made Merilonis a consummate survivor. There is nothing playful about his fighting style; he is cold, calculating and deadly. Sabreheart always employs his Combat Expertise to full effect, patiently cutting his foes to ribbons while casually dancing around their attacks with grace and ease. A skilled combatant capable of measuring a foe in moments, Merilonis forgoes a second attack if he finds himself missing the mark, using his move action to imbue his mind blade for a psychic strike. When facing multiple foes Merilonis employs his bladewind ability.
The drow’s ability to conjure his mind blade out of thin air makes him particularly dangerous in situations and locations where carrying weapons is forbidden. Merilonis has no sense of honor or fair play and often uses his free draw ability to get the drop on an unarmed foe.

DEVELOPMENT

Merilonis may turn up as a hired thug, brought in to deal with a meddling group of adventurers (See “Chains of Blackmaw” in this issue). Besides selling his services to the highest bidder, Sabreheart also keeps his skills honed by hunting down and slaying skilled warriors. If a PC gains recognition as an opponent to be reckoned with, Merilonis may seek them out and cut them down just to temper his mind blade with their blood.
The only fragment of Sabreheart’s soul that is not consumed by his desire for battle is a deep yearning to further understand where he came from. The party may cross paths with the drow elf as he seeks other survivors of his city’s destruction, or Merilonis may find himself being used by an enterprising drow villain who concocts a phony relationship with the soulknife.

Merilonis Sabreheart, male drow elf Soulknife10: CR 12; Medium-sized humanoid (human); HD 10d10+10; hp 74; pp 2; Init +5; Spd 30 ft., or 40 ft. (psionically focused); AC 28 (Combat Expertise), touch 25, flat-footed 13; Base Atk +7; Grp +9; Atk +16 melee or ranged (1d6+4, +2 wounding shortsword); Full Atk +16/+11 melee or ranged (1d6+4, +2 wounding shortsword); SA bladewind, mind blade, psychic strike +2d8, throw mind blade, spell-like abilities; SQ darkvision 120ft., light blindness, spell resistance 21; AL NE; SV Fort +4, Ref +12, Will +14; Str 14, Dex 20, Con 13, Int 14, Wis 16, Cha 10.
Skills: Climb +7, Concentration +14, Hide +18, Knowledge (psionics) +7, Jump +7, Listen +13, Move Silently +18, Spot +9, Tumble +15.
Feats: Combat Expertise, Greater Weapon Focus (mind blade), Iron Will, Quick Recovery, Speed of Thought, Wild Talent, Weapon Finesse, Weapon Focus (mind blade).
Bladewind (Su): Merilonis may fragment his mind blade into numerous shards allowing him to full attack to make one melee attack at his full attack bonus against each opponent within reach. When using bladewind, Merilonis forfeits any extra attacks granted by other feats or abilities.
Mind Blade (Su): As a free action Merilonis may generate a semisolid blade composed of psychic energy distilled from his own mind. It has a +2 enhancement bonus and may be imbued with a +2 enhancement special ability as well (Merilonis prefers wounding). The blade may be broken (10 hardness, 10 hp) and dissipates instantly if Merilonis relinquishes his grip on it (or misses with a throw attack). The blade is considered a magic weapon for the purpose of overcoming damage reduction. Merilonis may shape his blade into a longsword or bastard sword but never does so.
Psychic Strike (Su): As a move action, Merilonis may imbue his mind blade with psychic energy dealing 2d8 extra points of damage on his next attack against living, nonmindless target he strikes. Creatures immune to mind affecting effects are likewise immune to this damage. Once Merilonis has prepared his blade with a psychic strike it holds the extra energy until it is used. Even the mind blade dissipates; it is still imbued with a psychic strike when next manifested.
Throw Mind Blade (Ex): Merilonis may throw his mind blade with a range increment of 30 ft. He may make a psychic strike with a thrown mind blade as well.
Spell-like abilities: 1/day—dancing lights, darkness, faerie fire.
Possessions: +2 wounding scimitar (mind blade), ring of freedom of movement, +5 ring of protection, +3 amulet of natural armor, circlet of mind shielding (as ring of mind shielding, but also grants the wearer a +2 bonus on all Will saves).

QUICK RECOVERY
It’s hard to keep you down for long. You have a latent for shaking off effects that leave others unable to act.
Benefit: Whenever you begin your turn stunned or dazed, you can make a new saving throw at the original DC of the effect that stunned or dazed you in an attempt to recover as a move action. If the effect did not allow a saving throw, you can recover by succeeding on a Will save (DC 10 + ½ HD or caster level of originator of effect + relevant ability modifier, or Cha modifier if there is not an obvious ability linked to the effect).

SPEED OF THOUGHT
The energy of your mind energizes the alacrity of your body
Prerequisite: Wis 13.
Benefit: As long as you are psonically focused an not wearing heavy armor, you gain an insight bonus to your speed of 10 feet.

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Magic in the Maw

Casting spells inside Blackmaw is not easy. Spellbooks and materials are confiscated upon entrance and locked in Area 5 (Secure Storage). For this reason, casters with Eschew Materials and Spell Mastery have an advantage. Material components, often taken for granted by many spellcasters, become of dire import in the Maw. Many simple components can by found throughout the prison complex.
Dried powdered peas and animal hoof (acid fog), three nutshells (confusion), a pinch of sesame seeds (passwall), and a shaving of licorice root (haste) can be found in the pantry (Area 11). Bat guano and sulfur (for fireball) can be harvested in the mining cavern (Area 17).
Glass beads (globe of invulnerability), glass rods (lightning bolt), a small piece of quartz (wall of ice), gum arabic (invisibility), and a glass or crystal cone (cone of cold) are available in the workshop (Area 10), but must be purloined under the eyes of the two sentinels posted there. A small straight piece of iron (hold person) can be taken from Area 18, or snatched from the rail carts carrying goods to the elevator from there. A piece of cured leather (mage armor) can be torn from anyone’s breeches.
As DM it is up to you how much to play up the availability of components, and you have the option of making the acquisition of these items a detailed part of the adventure.
Besides being difficult to accomplish, the casting of spells in the Maw is also surefire way to get thrown into solitary, and spellcasters must maintain discretion and/or concoct alternate explanations for the effects produced by their spells: “I caught the scent of a strange gas coming from that mine shaft moments before the explosion.”

That should about do it! Hope this is helpful!


Nicolas Logue wrote:

That should about do it! Hope this is helpful!

WOW!! Thanks Mr. Logue! I'm sure it's going to be very helpful. :D


Seconded. Great stuff, Nick. I saved it to Word, word!


Man, I wish my DM had this information a couple of weeks ago---we just finished that adventure last Saturday.

I posted a photo on the WC site under "Stefan's gaming pix" just for you, Nick. It's a riot!!

Contributor

Thanks gentlefolk!

The only section I was really sad to see go was Krarn. Let me know if the PCs end up killing him or helping him prove his innocence/escape valeren!

F2K! Sorry about that! Makes the adventure more interesting with the above in it, its true. Hope you had a good time anyhoo! I'll scope the photo right now!!!


It was the most fun I've had as a player since 2002, Nick. I usually DM, but I really enjoyed it. Our DM did a really good job as well. Maybe I can place Blackmaw prison near the Styes in my GH campaign, what do you think, Richard and Nick? (ducks)

Contributor

farewell2kings wrote:
It was the most fun I've had as a player since 2002, Nick. I usually DM, but I really enjoyed it. Our DM did a really good job as well. Maybe I can place Blackmaw prison near the Styes in my GH campaign, what do you think, Richard and Nick? (ducks)

Hahahhaahahhahahha...

...maybe we can Rich in Blackmaw prison. No really put him away already. His adventures are irritatingly good.

Liberty's Edge

I did 5 years in the 'Maw for impersonating a Salvation Army Santa to collect up enough money to afford 4e. Nick's revue elsewhere had me sold.
It's not that rough as far as prisons go. The no t.v. part is bad, but I got a cushy job in the prison laundry. Me and my gang, we just sat around playing D&D 19 hours a day. We whittled dice out of soap with forks, and wrote our character sheets on the wall with...different stuff...
We found a copy of the S.R.D. written in blood(?) on a roll of toilet paper in a crack in the wall, and went to town.

Contributor

bump for Hagor


Thanks for the extra material! I'm running Chains of Blackmaw as a one-shot this Saturday, and will definetely include Krarn. I hope the PCs befriend him, as they could surely have use for his fighting skills at the prison riot.

Contributor

trellian wrote:
Thanks for the extra material! I'm running Chains of Blackmaw as a one-shot this Saturday, and will definetely include Krarn. I hope the PCs befriend him, as they could surely have use for his fighting skills at the prison riot.

Awesome! Yeah, Krarn totally helps cancel out the terribleness of Granitebourne. The minotaur can almost go toe-to-toe with the giant, or at least can grapple him to give the PCs an edge! Hope your game goes great!


Quote:
Awesome! Yeah, Krarn totally helps cancel out the terribleness of Granitebourne. The minotaur can almost go toe-to-toe with the giant, or at least can grapple him to give the PCs an edge! Hope your game goes great!

Thanks, everybody thoroughly enjoyed themselves. Brief version of what transpired follows...

The PCs had some trouble stopping Krarn, but I was a little lenient, and allowed Krarn to calm down with a Diplomacy 24 check. The rogue also lifted the figurine from Karl and presented it to Krarn, so it helped a little. Krarn was sent to isolation for a day. In the mess hall, the rogue managed to actually kill a thug by sneak attacking him with a wooden spoon, and was also sent to isolation. Then, the guards discovered slashing marks on Krarn (a result of the ranger casting a Claws of the Beast spell or something on himself during the tumults). Duncan, ever being the prick, demanded that all the PCs strip down completely in front of all the inmates. The female PC refused, and was sent to isolation... isolation was pretty full now, with Sedakas, Vaden, Krarn, the rogue and the female (a dervish). Anyway, the rogue managed to come into talk with Sedakas, who was quite happy to share his devious misdeed with this rogue (after all, he did kill someone with a wooden spoon).

Anyway, after the PCs came back from isolation (where Sedakas had told them that he wouldn't be in here long), the PCs plan were set in motion. I don't know whether or not I missed something, but the plan was to teleport out and in again with all their gear, taking out Midnight and her crew (and try not to kill too many guards). Corrin overhears parts of this conversation, and tries to change plans somewhat.

The PCs survives the elevator crash (everyone made their saving throws), and during the following night, the wizard returns with all their gear. The Covenant tries to split the PCs by telling Duncan to send two of them to kitchen duty that morning. Anyway, the wizard casts Invisibility on himself and Knocks open the door. He then opens the female PCs door (seperate room), and manages to wake her without alerting anyone in the cell. The ranger and the dervish hides in an empty cell while the wizard casts an illusion of Golos running past the guard rooms and into the PCs cell. Three of the guards run after him, and the wizard manages to lock them inside the cell (I ruled that all the cells had simple bolt locks on the outside). He managed to set off the alarm, by the way, but the fully equipped ranger and dervish had little to no trouble handling the dozen Sentinels that came their way.

To make a long story short, the group then faced Midnight, her gang, Golos, Duncan, Jarret and Valorn in the prison yard. Duncan had jammed the elevator, and their plan was now to kill the PCs, and then have it look like they escaped (which they did). Breaking out Vaden and Sedakas had to wait for now. Unfortunately, the PCs were way too resourceful, and the wizard managed to put both Golos and Midnight out of commission with a Sensory Deprivation spell. Jarret almost managed to kill the dervish with two sneak attacks, before the ranger critted him and took him down.

It was 2 AM now, and the players were getting tired, so I just told them that the Sentinels found evidence of Karl's innocence, Duncan's corruption and the presence of the Covenant, and since the PCs helped uproot them, they ignored the fact that a couple of Sentinels got killed.

All in all a successful session. Their inital plan was to simply grab Karl and teleport him out of there, but I managed to prevent that from happening.. could have been short and not so fun otherwise :)

Contributor

Great stuff! Glad to hear the Old Man racked up a dead PC! I would be sad if he didn't! :-)


God, I wish our party had had Krarn...
We had to really get on the Sentinels' good sides in mine. Warlock stabbed a man, and gave no sign of being magical, so when he said he was a talented chef(I love random professions!), they assigned him to the kitchen.
Then the dwarven knight was mining, and when the delver attacked, he yelled at it in Terran, and it fled(Lucky timing, but it impressed the guards, he was assigned to watch the mines, got his gear.)
We got in a brawl with the thugs in the dining hall, luckily the warlock didn't have to do anything obviously magical. No one got sent down to iso, thought the sentinels were a little pissed.
We wound up using Crane's sword when the time came, which made his defeat rather simple. But the fight with the giant was a back-and-forth slugfest that almost killed our knight.
Then Midnight had the uncanny ability to feint our warlock into massive internal hemorrhaging, thogh he pulled through. The old man almost killed us. But all in all, we wished we had had someone to take out that damn giant.

Contributor

Sounds vicious my man! Lots of brutal action. Right on! Sorry Krarn wasn't on tap. I really should have posted all the stuff on this thread earlier. If I have any fun trimmings for upcoming adventures I'll put em up, promise!


Thank the gods, Granitebourne bought it when two of the PCs working in tandem managed to bull rush him into the area threatened by the rampaging delver. Now THAT was a cool fight!


Question for Mr Logue: The idea for Mr Muros didn't happen to come from Dashiell Hammett's "The Big Knockover," did it? I notice a "helpless" old man mastermind who has a vaguely Greek last name, a mean female lieutenant... not to mention that Muros shares a nickname with the Continental Op's boss. One of the players noticed, too, after he escaped, and thoughtfully put a 106,000 gp price on his head.

Contributor

Sounds awesome Erik, though I am not familiar with either of those references...now I'll have to get familiar, so I can know what I am referencing in my yerba-mate induced dementia/writing sessions. ;-)


Nicolas Logue wrote:
Sounds awesome Erik, though I am not familiar with either of those references...now I'll have to get familiar, so I can know what I am referencing in my yerba-mate induced dementia/writing sessions. ;-)

Evidently yerba-mate contains telepathic-inducing ingredients. Classic 20's detective fiction: "Big Knockover" involves a crime boss, Popodopolous, who pretends to be a helpless old man and lets his mean female lieutenant do all the talking. They gather a huge collection of world-class crooks to knock over the financial district in San Francisco. Needless to say, the old guy hoodwinks the detective and escapes at the end; the price on his head becomes the title of the next story, "$106,000 Blood Money." But seriously, I can't believe you've never read any Dashiell Hammett ("The Maltese Falcon," "Red Harvest," etc.). Your better adventures practically channel the guy.

Contributor

Ha!

You are not the only one who says that to me!!! I really should read the Maltese Falcon at the very least. I feel like I'm working backwards to Dash through everyone who copied his style since. ;-)


Nicolas Logue wrote:

Ha!

You are not the only one who says that to me!!! I really should read the Maltese Falcon at the very least. I feel like I'm working backwards to Dash through everyone who copied his style since. ;-)

"Maltese Falcon" is great, and an excellent one to start with because it's so well known. I suspect that "The Glass Key" (my personal favorite) might be even more to your liking-- or, if you enjoyed "Fistful of Dollars," make SURE that you read "Red Harvest."

Contributor

Thanks Erik!

I am always looking for more great books. I'll add all three to my list and use one of those Borders gift cards my fiancee gave me for Christmas.


Nicolas Logue wrote:
Thanks Erik! I am always looking for more great books. I'll add all three to my list and use one of those Borders gift cards my fiancee gave me for Christmas.

You're a lucky man! Congratulations! I've got those three and his other 2 novels in 1 hardback... dunno if it's still in print. The stories I alluded to w/ respect to "Chains of Blackmaw" are collected in "The Big Knockover," with others in "The Continental Op" (both in large paperback by Black Lizard Press). Happy reading!


***Warning - thread resurrection in progress***

The "running this adventure soon" part took somewhat longer than expected...
I don't know if Mr Logue will see this, but here is a quick run down of what happened when my (over-equiped) PCs went through the adventure.

The cast: halfling druid, human barbarian, halfling bard & human sorcerer; all level 10 (after very successfully defending Farshore against the Crimson Fleet in my Savage Tide campaign).

- I set the stage for the Manderholm textiles uncut material, but the druid summoned a rhinoceros to bash in the doors & let the animal next charge Tamm's group (so no chance for diplomacy). Mason bought some time allowing Tamm to turn invisible, but the dwarf got glitterdusted (& blinded) by the sorcerer in the process, putting him effectively out of combat. (The dwarf got captured & was executed later).

- the idea to infiltrate the prison came (jokingly) from one of the PCs & Gregor was immediately very enthusiastic (Initially, they planned to attack the prison - you can see a pattern here). The plan was that the druid would stay outside (with most of their equipment in bag of holding) & the other PCs would enter Black Maw.

- They staged a bar fight (bard PC started to tell jokes about miners in a bar full of miners) & "resisted arrest".

- Some memorable actions in Black Maw:
* The minotaur was stopped by a fear spell from the sorcerer (unnoticed by sentinels) & the barbarian.
* the bard rolled some very poor fortitude saves during work in the mines (which made him remark: "I survived the Isle of Dread to die by heat & fatigue in prison")
* the first night the druid entered the prison (wild shaped) & they exchanged info & planned their next moves (attack & kill the (suspected) Covenant members next night - remember the pattern?)
* they noticed the poison in Karl's food, but did not connect it (at first) with the Old Man.
* I did not go for the sabotaged elevator, instead I did the prison break on day two.

- Prison Break: with Karl in the forges, the bard turned invisible & hid himself in the forges to keep an eye on Karl.
At the start of the riot, he managed to confuse Duncan, Midnight & two thugs; the barbarian managed to bull rush the giant in one of the mine shafts. The PCs (minus druid) then quickly rescued Karl (killing Duncan & Midnight) and started to return to the surface (via sorcerer's fly). The barbarian & the giant briefly battled near the elevator shaft (with the giant getting bull rushed (again) in the shaft), while the bard & Karl flew up the elevator shaft (ignoring the fighting monks & the Old Man who begged that they took him with him).
- Meanwhile, the druid noticed the commotion at the surface & killed the sentinels who were going down with the elevator to help (the collateral damage of the druid can end up quite high). Rao managed to go down to the cell block level & fought the wereboar there.
The druid (in owl shape) then tried to stop the blackguard & his ally (with swarms & summoned air elementals) - but the blackguard managed to escape to the abbot's room & get his sword. With his sword the blackguard managed to locate the wildshaped druid & attacked him, but in the end he had to flee (too heavily wounded himself). At that time, the sorcerer dimension doored above the prison & downed the fleeing blackguard with a fireball. The (invisible) half orc priest was located by the druid, managed to cast harm but was killed as well. Finally, they demolished the elevator, effectively trapping the (few?) prisoners who are still alive (including the Old Man!) (but the wereboar may manage to climb up). that's were we ended - wrap up in a few weeks/months...

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