Sidequest Saturday (Banlan Backlash!): Nyamo’s Sunken Grotto

The ongoing smuggling operations conducted by the Banlan Brotherhood has left the Order of the Staff with an air of disdain. Weary of these brigands, the Order has hired the PCs—at a high price in apology for their duplicitous gift the week before—to lead an investigation into the secretive catacombs beneath the city and to uncover the Brotherhood’s plot. An unknown informant has divulged the location of a secret entrance near the wharf that leads the party into the catacombs beneath Pearl Way and Reed Road.

warehouse district of Nyamo

A narrow and winding staircase spans one hundred feet into the darkness, its stone steps slick with the growth of algae forces the PCs to make a DC 10 Dexterity check every 10 feet or slip and fall down the steps taking 1d6 points of damage for every 10 feet traversed this way. Colliding with another party member inflicts an additional 1d6 points of damage and immediately causes that character to slip and fall down the steps as well should they fail a DC 14 Reflex save. At the bottom of the staircase the party finds a deep tunnel leading into the sunken grotto, a massive underwater chamber with several caverns leading out into the open ocean.

This is quite possibly the route the Banlan Brotherhood has been using to smuggle into Nyamo. There is no source of air in the grotto, so the party needs to take appropriate measures if they wish to proceed. When the PCs venture into the grotto they attract the attention of Keun-Tal [Tomorrow’s Statblock Sunday -JK].

Keun-Tal stalks his quarry through the grotto while maintaining his distance to see what the PCs are up to. Eventually, the party comes across the revenant bomb, a volatile magical weapon devised by the Banlan Brotherhood to devastate the government’s supply of alligotonium. Due to the adventurers’ inexperience handling such a device and the revenant bomb’s instability, any attempts to otherwise handle or move it results in detonation. In addition to the device’s regular effects, the explosion results in an underwater shock wave that extends in a 80-ft. radius, making all living creatures confused for 1d4 rounds (DC 18 Will save negates).

After 1d4 rounds Keun-Tal accompanied by numerous sharks will charge in to attack the party, ultimately setting off the device.

[stextbox id=”magic”]
Revenant Bomb
Aura strong necromancy; CL 17th
Slot slotless; Price 100,000 gp; Weight 10 lbs.

DESRIPTION
A small steel cube with an internal assembly of numerous black sapphires surrounding a sunstone at its core.

This explosive device is powered using captured hellion revenants and afflicts all inorganic materials and items within a 80-ft. radius with a single effect from the following table. In cases where an object exists as part of a living creature, such as a construct, the alternative effect is used instead. Effects on objects are permanent and can only be removed using a remove curse, limited wish, or wish spell. If a target successfully saves against an effect, they become immune to that item’s effect for 24 hours. When the device explodes it deals damage per the effects of a sunburst spell (CL 17th) and take 2d6 shrapnel damage (no save).


1-30       Item functions normally but radiates very strong magnetism drawing all metallic objects within a 50-ft. radius towards the object at a rate of 10 ft. per round. A DC 15 Strength check is required to separate objects attached to the affected item.

alt          Afflicted creature acts irrationally attacking every target in sight. Additionally the creature radiates very strong magnetism drawing all metallic objects within a 50-ft. radius towards the creature at a rate of 10 ft. per round. Attacks made against the creature with metallic weapons deal an additional 1d6 points of damage, but require a DC 15 Strength check to pull away from the creature.

 

31-60   Item functions normally but effects of gravity on the item are abnormal causing it to sometimes float freely in the air and at other times come crashing down. Roll 1d6 to determine how many rounds an item floats for before falling to the ground, and then 1d20 to determine how many rounds until the item starts floating again. Items take falling damage as normal.

alt          Afflicted creature acts irrationally attacking everyone in sight. Roll 1d6 to determine how many rounds the creature floats for before falling to the ground, and then 1d20 to determine how many rounds until the creature starts floating again. Creature takes falling damage as normal.

 

61-80 Item functions normally but radiates negative energy dealing 1d4 points of damage per round whenever it is held by a creature of good alignment.

alt Afflicted creature acts irrationally attacking every target in sight. Additionally the creature radiates negative energy dealing 1d4 points of damage to itself each round if of good alignment, and inflicts an additional 1d4 points of damage to a target of good alignment on any successful attack.

 

80 – 90   Item functions normally but radiates an annoying high pitched sound deafening all creatures within a 20-ft. radius. Concentration checks, Knowledge checks, and any check that requires mental focus receive a -4 penalty. Arcane spellcasters receive a -4 penalty to their spell failure chance and all creatures receive a -4 penalty to Reflex and Will saves.

alt           Afflicted creature acts irrationally attacking everyone in sight. The creature radiates an annoying high pitched sound deafening all creatures within a 20-ft. radius including itself. Concentration checks, Knowledge checks, and any check that requires mental focus receive a -4 penalty. Arcane spellcasters receive a -4 penalty to their spell failure and all creatures receive a -4 penalty to Reflex and Will saves. Since the afflicted creature can not get away from the noise there is a 10 % chance each round that it goes insane (as per confusion).

 

91-99     Item functions at 200% normal capacity; all bonuses, durations, effects, and ranges from effects it produces are increased by 100% for 10d6 minutes before it explodes, dealing 8d4 force damage to everything in a 10-ft. radius (destroying the item; no save).

alt           Afflicted creature acts irrationally attacking everyone in sight. The creature functions at 200% normal capacity, receiving a +4 circumstance bonus to all of its attributes for 10d6 minutes. At the end of this duration it explodes, dealing 8d4 force damage to everything in a 10-ft. radius (killing the afflicted creature; no save).

 

100        Item immediately explodes dealing 10d4 force damage to everything in a 10-ft. radius (no save).
alt          Afflicted creature immediately explodes dealing 10d4 force damage to everything in a 10-ft. radius (no save).

CONSTRUCTION
Requirements Craft Wondrous Item, soul bind per soul used, sunburst, permanency Cost 50,000 gp
[/stextbox]

 

Submitted by Jeremy Kleve!

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