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Trap Tuesday (Uralicans Uncut): God Spore

god sporeGOD SPORE           CR 7
Type psionic; Perception DC 18; Disable Device DC 34
Trigger touch; Reset none
Effect poison gas (1d4 Wisdom damage for 2 rounds, Fort DC 20 negates); multiple targets (all targets in a 30-ft.-radius); all held items are dropped

These mindless, floating creatures (Small-sized, AC 17, hp 20) hold rare gems and metals within, visible to onlookers with a DC 14 Perception check. God spores drift towards sane creatures once they are within 20 feet of them, appealing to the unsuspecting with subdermal jewels (typically xyrx crystals). Creatures often reach out to touch the things and grab their valuables, and are woefully surprised when it reacts with the mind-draining mist a god spore holds (unable to release another cloud for 1d4 rounds).
Some legends hold that the gems and items within a god spore are the minerals and nutrients of the mad deity that bled it.

The god spore trap is a hazard that PCs should be tempted with once, avoiding them from then on. However, these oddities can hold more than crystals within them (such as other traps or even magic items). [You’ll see more of them on this week’s Sidequest Saturday! -TS]


Contributed by Tim Snow!

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Magic Item Monday (Uralicans Uncut): Uralican Straight Jacket

URALICAN STRAIGHT JACKET
Aura strong metacreativity; ML 11th
Slot chest; Price 65,000; Weight 2 lbs.

DESCRIPTION
The straps of this restraining jacket fasten quickly as the thought of trying it on passes through you mind.

There are two ways of wearing this jacket—with the arms tied (restrained) or untied (unrestrained). Each time the jacket is worn, the wearer must make a DC 13 Will save or contract paranoia, and it can be worn with medium or light armors.

uralican straight jacketRestrained: The Uralican straight jacket grants a +2 deflection bonus to AC and a +3 insight bonus against mind-affecting effects, though the wearer is unable to use somatic spell components or any item that requires a hand to use. As a free action the wearer can sprout 4 psionic tentacles (1d8) with a reach of 15 feet, using their hit dice as base attack bonus for the tentacles (with one tentacle as a primary attack and the remainder as secondary attacks), and their highest mental attribute in place of Strength to determine attack bonus and damage. These tentacles can hold manipulate simple items (like a door handle) but are unable to work complex devices like a crossbow. The wearer gets a +3 will save agasint mind affecting effects.

Unrestrained: The Uralican straight jacket grants the wearer a +1 deflection bonus to AC and +2 insight bonus against mind-affecting effects, as well as two psionic tentacles, as above (one is a primary attack, the other is a secondary attack).

HISTORY
DC 15     The Uralican straight jacket was a valuable tool to restrain creatures from unexpect after effects of using psionic power.
DC 20     It’s said that some who’ve worn these restraining coats had horrible traumatic experiences, their symptoms worsening before eventually they escaped from the places that held them.
DC 25     The first Uralican straight jacket was made for a Uralican who felt like she was slipping away into the cosmos, uncertain of what was real and what was not and but positive that something unknown plagued her.
DC 30     The Uklonjen is a place that has been known to torment people who are susceptible to mind-affecting effects, and seeing the plight of her people, one Uralican began to work towards a solution. Her efforts resulted in the Uralican straight jacket, but she had not foreseen the manifestation of psionic tentacles by individuals bound in the coats too long.

CONSTRUCTION
Requirements
Craft Wondrous Item, a bolt of cotton, leather, ectoplasmic grapnel; Cost 30,000

 

Contributed by Tim Snow!

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Statblock Sunday (Uralicans Uncut): Gelatinous Sphere

spheresA wobbling mass rolls across the floor like an avalanche of clear fish eggs.
GELATINOUS SPHERE SWARM CR 7
XP 3,200
N Fine ooze (outsider)
Init +0; Senses blindsight 60 ft., lifesense 60 ft.; Perception +0

DEFENSE
AC 18, touch 18, flat-footed 18 (+8 size)
hp 66 (7d8+35)
Fort +8, Ref +0, Will -4
Defensive Abilities swarm traits, ooze traits; Immune weapon damage

OFFENSE
Speed 20 ft.
Melee swarm (4d6 acid damage plus psionic energy drain)
Space 10 ft.; Reach 0 ft.
Special Attacks paralysis, drain psionic energy

TACTICS
During Combat The swarm heads for the closest target with power points; otherwise, it heads for the nearest foe.

STATISTICS
Str 1, Dex 10, Con 20, Int —, Wis 1, Cha 1
Base Atk +8; CMB —; CMD —
SQ transparent

ECOLOGY
Environment Plane of Ooze
Organization solitary or colony (1d4 swarms)

SPECIAL ABILITIES
Drain Psionic Energy (Ex) A target in a gelatinous sphere swarm must make a DC 17 Will Save or lose 3 power points, which heals the swarm for 1d6 damage.
Paralysis (Ex) A gelatinous sphere swarm secretes an anesthetizing slime. A target in the swarm must make a DC 17 Fortitude save or be paralyzed for 3d6 rounds. The save is Constitution-based.
Transparent (Ex) Due to its lack of colorization, a gelatinous sphere swarm is difficult to discern. A DC 20 Perception check is required to notice a motionless gelatinous sphere swarm.

 

sphereA large, transparent sphere rolls towards you, picking up speed before it bounds high into the air.
ADULT GELATINOUS SPHERE CR 10
XP 6,400
LE Large ooze (outsider)
Init +5; Senses blindsight 60 ft., lifesense 60 ft; Perception +1

DEFENSE
AC 14, touch 14, flat-footed 9 (+5 Dex, -1 Size)
hp 126 (11d8+77)
Fort +9, Ref +5, Will -3
Defensive Abilities ooze traits, SR 12, Immune acid

OFFENSE
Speed 50 ft.
Melee slam +11 (2d6 plus 1d6 acid) or bounce +18 (4d6 plus 1d6 acid and engulf)
Space 10 ft.; Reach 0 ft.
Special Attacks bounce, engulf (DC 19, 1d6 acid and paralysis), paralysis (3d6 rounds, DC 19), spin (sickened 1d4 rounds, DC 15)
Psi-Like Abilities (ML 3rd; concentration —)
At will—ectoplasmic sheen
1/day—gravitational well

TACTICS
During Combat The gelatinous sphere tries to move 30 ft. and then bounce on the nearest foe and if enemies are out of range, it uses its psionic attacks instead.

STATISTICS
Str 10, Dex 20, Con 24, Int 3, Wis 3, Cha 1
Base Atk +11; CMB +12 ; CMD 27 (can’t be tripped)
Languages Ooze
SQ unshakable focus, transparent, rolling

ECOLOGY
Environment Plane of Ooze
Organization solitary

SPECIAL ABILITIES
Bounce (Ex) An adult gelatinous sphere that moves at least 30 feet may bounce up to 30 extra feet as part of its attack, as long as it has at least 20 feet of clearance above it. A successful bounce attack automatically engulfs its target.
Rolling (Ex) An adult gelatinous sphere may ignore difficult terrain when moving. Rolling downhill increases its movement speed by +10 feet, and rolling uphill reduces it by -10 feet.
Spin (Ex) All engulfed creatures must make a DC 15 Fortitude save when the adult gelatinous sphere moves or become sickened for 1d4 rounds.
Transparent (Ex) Due to its lack of colorization, an adult gelatinous sphere is difficult to discern. A DC 20 Perception check is required to notice a motionless gelatinous sphere.
Unshakable Focus (Ex) An adult gelatinous sphere does not need to make concentration checks to use its psionic powers.

 

sphereA huge transparent sphere slowly rolls towards you and flattens itself, knocking everyone back.
MATURE GELATINOUS SPHERE CR 15
XP 51,200
LE Colossal ooze (outsider)
Init +0; Senses blindsight 60 ft., lifesense 480 ft.; Perception +2
Aura psionic damping field (480 ft.)

DEFENSE
AC 2, touch 2, flat-footed 2 (-8 Size)
hp 232 (16d8+160)
Fort +13, Ref +0, Will -2
Defensive Abilities ooze traits; SR 15; Immune acid, magic, psionics

OFFENSE
Speed 20 ft.
Melee slam +20 (6d6+3d6 acid+engulf) or steamroll +18 (4d6+2d6 acid)
Ranged oblate +16 (30-ft.-radius, 3d6)
Space 30 ft.; Reach 0 ft.
Special Attacks engulf (DC 22, 3d6 acid and paralysis), oblate (), paralysis (3d6 rounds, DC 22), spin (sickened 1d4 rounds, DC 15)
Psi-Like Abilities (ML 7th; concentration —)
At will—ectoplasmic sheen, psionic blast, gravitational well
1/day—schism

TACTICS
During Combat The gelatinous sphere hangs back and use its psionic attacks, including Schism. It will oblate if several foes close range. During melee, while Schism is active, it will also launch psionic attacks each round as well.

STATISTICS
Str 20, Dex 10, Con 30, Int 6, Wis 6, Cha 1
Base Atk +15; CMB +28 ; CMD 38 (can’t be tripped)
Languages Ooze
SQ unshakable focus, transparent, rolling

ECOLOGY
Environment Plane of Ooze
Organization solitary

SPECIAL ABILITIES
Oblate (Ex) A mature gelatinous sphere can flatten into an oblong shape, attacking each foe in a 30-ft.-radius. A successful hit knocks the target prone (DC 22 Reflex negates prone condition).
Psionic Damping Field (Ex) Psionics do not function in the aura, nor may they be targeted in or through the aura. It acts like a null psionic field (except for the range). The mature gelatinous sphere may use psionics as normal and is unaffected by its own field.
Rolling (Ex) A mature gelatinous sphere may ignore difficult terrain when moving. Rolling downhill increases its movement speed by +10 feet., and rolling uphill reduces it by -10 feet.
Spin (Ex) All engulfed creatures must make a DC 15 Fortitude save when the mature gelatinous sphere moves or become sickened for 1d4 rounds.
Steamroll (Ex) A mature gelatinous sphere may attack by rolling over opponents. This attack can be used against all opponents in its path of movement. Opponents attacked in this way may not be engulfed.
Transparent (Ex) Due to its lack of colorization, a gelatinous sphere is difficult to discern. A DC 10 Perception check is required to notice a motionless mature gelatinous sphere.
Unshakable Focus (Ex) A mature gelatinous sphere does not need to make concentration checks to use its psionic powers.

 

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Side Quest Saturday (Uralicans Uncut): Fix the Ship

With their ship grounded the PCs find themselves in somewhat of a fix. The magical engines are drained and there seems to be no way to power them back up (all the reagents to do so were irrevocably damaged in the interplanar transition). If the party Uralicans are Indifferent (or friendlier) they offer to help out the adventurers in exchange for any stories about Aventyr. After a quick examination of the engines, a plan is hatched—the Uralicans believe that the native psionic xyrx crystals that are plentiful here can be modified to power the party’s vessel. However, the crystal transformation will not be easy, and the PCs have to overcome a considerable obstacle to fix the ship.

A gate to the Plane of Ooze exists in a nearby asteroid. The oozes, puddings and jellies in that realm, infused with natural psionic energy, can be harvested to make new and exotic psionic-based wondrous items, including items that would help the Uralicans find home. They delved too greedily however, and the oozes began to fight back, staging an invasion through the portal. The two sides, evenly balanced, settled into a stalemate—until a great ooze approached the gateway. The enormous creature had two effects; it attracted many mundane oozes from the Uklonjen side of the gateway to join in the fight, but more devastatingly, it projected a psionic-damping aura that effectively neutralized the Uralicans’ power. Overwhelmed by the encroaching horde, the Uralicans pooled their most powerful rituals to seal off the gateway, preventing any living material from passing through either side. The great ooze remains, though, on the other side, prepared to neutralize trespassers.

In order to make the crystals usable, they need to be transported to the Plane of Ooze and returned. The travel to the plane and exposure to the psionic damping field should alter the crystals, allowing the natural arcane properties of the crystals to be accessed for powering the ship. The Uralicans have no way to transport the crystals, as their psionic powers cannot penetrate the gateway, but the PCs should have the means to do so. They offer to fly the party to the asteroid in one of their skiffs, where there are some access vents that provide a means of entry.

OozeCavernThe skiff pulls up to a small asteroid and hovers over a ventilation shaft leading to an underground cavern complex. Each chamber of the cavern complex has remnants of what looks to have been some kind of lab or alchemical equipment., all of which is now broken and corroded. The stone floor of the entire complex is worn smooth, as if a giant glacier travelled through it. Caverns 1-3 are populated by gelatinous sphere swarms [tomorrow’s Statblock Sunday -RT] that attack anyone that enters the cavern.

Cavern 4, the large central cavern, has a bowl shaped depression in the center filled with a shimmering liquid, leaving a 5-10 foot dry ledge around the edge. The liquid itself is acidic. Anyone entering it takes 1d6 acid damage per round. When the party travels about halfway across the cavern towards the rise that leads to cavern 5, an adult gelatinous sphere [also tomorrow! -RT] rises from the lake and rolls towards the party, choosing the strongest psionic target, or the PC who is closest to cavern 5 if there are no psionic powers in the party.

The back wall of cavern 5 is inset with a large, convex lens that shimmers in the ambient light that comes from the unfocused landscape behind it. As the party approaches, they encounter the sentient ooze haunt just in front of the lens.

The other side of the lens presents a horrifying sight. Whether it is a trick of the lens or not, the plants and ground that appear on the other side of the lens jiggle and melt, constantly reforming into approximately the same shape, constantly changing colors. New features appear and disappear out of the ground, including small mountains and canyons. The colors are like nothing you’ve seen, and those with darkvision can make out even more unsettling details as minute beads run down the plants like water, pooling on the ground and slithering towards the lens—it is here they must travel to transform the crystals.

Any living tissue that physically travels through the lens is disintegrated (as per the spell for 22d6 damage, or 5d6 with a DC 18 Fortitude Save) and rebuffed. Because of the mature gelatinous sphere’s negation field, there PCs must engineer a solution to physically penetrate the barrier to place the crystals in the plane. Any attempt at a method which employs magic or psionics fails due to the sphere’s aura.

A DC 30 Knowledge (planes) check reveals that the lens itself is actually a small part of a mature gelatinous sphere [again, tomorrow! -RT]. There is enough material in the caverns to jury rig about any device to accomplish this task. but spells and powers do not work, as the mature gelatinous sphere negates them the instant they breach the portal. Also, any attempt that physically penetrates the sphere (which blocks the other side of the gateway) awakens it and although it is unable to physically attack the party, it unleashes psionic powers through the portal (as it is immune to its own aura).

Once the party have transformed the xyrx crystals and returned to the caverns, the gateway shrinks and fully closes off after 1d4 rounds. Any remaining gelatinous spheres in the caverns are pulled into the gateway and disappear along with it. The Uralicans await near the entrance, and although mildly surprised, are happy to see the the party, and even happier when they find that their psionic-squashing nemesis has been removed, along with the gateway. The xyrx crystals do, in fact, work to power the ship, and the Uralicans keep the extras for study.

 

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Foul Machinations Friday: Uralicans Uncut – Part One

vrag the gitwerc

Uralicans Uncut takes us back to Aventyr—when we last saw our intrepid heroes, their air ship struck a vacuum mine on the way out of Timeaus and instead of being destroyed, suffocated, or both, the party is sucked into the demiplane of Uklonjen. Danger abounds however, and they are immediately pulled down into a gravity well where they must face off against a dreaded tyngdekraften, a construct as strangely empowered as this new, low-gravity realm.

After the fight the PCs must navigate through Uklonjen using a crystal compass, following its trail to the Ancestral Gateway and, hopefully, back to Aventyr. Their route takes them straight through space infested with HEL spores and bloodcensers, nefarious psionic traps and haunts sure to harrow the crew. These hazards funnel the ship straight towards HEL’s Uklonjen gateway, bringing the adventurers to the notice of a truly dangerous foe, Vrag the Candlekeeper (along with a host of devils and his pet devilbound dinosaur). The gitwerc attempts to make the PCs’ vessel his own when it nears the gateway to HEL, but by ending the wretched creature’s existence the party brings an end to the portals infernal influence.

crystalBefore heading to the next gate, we showcase one of Adventureaweek.com’s artists, Jacob Blackmon and his beautiful illustrations.

As the PCs consult the crystal compass on where to go next, the ship’s power fades, forcing the vessel to land where the party meets the natives of this plane, the Uralicans. These psionic peoples offer their help in exchange for information about their home plane, lost to them for centuries. While money isn’t useful here, the Uralicans can trade items, such as the black pudding cloak, or offer assistance in returning power to the PCs’ ship. Psionically charged xyrx crystals can be altered by taking them to the Plane of Ooze and should power the ship, but the gateway to the Plane of Ooze has been sealed away, and the only access is through a ventilation shaft. As the party approaches the gateway, the remains of an ooze who tried to return home lie in wait at the sentient ooze haunt before they can finish their mission of altering the xryx crystals.

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Story Locale (Uralicans Uncut): Uralicans of Heim

Image_Portfolio_107_Fantasy Jason Walton 61As the PCs explore Uklonjen, the likelihood of an encounter with the dwellers on this plane is inevitable. The Uralicans (denizens of this demiplane) are keeping close tabs on the PCs to determine if they are friend or foe. They have scouts, both physical and psionic, watching everything the adventurers do. As such, in any initial encounter, the Uralicans should be treated as Indifferent. If the party defeated Varg, the Uralicans’ reaction to the party is upgraded to Friendly.

The PCs, however, have another problem: their ship is losing power and they are going to either drift aimlessly or be forced to land soon—given the previous encounters, the wise move is to land. When they do so they are immediately encountered by a small party of Uralicans. If they stay airborne, a short time after they lose power and start to drift, a small Uralican craft comes up alongside them, asking permission to board. They are eager for news and gladly assist the PCs so long as the party is talking, divulging the history of their arrival to Uklonjen in return.

Distant descendants of the Vikmordere, their direct ancestors were cosmic explorers, masters of psionic energy that traveled the planes extending their once proud, great civilization. Others returned with artifacts, knowledge, or wealth, but the Uralicans found instead a portal to an “in-between” plane, Uklonjen, a place that allowed for the creation of gateways to an unlimited number of other planes. The promise of what was to come ended as abruptly as it began as portals quickly began to close, including the portal back home. Years of research to re-establish their link with civilization led nowhere and the Uralicans eventually accepted that they were completely cut off.

Though stranded, their psionic powers and magical abilities gained power, allowing the Uralicans to survive. Before long they found the source of this newfound power—regenerating xyrx crystals, naturally occurring psionic gems that bolstered their impressive talents of the mind.

Image_Portfolio_107_Fantasy Jason Walton 79Uralicans began to open up new gateways in hopes of finding a way home, but these new portals proved to be less predictable than their predecessors. Nearly half of their population were lost to interplanar accidents before they stopped their activate exploration program, working instead to map the connections between worlds. New gateways could be opened but only to be tested, left unexplored and swiftly closed once they discovered that the more portals opened to Uklonjen, the less stable each became—their elders finally agreed that no more than three of these planar egresses should remain open at one time.

After closing Varg’s gateway to HEL only three are open, one of which refuses to be closed—the Uralicans attempted to open a portal to the Plane of Mud in hopes to gain backdoor access to the Plane of Water, but instead they opened an entryway to a plane filled with oozes, jellies, and strange plant life brimming with psionic energies—so strong, in fact, that they actively stop any attempts to close the gateway. Two giant oozes passed through the portal into Uklonjen and several Uralicans were lost before the creatures were driven back and fearing more incursions, the cave complex containing the portal was sealed; the last known visit to it was more than 5 years ago.

The Uralicans take notice that the PCs ship is out of power and if the party allows them to examine the vessel, the natives come up with a solution that may work. Xyrx crystals often change properties when placed in other planes, and from the research done on the Plane of Ooze, the Uralicans believe that three crystals can power the adventurers’ ship, so long as they are attuned to the strange Plane of Ooze. In order to do this, the xyrx crystals must be placed through the portal. The Uralicans hope that the PCs, being psionically far inferior to the Uralicans, won’t draw the attention of the oozes and can complete the task; they also hope that the gateway will close when the crystals are withdrawn, allowing the Uralicans to continue their search for a way to their ancestral home.

Gathering xyrx crystals is very similar to mining; treat xyrx crystals like steel for purposes of Hardness (10) and Hit Points (30/inch). The PCs require at least three of the psionic gems, each of them Medium size.