TEXT: The god-seed awakens
  A pulp weird adventure
  For the dungeon crawl classics RPG
  Paul Wolfe
  
  2
  
  3
  The god seed awakens
  A pulp weird adventure
  For the dungeon crawl classics RPG
  The God Seed Awakens is a production of Mystic Bull 
  Games © 2014, All Rights Reserved.
  For more information and to purchase other products 
  from Mystic Bull Games see our website: 
  http://www.mysticbull.com
  Special Thanks: Daniel J. Bishop for his read-through 
  and suggestions; Rafael Chandler — inspiration for the 
  Blade Beetle (see Teratic Tome: Colonist)
  Writer/Developer: Paul Wolfe
  Illustrators: David Fisher, Jason Sholtis, Mario Torres Jr
  Cartographer: Kristian Richards
  Cover Artist: Doug Kovacs
  Layout: Ken Jelinek
  Editors: Ken Jelinek, Daniel J. Bishop
  Playtesters: Charlie Scott, Mike Erwin, Jesse Wolfe and 
  Steve Fish
  Illustration of Umber, the Sword of the Tokar Kings
   © Rick Hershey, Empty Room Studios
  This product is based on the Dungeon Crawl Classics 
  Role Playing Game, published by Goodman Games. 
  This product is published under license. Dungeon 
  Crawl Classics and DCC RPG are trademarks of Good-
  man Games. All rights reserved. 
  For additional information, visit www.goodman-games.com or 
  contact info@goodman-games.com.
  
  4
  HISTORY
  In the distant reaches of time, the god Akavala 
  dominated the world of Urun, appearing as a great, 
  world-spanning tree. Its roots delved deep into the 
  underworld, its branches and leaves filled the sky and 
  its flowering crown touched the very edge of reality. 
  All creatures were the children of this god, and it 
  provided everything that its children required. 
  But the end of growth is stagnation, and Akavala had 
  other desires. The world constrained it.  A powerful 
  drive to expand still boiled within the Ravenous Tree. 
  As its roots, leaves and flowers pressed against the 
  bounds of reality, the god’s essence discovered the 
  existence of other worlds —even other universes full 
  of worlds. With all its great power, Akavala pressed 
  against the borders of reality, and in so doing, broke 
  the world of Urun. Many of its children perished, 
  and many more became ever more devoted servants, 
  moving into Akavala’s stem, boughs and leaves to 
  offer leal service and protection. Those who survived 
  and did not join with the great tree were left on 
  drifting islands of rock in a sea of shadows and air. 
  Fueled by the breaking of the world, Akavala’s roots 
  thrust through arcane portals into the earth and seas 
  of other worlds. Leaves flourished in dimensions of 
  life-giving light and air, and the center of Akavala’s 
  essence and engine of its continued expansion – the 
  great flower – created a dimension all its own. From 
  this vantage, Akavala could touch all of reality and 
  spread its seeds throughout the multiverse. Before 
  long, aspects of the Ravenous Tree sprouted from 
  these seeds. At once separate and the same as the 
  mother, they grew and consumed other worlds. 
  How does one measure time between universes?  
  Perhaps centuries passed; perhaps seconds; perhaps 
  eons. Eventually the Ravenous Tree reached a world 
  where a man was able to resist its growth. Perhaps 
  a god, perhaps a hero from simple beginnings, this 
  man was able to raise an army to fight the incursion. 
  He destroyed the god-seed on his world and passed 
  through into the shattered realm of Urun to take the 
  fight directly to Akavala. There he organized the rebel 
  children of Urun and, waged a war the likes of which 
  was never seen beneath the Ravenous Tree’s waving 
  boughs. The Fhyrian, tiger women of the Shattered 
  Isles, tell the story of a titanic battle: the rebel forces, 
  with their otherworldly general in the lead, mounted 
  on great feathered dragons fought against the 
  defenders of Akavala and the god-tree itself. They 
  further speak of the outlander’s struggle with the 
  very essence of Akavala. It is said that Ravenous Tree 
  transformed the man into stone and threw him into 
  the variegated dimensions, there to ever drift as a 
  testament to its power. 
  CURRENT SITUATION
  On this world, Akavala’s seed has lain dormant under 
  Mount Welwood since before time was counted. 
  Slowly its roots seek the sea – the god-tree feeds most 
  efficiently on salt water. Within the seed are the god-
  seed’s servants, animated tendrils of plant-like material 
  that build and repair structures within the seed. These 
  servants also collect creatures from subjugate worlds, 
  confining them to stasis chambers within the seed to 
  be converted either to future slave-defenders of the 
  nascent god-tree or mulched into nutrients.
  Two of these future defenders, formidable dragon-
  like creatures called Achechari, have broken free from 
  their prisons inside the seed and escaped into the 
  underworld below Mount Welwood. As the servants 
  of the seed repair the damage, the two achechari have 
  separately gathered servants and devotees from the 
  races of the upper and lower world, their intentions to 
  remain free and destroy their oppressor. 
  Shaloth, an achechari brood female, lies mortally 
  wounded by the eons spent within the seed, but 
  quickly began whelping eggs. Shaloth attracted a 
  cult of human followers who enact twisted rituals to 
  transform themselves into achechari-like humanoids 
  that they call Achari. Their rituals and worship have 
  given Shaloth great power, though her physical form 
  wanes. 
  Daeroth, unharmed by his stay within the seed’s 
  prison, drew to him a race of leech-like humanoids 
  called the tuegel and has captured several of his sister’s 
  eggs. Though he seeks to consolidate power within 
  the underworld, his ultimate goal is to lead an army 
  of achechari into the lands above. The tuegel care for 
  the eggs and the hatchlings, while Daeroth’s dreams of 
  power fester. 
  Though both achechari believe they’ve escaped the 
  clutches of Akavala, and while their exit severely 
  crippled the seed on this dimension, the servants of 
  the Ravenous Tree roam the underworld, seeking to 
  recapture their prizes and others that can be converted 
  to future defenders or mulched into nutrients for the 
  burgeoning seed. 
  SUGGESTED HOOKS
  The recent activity in the Mount Welwood area 
  has drawn the attention of many powerful beings. 
  Incursions of dimension-spanning god-trees, the 
  escape of the achechari and ascension of Shaloth 
  to something even more powerful, as well as the 
  involvement of Hecate’s servant, Nava Sol, should stir 
  up more than enough trouble, both supernatural and 
  mundane. Various rumors, hooks and information 
  are detailed in Appendix R: Rumors, Aims and Plots. 
  Doubtless, judges can insert other hooks relevant 
  
  5
  to their campaign worlds. Also, depending on 
  the PCs actions and interactions with the various 
  factions under Mount Welwood, PCs may oppose or 
  champion various goals and plans there, as detailed in 
  relevant areas.  
  THE FEATHERED DRAGON 
  AND THE DYING GOD
  This area of the underworld has experienced a few 
  major changes: the sprouting of the god-seed's 
  roots and escape of the achechari have formed two 
  competing factions. 
  The PCs enter a situation that is fluid and extremely 
  dangerous if they choose to charge in with swords and 
  spells raised. Within these caverns lurk true threats 
  and potential allies, but neither is remarkably clear 
  at first blush. Any of the intelligent denizens found 
  here could be of aid. If the party is here to investigate 
  and/or destroy the god-seed, the assistance of these 
  potential allies could be paramount to success.
  THE SINKHOLE
  Halfway up the western face of Mount Welwood 
  within a sheltered valley lies a great sinkhole, about 
  300’ across. The hole at the bottom is just over 60’ 
  wide and drops another 90’ into a cave system. A 
  rope ladder, secured to heavy iron bars driven into 
  the rock, descends to the cavern floor. Additionally, a 
  small block and tackle, a disassembled frame of iron 
  bars, and 200’ of hemp rope are hidden in the brush 
  nearby. This is used by Sabella and her cultists (see 
  Area 6) to move heavier supplies into the cavern. 
  Characters who examine the sinkhole closely, and 
  especially dwarves, may notice the sockets where the 
  iron frame fits into the walls of the sinkhole.
  Area 1 – The Great Cavern 
  From the lichen and hummus covered mound of rubble, a 
  dark cavern stretches to the southeast. Bright ferns, small 
  trees and other plants cluster where the light from the 
  sinkhole opening above filters down. Thick green moss 
  hangs from the cave walls, dripping water into the living 
  cave. 
  The rope ladder ends on a 40’ tall mound of rubble 
  slick with plant life and detritus. A quick examination 
  reveals a safe path down to the main floor of the cave. 
  This trail seems to be well traveled by humans as 
  well as humanoid creatures with three bird-like toes 
  (DC 9 for those with the ability to track). Amongst 
  the hummus and plants are the corpses of various 
  animals that have fallen into the sinkhole, as well as 
  piles of dung thick with hair and crushed bones (from 
  the cave rays in Area 3). During the day, the cavern 
  is brightly lit from the western wall to about 100’ into 
  the cave system.  
  There is a 1 in 6 chance that 1d3 cultists from Area 6 
  are keeping watch on the entrance. If encountered, 
  they yell wildly and flee back to their camp. Only the 
  most devoted are given watch duty, and thus fight to 
  the death if detained. 
  Area 2 – The Dry Cave
  Cave formations jut from the floor and ceiling and seem 
  to pour from the walls. The eastern wall is draped with 
  sheets of cobwebs. Tufts of fur and bones can be seen here 
  and there tangled with leaves, branches and other flotsam. 
  Several piles of dry dung are scattered on the floor of the 
  cave.
  This room appears to be empty, however, 40’ up 
  the eastern wall, hidden by the cave ray webs is an 
  opening to their lair. This passage is 3’ tall, but 20’ 
  wide. The passage is all but undetectable unless the 
  webs are burned away. Climbing to this opening is 
  a DC 10 check – there are many potential holds, but 
  most are rounded or fragile.
  Tangled in the cobwebs near the floor is a copper ring 
  with the symbol of the achechari (a serpent-like insect 
  with feathered wings – 10 gp). This was dropped by 
  Sabella during one of her many trysts with Ulur (see 
  Areas 5 and 6).
  If the party makes excessive noise or remains in this 
  area for more than an hour, 1d4 cave rays enter from 
  Area 3 and attack. 
  Area 3 – Cave Ray Lair
  The cramped passage, also tangled with old cobwebs, widens 
  into a tall natural chamber. The floor of this chamber is 
  covered in a stinking mulch of wet dung crawling with 
  insects, worms and other vermin. Faint scraping and 
  squeaking can be heard from the ceiling, clustered with 
  stalactites. A patch of webs, 20’ up the northern wall 
  
  6
  amongst the cave formations seems to glow in the light. 
  Cave rays (8) cluster behind the webs. They are 
  attracted to light, though avoid attacking anyone 
  holding an open flame. Buried under the filth near 
  the eastern wall is the body of an adventurer. His 
  flesh has been stripped by cave rays and vermin, and 
  the skeleton’s leg is badly broken in several places. 
  The body lies on a small steel box in the remains of 
  a rotted leather backpack. The lock is rusted shut, 
  but the box contains 300 sp and a moldering letter 
  stating that the coins are final payment for a debt 
  from a merchant to a jeweler in a nearby city. Digging 
  through the muck requires a Fortitude save (DC 9) 
  or the victim suffers from a mild intestinal disorder 
  (incubates after 24 hours; 1 Stamina damage per day 
  that cannot be healed naturally until the disease is 
  cured). 
  Cave Ray (8): Init +4; Atk tail slash +4 melee (1d6) or 
  web line +6 ranged (see below); AC 16; HD 4d6; hp: 
  12 each; MV 15’ or fly 40’; Act 2d20 ; SP web line 60’, 
  implant egg; SV Ref +6, Fort +2, Will +2; AL N
  Cave rays are flying stingray-like creatures with 
  insectile legs and mandibles. Cave rays shoot a sticky 
  and very strong web line at their prey as they fly 
  over, attempting to entangle the victim. Typically, 
  the pod of rays selects one target to immobilize. Once 
  immobilized, the cave ray lands on the victim and 
  bites, injecting hundreds of eggs into the wound. 
  The webs are not flammable when initially extruded, 
  though the web line dries in 1d3+1 rounds and can 
  be burned away. NOTE: The cave ray nest is kept 
  continually damp and cannot be fired by mundane 
  means. Fire-based magical attacks do 1 die step lower 
  on the dice chain in damage. 
  Cave rays can also attack with their spiked tails, as a 
  flyby attack, though they rarely do so.  
  Web Line: The cave ray web line is incredibly strong 
  and sticky. Each cave ray shoots one line at a victim 
  up to 60’ away. With a successful attack, the victim 
  must make a Reflex save (DC 14) or become entangled 
  and immobilized. A Strength check (DC 10+1 per line 
  attached) in subsequent rounds may be attempted in 
  order to escape. 
  Implant Egg: The cave ray lands on an immobile 
  victim and bites for 1 hp of damage while injecting 
  hundreds of eggs in the wound. The victim must 
  make a Fortitude save (DC 12+1 per additional 
  implantation) to reject the eggs. Otherwise, the eggs 
  incubate for 3d6 hours, hatching larva which deal 1d6 
  hp damage per round, per implantation until the host 
  is dead. The larva then consume the corpse (and each 
  other) over the course of a few months while they 
  molt into full grown cave rays. One human corpse 
  produces up to 2 cave rays. The infestation may be 
  cured as a disease. 
  Area 4 – The Witch’s Chambers 
  NOTE: This passageway is guarded by Gakim, a 
  shadefire demon and Nava Sol’s familiar (described 
  below). It lurks in the shadows of cave formations 
  along the walls and ceiling. The demon does not 
  attack unless the secret door is discovered, and then 
  only if clearly superior to the foe. Otherwise, it uses its 
  abilities to silently and invisibly follow the party into 
  Nava’s lair, striking when most advantageous. 
  The secret door is concealed by an illusory wall 
  and cave formations (Will DC 18 to see through the 
  illusion), locked (DC 15 to open), and magically 
  alarmed (a loud, insect-like buzzing that continues for 
  1d4 rounds; This draws Nava to her lair within 1 turn, 
  if she’s absent and also alerts the tokar in Area 5.) The 
  alarm can be detected and disabled by a thief (DC 18). 
  These are the quarters of Nava Sol, a wizard that has 
  come at the behest of her patron Hecate to investigate 
  and keep tabs on the situation with the achechari. 
  There is only a 1 in 10 chance that she is in her 
  quarters at any given time, though she returns 1d12 
  hours after the characters arrive here. Nava spends 
  
  7
  most of the time invisibly spying on the cultists and 
  the rites at their makeshift temple to Shaloth (see 
  Areas 6 and 7a). 
  If encountered here, she does not attack unless 
  forced to – preferring to use her wiles, and spells (if 
  necessary) to enlist the characters to her cause. Nava is 
  a scheming and capricious creature, but pretends to be 
  a scholarly wizard eager to share her knowledge with 
  neophytes – especially female wizards and elves. If 
  need be, she enslaves male characters with her spells 
  and attempts to convert females to the cult of Hecate. 
  Her knowledge of the cultists and the tokar is near 
  complete – she can describe the rituals, knows the 
  origin and purpose of the achari, understands the 
  relationship between Sabella and Terek, the tokar 
  prophet, and has even spied on the trysting cult leader 
  and Ulur. She also knows about both the cave ray lair 
  (Area 3) and the Hidden Gallery, though she has not 
  ventured beyond the Crowded Chamber (Area 8). She 
  knows of both the tuegel and Daeroth (Areas 20 and 
  21) and the collectors (she has not ventured beyond 
  the Morass, Area 17). If the characters agree to spy on 
  and report on activities within the lower caves, she 
  provides any female wizards one of her spells. She is 
  just as likely to betray the party as make good on any 
  promises, however.
  4a) This hallway has white brick walls and a flag-
  stone floor. A Rune of Immobility (Will DC 20) is etched 
  into the face of the southern door (see the spell Runic 
  Alphabet, Mortal in the Core Rules). A pit trap drops 
  victims into a 30’ shaft ending in a cesspit 20’ deep. 
  The fall deals no damage, but exposure to this filth 
  requires characters to make a Fortitude save (DC 
  12) or suffer from a debilitating parasitic infestation 
  (Incubates within 48 hours; -1 Agility per day; cannot 
  be naturally healed). An immobilized character who 
  drops into the cesspit runs a real risk of drowning. 
   
  4b) This rich foyer and sitting room contains several 
  overstuffed chairs, a chessboard (golden queen chess 
  pieces – 50 gp each), a bookshelf containing 20 leather 
  bound books detailing the life of Zum the Ancient, a 
  crime solving philosopher (10 gp each), and a painting 
  of a bucolic garden party. If the painting is viewed 
  for longer than a round, all viewers must make a Will 
  save (DC 14). If successful, the scene in the painting 
  subtly changes to one of horrific demonic torture and 
  debauchery. The painting is worth 500 gp, but only to 
  very twisted buyers. 
  At a command from either Nava or Gakim, one of the 
  demons steps out of the painting and follows their 
  orders. If ordered to attack, the Flat Demon does so 
  until destroyed (see below). 
  4c) A long work table, bookshelf containing 2d10 
  alchemical reference works (80 gp each), and vari-
  ous jars, nets, bundles and other containers holding 
  various alchemical substances and spell components 
  (250gp), and a well of silver ink (100 gp) clutters this 
  room. Nava Sol’s spellbooks are stacked on the table 
  beside the perfectly preserved and dissected body of 
  an achari. The spellbooks have the Rune of Immobility 
  carved into their covers (Will DC 21).
  4d) The door to this chamber is locked. This cluttered 
  storage room holds trunks of clothing, stacks of 
  cleaning supplies, buckets, and the like. Stone shelves 
  along the east and west walls contain flasks of water 
  and preserved rations. In one of the trunks is a silver 
  dagger (50 gp).
  4e) This room contains a richly appointed bedroom 
  with a canopy bed and silken sheets (30 gp), a small 
  dining table,  a ceramic chamber pot decorated 
  with golden runes (50 gp, if cleaned), silver dishes 
  and flatware (150 gp), and a brazier with perfumed 
  charcoal. A closed iron maiden sits in the southeastern 
  corner. A zombie clad in a leather gladiator outfit and 
  matching hood is impaled within. It moans if the iron 
  
  8
  maiden is opened, but otherwise does not attack. 
  Gakim, Shadefire Demonic Familiar: Init +2; Atk 
  bite +4 melee (1d6+2) and breath weapon; AC 15; HD 
  3d6+2; hp: 18; MV 40’, climb 20’; Act 1d20 ; SP Breath 
  Weapon (3/day); Darkness (as per the spell; +4 Spell 
  Check), Half damage from non-magical weapons, 
  Immune to normal fire, half damage from magical fire; 
  SV Ref +5, Fort +5, Will +3; AL C
  Gakim appears as a shadowy hound-like creature 
  surrounded in billowing black flames. It is about the 
  size of a dire wolf with forelegs that resemble human 
  arms with clawed hands. Three times per day it can 
  emit a cone of irradiated heat (cone 10’ w x 30’ long; 
  Ref DC 13 or catch on fire; 2d6 damage +1d4 damage 
  per round for 1d3 rounds).
  Nava Sol, Witch of Hecate: Init +0; Atk poisoned 
  dagger +2 melee (1d4+poison); AC 10; HD 3d4+22; hp: 
  31; MV 30’; Act 1d20 ; SP Spells, Poison (DC 13 or 1d3 
  Strength damage per hour); SV Ref +1, Fort +2, Will 
  +4; AL C
  Spells (Spell Check +9): Charm Person, Spider Climb, 
  Runic Alphabet (Mortal), Find Familiar, Flaming Hands, 
  Invoke Patron (Hecate, Spell Check +11), Chill Touch 
  (Patron Spell, Spell Check +11), Invisibility.
  Nava is a young and quite beautiful witch who is 
  totally dedicated to the tenets of Hecate. When in 
  the throes of Hecate’s power, her beauty is terrible to 
  behold. 
  NOTE: The patron Hecate is detailed in Angels, 
  Daemons and Beings Between from Dragon’s Hoard 
  Publishing. The details of the Invoke Patron spell are 
  reproduced in Appendix M: Magic. 
  Flat Demon: Init +1; Atk slashing edges +6 melee 
  (1d8+2); AC 16; HD 2d12+2; hp: 20; MV 20’, fly 30’; 
  Act 1d20 ; SP Type I demon traits, immune to all 
  bludgeoning damage; SV Ref +6, Fort +4, Will +2; AL 
  C
  The flat demon is a two-dimensional animated 
  painting of a traditional demon (red-skinned 
  humanoid with hoofed feet, a barbed tail, and horns). 
  When it turns its side to combatants, the thing seems 
  to disappear. 
  Area 5 – Gathering of the Tokar
  The stink of unwashed bodies, mildew and smoke washes 
  out of this sunken natural cave. The southern niche is 
  crowded with tall mushrooms and other fungi, though 
  a path down to a pool of water can be seen. Sheets of 
  multicolored fungi cling to the walls and ceilings. 
  This cavern is home to Terek, a tokar seer, and his 
  clan. There are 5 other adult males, 3 females and 6 
  children in squalid conditions around smoldering 
  fire pits. The males and Terek are rarely all here 
  at the same time, as they keep vigil over Shaloth 
  in anticipation of a birth and transformation ritual 
  (see Area 7a). Roll a 1d6 when the party enters this 
  room, the result of which is the number of male tokar 
  present (Ulur is present on a 5; Terek is only present 
  on a roll of 6).
  Terek foretold the coming of Shaloth to his tribe and 
  of the eventual transformation of the tokar race and 
  ascension into powerful achechari god beings. The 
  prophet went into exile, along with his clan, and they 
  journeyed here following Terek’s reveries with the 
  dying achechari. He and his clan are fiercely devoted 
  to Shaloth, and though suspicious of strangers, are not 
  immediately hostile. They are allied with Sabella’s cult 
  at present, but choose to live apart. 
  Terek barely disguises his ambition to have one 
  of his tribesmen be the subject of the Ritual of the 
  Achari. Sabella has not yet allowed it, as she is unsure 
  whether the ritual would work with the tokar. If 
  somehow befriended, Terek urges his allies to either 
  convince the priestess to allow the ritual or to do away 
  with her completely.
  Terek’s most trusted warrior, Ulur, is currently 
  engaged in a secret affair with the priestess Sabella. 
  He knows of Terek’s ambitions and his visions of 
  
  9
  tokar ascendancy, but has not, as yet, betrayed this 
  information to Sabella. The massive tokar wields a 
  magical flint broadsword called Umber (see Appendix 
  M: Magic) and believes himself to be the first 
  ascendant described in Terek’s prophecies. 
  The clan has a chest full of treasure, looted from a 
  shrine encountered during their journey here. Within 
  the locked (DC 15) chest are a black velvet bag of 
  12 sapphires worth 1d3x100 gp each, 657 gp (in 
  various coins) and a leather case holding two potions 
  (Levitation: ½ normal duration and Poison: Fort DC 15 
  or lose 1d3 Agility and paralyzed for 1d10 turns). 
  Tokar Warriors (4): Init +2; Atk Great Spear +5 melee 
  or ranged (1d10+2); AC 16; HD 4d8+4; hp: 24 each; 
  MV 30’; Act 1d20 ; SV Ref +2, Fort +6, Will +3; AL N
  Ulur, Tokar Warchief: Init +6; Atk Umber, Flint 
  Broadsword +9 melee (2d4+4); AC 16; HD 6d8+4; hp: 
  34; MV 30’; Act 2d20 ; SV Ref +4, Fort +8, Will +3; AL 
  N
  Terek, Tokar Prophet: Init +4; Atk warhammer +5 
  melee (1d10+4); AC 16; HD 4d8+4; hp: 25; MV 30’; Act 
  1d20 ; SP Spells; SV Ref +1, Fort +6, Will +5; AL N
  Spells (Spell Check +5): Invoke Patron (Shaloth), 
  Blessing, Food of the Gods, Second Sight, Neutralize poison 
  or disease, Paralysis
  Tokar Females (3): Init +2; Atk Fists +5 melee (1d6+2); 
  AC 16; HD 4d8+4; hp: 24 each; MV 30’; Act 1d20 ; SV 
  Ref +2, Fort +6, Will +3; AL N
  Tokar are broad humanoids about 5’ tall with dead 
  grey skin and shaggy white hair on their heads. Fierce 
  warriors, tokar are only semi-intelligent (average 
  intelligence 5) and are rarely hostile unless provoked. 
  Females generally only fight to defend their young, 
  but are otherwise equal to the males. Terek is a rare 
  example of a very intelligent tokar (Intelligence 13). 
  Area 6 – Cultist Camp
  Clustered near the sloping shore of a dark underground 
  lake are rude shelters composed of skins, wattle and mud. 
  Several humans in ragged clothing crouch in groups 
  around smoldering fires or dim lamps. Among the groups 
  are a few large humanoids covered in glittering feathers. 
  These larger creatures have wide mandibles and iridescent 
  insect-like eyes. At the water’s edge are several canoes and 
  a wide wooden barge attached to a rope secured to the cave 
  wall with a complex pulley system. The other end of the 
  rope droops off into the water to the east. 
  There are 30 cultists to Shaloth as well as 20 achari. At 
  any given time, 1d10+10 of the cultists and 1d5+5 of 
  the achari are in the camp; the rest are in the Cathedral 
  (Area 7a). Sabella, the cult leader, is only rarely in the 
  camp (1 in 10 chance per day), spending most of her 
  time in reverie with her god Shaloth (Area 7a). 
  The cultists are devoted to Sabella and Shaloth, 
  though only a few know that they are destined for the 
  transformation ritual – which results in either death 
  or rebirth as an achari. The achari are near mindless 
  servants to the cultists, but are devoted to their 
  progenitor and Sabella, by proxy. At any given time, 
  there are also 2d4 “guests.” These are commoners and 
  others convinced to join the cult, but not necessarily 
  considered among the devoted. These newcomers are 
  confined to a hut until accepted as cultists, or until 
  Sabella needs them for her rituals (willing or not).
  The initial demeanor of the cultists is guarded, 
  however; they are not necessarily aggressive. If 
  somehow befriended, cultists divulge common 
  knowledge and possibly more (see Appendix 
  R: Rumors, Visions, and Plots). The achari are 
  uninterested at best, and treat any aggressive behavior 
  as a threat to their goddess. 
  Sabella is particularly keen on two things: Converts 
  to the cause and destroying any who would oppose 
  Shaloth (including Daeroth, his tuegel minions and 
  the god-seed’s servants). She, of course, knows almost 
  everything, but will only divulge information to 
  those bound to Shaloth and then only if necessary to 
  support her aims. She provides arcane assistance, as 
  well as bolstering the group’s ranks with cultists, to 
  any that convert to the cause (accept a Patron Bond 
  to Shaloth) and pledge to destroy the demi-god’s 
  enemies in the lower caves. Finally, Sabella is aware of 
  the ambitions and growing frustrations of Terek, the 
  tokar prophet, though she does not suspect treachery; 
  she is the paramour of one of Terek’s trusted warriors, 
  Ulur. The two tryst in an empty chamber (Area 2) 
  when the opportunity presents itself, typically after a 
  successful ritual.  
  Any captured party members are drugged (Fort DC 
  15 or incapacitated for 2d12 hours) and held in one of 
  the huts until the cult sacrifices them to the hatchlings 
  (Area 7) or Shaloth (Area 7a). 
  There are 12 canoes at the water’s edge. Each will hold 
  three human-sized occupants. The barge holds up to 
  12 human-sized occupants but requires one strong 
  puller per four occupants to get across the lake to 
  Area 7a.
  The cultists and camp are rather poor, but Sabella 
  keeps a locked chest in her quarters that contains 
  various golden and silver implements used in the 
  rituals; the Ritual of the Achari requires 1,000 gp of 
  material components. There is enough material to 
  fuel 2d3 rituals. When the necessary components 
  fall below 2,000 gp, Sabella sends out raiding and 
  conversion parties.
  
  10
  Cultists (30): Init -1; Atk dagger +0 melee (1d4), or 
  spear +0 melee or ranged (1d8); AC 10; HD 1d6; hp: 
  3 each ; MV 30’; Act 1d20 ; SV Ref -1, Fort +0, Will +0; 
  AL N
  Achari (20): Init +2; Atk Claws +4 melee (1d5); AC 14; 
  HD 2d8; hp: 9 each; MV 30’; Act 2d16 ; SP Shriek (1/
  day, Fort DC 12 or stunned); SV Ref +4, Fort +1, Will 
  +2; AL N
  The achari are humanoids, averaging 7’ tall, covered 
  in fine, translucent feathers made of chitin. They are 
  a strange combination of bird and insect (like their 
  “mother”) with three-toed feet, a scatter of insect-
  like eyes across their foreheads, clawed hands and 
  a strange mouth that is somewhere between a beak 
  and mandibles. They speak a degenerate form of 
  Common, but maintain a telepathic connection with 
  Shaloth. Though they can attack with weapons, they 
  most often strike with their formidable claws. 
  Sabella, Priestess to Shaloth: Init +1; Atk dagger +1 
  melee (1d4); AC 11; HD 4d6; hp: 16; MV 30’; Act 1d20 ; 
  SP Spells; SV Ref +1, Fort +2, Will +4; AL N
  Spells (Spell Check +6): Patron Bond (Shaloth), Invoke 
  Patron (Shaloth), Ritual of the Achari, Heat Ray (Flaming 
  Hands with the manifestation of an invisible wave of 
  super-heated air), Magic Shield, Ray of Enfeeblement, 
  Roar of the Achechari (Scare with the manifestation of a 
  partial transformation into an achechari)
  Sabella is an older woman with steel-grey hair done 
  up in a tight bun. Unlike her charges, she wears fine 
  robes stitched with golden runes (200 gp). 
  Area 7 – Great Spring
  Other than an occasional ring of ripples, this dark lake lies 
  still. The roar of an underground waterfall echoes nearby 
  from the south. 
  This fathomless pool flows over an 80’ tall cliff to Area 
  15. Navigating the lake is tricky in canoes or other 
  small craft. If skirting the northern wall, rowers must 
  make a Strength check (DC 5 – multiple rowers may 
  combine rolls) to keep the boat true. For every 10’ 
  closer to the waterfall, the DC increases by 1. Within 
  30’ of the waterfall, the total DC is 15. Within 20’, the 
  DC is 18. Inside 10’, the boat is automatically lost to 
  the falls. Roll 12d6 damage (just to be fair), but this 
  likely kills everyone in the boat, barring magical 
  protections and aides. 
  Crayfish, blind cave fish and long flat worms, ranging 
  in size from tiny to somewhat larger than a man, 
  inhabit the pool. Though not aggressive to boats, 
  larger specimens of crayfish and flatworms attack 
  anyone in the water. In addition, eight achechari 
  hatchlings swim through the murky water, preying 
  on or evading the other water creatures. The cultists 
  typically throw haunches of meat into the water to 
  forestall attacks by the hatchlings. Due to this practice, 
  2d4 of them crest when the barge or canoes move 
  through the water. Their demeanor is aggressive, but 
  not necessarily hostile to those in boats. Anyone in the 
  water, however, is considered food and may cause 
  them to attack passengers in the boats in their frenzy. 
  Achechari Hatchlings (8): Init +1; Atk foreclaws +2 
  melee (1d4); AC 13; HD 2d4; hp: 5 each; MV 20’, swim 
  50’, Fly 30’; Act 2d14; SP withering bite; SV Ref +2, 
  Fort +3, Will -1; AL N
  Withering Bite: When the achechari strikes with both 
  claws, it gets a free bite that deals 1 damage from its 
  mandibles and 2d4 damage from a withering, invisible 
  heat that emanates from the creature’s mouth.
  Achechari hatchlings are 5’ long insect-like creatures 
  that are amphibian. They typically attack by flying 
  out of the water on their beetle-like wings. Achechari 
  hatchlings can fly for about 60’ before having to land 
  or dive back below the water. 
  Large Crayfish (2d4): Init -1; Atk claws +3 melee (1d6); 
  AC 16; HD 3d8; hp: 15 each; MV 20’, swim 40’; Act 
  2d16; SP drag under; SV Ref -2, Fort +2, Will -3; AL N
  These white crayfish are 6’ long. With a successful 
  
  11
  hit, the crayfish attempts to drag prey underwater 
  (Strength versus a +4). Once drowned, the victim is 
  dismembered and eaten. 
  Large Flatworm (2d3): Init +2; Atk adhering mouth +2 
  melee (1d6); AC 10; HD 4d8; hp: 19; MV 10’, 20’ swim; 
  Act 1d20 ; SP adhering mouth, Entangling body; SV 
  Ref -2, Fort +4, Will -3; AL N
  These horrifying creatures are 6’-8’ long and attack by 
  biting, and then adhering to their victims (Strength 
  versus a +4 to rip the mouth free for 1d6 damage). 
  Once adhered, the creature wraps its flat glistening 
  body around the victim and drags him below 
  (Strength or Agility to disentangle versus a +5 – note 
  swimming victims may be at a distinct disadvantage). 
  Dealing more than 10 points of damage to a flatworm 
  causes it to disentangle and retreat.
  7a) The Cathedral
  Looking up from the rocky shore, you see a dark stone 
  escarpment. A narrow trail switches up the face of the 
  escarpment, presumably to the top. 
  The escarpment is 60’ tall. At the top is a large natural 
  cavern crowded with mounds of variegated and 
  phosphorescent moss and fungus. 
  If not encountered in the cultist or tokar camp, Sabella 
  and the tokar prophet Terek are attending their 
  achechari god. They are supported by the remainder 
  of the cultists and achari from Area 6 and any tokar 
  not encountered in Area 5. 
  If not in the midst of a transformation ritual, those 
  present are engaged in mundane tasks – cooking 
  meals, lounging, and the like. Sabella forbids anyone 
  not of the faith to view or participate in the ritual. All 
  present fight to the death to defend their god. 
  Shaloth, barely alive, is coiled in the northern alcove 
  (see below). Her clusters of multifaceted eyes appear 
  dull and dry, though the fearsome mandibles 
  occasionally open and close spasmodically. If 
  attacked, Shaloth rouses after 3 rounds. The achechari 
  cannot move and can only bite those within melee 
  range (a 30’ long, 180-degree arc in front of the bulk 
  of her body.) She uses her breath weapon every other 
  round while screaming in an eerie high-pitched voice. 
  Terek and Sabella, if absent, immediately detect their 
  goddess’ torment anywhere within the cave complex 
  and rush to aid her with a phalanx of followers.
  Shaloth, the Achechari god thing: Init -2; Atk bite +10 
  melee (4d6), or breath weapon ranged (see below); AC 
  24; HD 8d12+4; hp: 100 (currently 52); MV 0’; Act 4d20 
  (only within melee distance); SP +4 to saves versus 
  spells and magical effects, Immune to non-magical 
  attacks, breath weapon (scorching heat); SV Ref -4, 
  Fort +18, Will +16; AL N
  Shaloth is an 80’ long serpentine creature covered in 
  patches of iridescent chitin feathers. Her lower body 
  is that of a bloated white worm crawling with bright 
  green fibers that wave and quiver as if independent of 
  their host. The spiked and knobbed tail, though once 
  a powerful weapon, lies dormant. Her great tattered 
  wings, once resplendently feathered, spasm uselessly. 
  Though a quadruped, her rear legs are flaccid and 
  dead. Her forelegs stay folded under her bulk. The 
  creature’s head is insect-like, with clusters of dull 
  black eyes and a complex set of mandibles. In her 
  current state, the creature can only manage a sickly 
  mewling cry before blasting foes with a formidable 
  breath weapon. Foes that stray too close to her 
  mandibles find that they are still fast and lethal. 
  Breath Weapon: Shaloth can fire a 10’ wide by 60’ 
  long line of scorching heat 5/day. This attack deals 
  the achechari’s current hit points as fire damage to 
  all within the area of effect. Half of the damage is 
  avoided with a successful Reflex save (DC 18). The 
  attack is visible only as heat-distorted air.
  Every 3d10 days, the achechari god thing uncoils 
  with heart-wrenching screams and moans. The 
  wormy abdomen spasms and undulates for hours 
  before depositing an thick brown chitin egg, as tall 
  
  12
  as a halfling. If closely observed, the egg appears to 
  bulge and flex with the growing life inside. When this 
  momentous event occurs, Sabella and her minions, 
  along with Terek and his tokar, drag either a “guest” 
  or a carefully selected cultist into the cavern where 
  they conduct a day-long ritual (as described in 
  Appendix M: Magic). If successful, the victim merges 
  with the egg and in some number of days is reborn 
  as an achari. If the ritual fails, the victim dies within 
  the egg, and it is dumped into the lake. There is a 1 
  in 6 chance that the egg is still viable and hatches an 
  achechari larva in 1d12 months. The creature grows to 
  adulthood over a period of 300 years.
  Those that accept a bond with Shaloth find that the 
  crippled patron desires only to destroy the god-seed 
  on this realm and Akavala, the Ravenous Tree, in 
  every realm. 
  7b) The Hidden Stair
  Beyond the far western edge of the waterfall, hidden 
  among the stone draperies and glistening stalagmites 
  (Luck DC 18, if searching in the area; the path is 
  known to one or two of the cultists – see the Appendix 
  R), is a narrow and treacherous switchback path down 
  to the surface of the underground river. Moving along 
  the path requires an Agility check (DC 8) each turn. 
  The total length of the path is 340’, and characters can 
  only safely move 10’ per round. Increase the DC by 2 
  for each 10’ increase in speed, per round. If carrying 
  a canoe or other bulky object (especially in concert 
  with someone else), the DC is increased (DC 10 or 
  higher; Judge’s discretion). Complex operations, such 
  as lowering boats down, using ropes and the like are 
  sure to attract the attention of the cave fishers (see 
  Area 15a). 
  THE HIDDEN GALLERY
  Beyond the cave ray lair (Area 3) lies a wandering 
  limestone gallery, once another tributary of the 
  underground river. This passage not only provides a 
  back way to the chamber of the god-seed (area 18), but 
  also potentially reveals more about the true threat of 
  Akavala and her servants. 
  Area 8 – The Crowded Chamber
  The narrow passage opens into a chamber crowded 
  with cave formations and rubble.
  Area 9 – The Evolved
  NOTE: The passage to this chamber is 60’ up the wall. 
  The entrance is well hidden by cave formations (DC 
  20, with sufficient light, etc). 
  This damp, close chamber has a strange animal reek. Husks 
  of huge insect creatures lie strewn on the floor, some are the 
  desiccated bodies of very large beetles, while others appear to 
  be shed from some humanoid insect. Near the southern wall 
  is a small pool of water beside which sits a three foot tall 
  leathery egg. 
  An achari of distinctive intelligence and form lairs 
  here. Calling itself Uroth, the creature has molted 
  three times in the last month, growing vestigial wings 
  and a spiked tail. 
  Uroth has also found one of Shaloth’s eggs, which 
  it bathes in water that collects in a small pool in the 
  western niche. It most often lies curled around the egg 
  whispering in its strange language, a series of insect 
  clicks and buzzes. The creature defends the egg with 
  its life, but is otherwise not aggressive.
  Uroth has only a vague understanding of its 
  environment, though it often creeps down the cave 
  wall to hunt for cave beetles and other food. It is 
  aware of and avoids the cavern of the Undermind 
  (Area 10). The creature’s aims are difficult to 
  determine, but it ultimately seeks to destroy the god-
  seed. If given the impression that the party intends 
  the same, it becomes a henchman of the character with 
  the highest Personality score. Uroth is unique in that it 
  has no connection to Shaloth. 
  Uroth, evolving Achari: Init +2; Atk Claws +6 melee 
  (1d6+1); AC 14; HD 3d8; hp: 13; MV 30’, climb 20’; 
  Act 2d16 ; SP breath weapon (20’ long, 5’ wide line of 
  super-heated air – 4d4); SV Ref +4, Fort +4, Will +6; 
  AL N
  Area 10 – The Undermind
  The dull, wet smell of mold washes over you as the passage 
  widens into a large natural chamber carpeted with lichen, 
  fungi and molds, all glowing with an ethereal luminescence. 
  
  13
  Vaguely humanoid figures lumber through the hazy glow. 
  This is the realm of the Undermind, a vast fungal 
  collective intelligence. The creature _is_ the carpet 
  of fungus in this room and communicates through 
  ambulatory slime molds that it forms from its body. 
  The Undermind and its mindless servants are not 
  immediately hostile, though it extrudes 2d4 creatures 
  to forestall attacks. A single, 8’ tall humanoid mold 
  forms in the midst of the slime mold group to speak 
  for the Undermind. 
  The creature is both curious about the invaders 
  and eager to enlist aid against its new enemies, the 
  collectors from Area 18. Through a gasping, wet form 
  of Common, the Undermind questions the characters. 
  If it finds them worthy and they agree to fight its 
  enemies, the Undermind opens a path through to 
  Area 13. 
  The Undermind can direct the PCs to the fhyrians 
  (Area 12), describe the situation in Area 14, where its 
  twin fights a continual war against the collectors, and 
  provide its theories on the incursion’s source (Area 
  13). It knows little about its enemies, other than they 
  seem relentless in their inscrutable aims. 
  Should the characters attack the Undermind or 
  its servants, the creature attempts to drive off the 
  attackers, before resolving to destroy them if they 
  persist. Should the party reduce the Undermind to 
  ½ hit points, the sentient fungus calls waves of cave 
  beetles to its aid (2d4 per round).
  Slime Mold Guardians (2d4 per round): Init always 
  last; Atk Pseudopods +4 melee (1d8); AC 10; HD 2d10; 
  MV 20’, climb 20’; Act 2d16 ; SP Engulf ; SV Ref -4, 
  Fort +6, Will -4; AL N
  Though slow moving, slime mold guardians attack 
  with powerful pseudopods, attempting to surround 
  an opponent. Once the opponent is boxed in, one or 
  more of the slime mold guardians collapses onto the 
  opponent, engulfing him or her in a choking, semi-
  fluid substance. The victim takes 1d4 Stamina per 
  round until suffocated, though can escape with a 
  Reflex save (DC 8+1 per round). Slime mold guardians 
  are susceptible to both fire and alcohol, taking double 
  damage from the former and 1d6 points per pint of 
  the latter. Even mildly alcoholic liquids (such as ale) 
  deal damage. 
  The Undermind; Init always last; Atk Mental Blast 
  +12 (1d10 Intelligence damage); AC 10; HD 25d12; 
  hp: 176 MV 0’; Act 4d20; SP Mental Blast, Regenerate, 
  Control Beetles, Immunities, Slime Mold Guardians ; 
  SV Ref -8, Fort +16, Will +12; AL N
  The Undermind is immobile but is protected by its 
  formidable mind and slime mold “children.” When 
  threatened, it blasts opponents with a psionic wave 
  of excruciating pain that deals damage directly to 
  the victim’s Intelligence. Once reduced to 0 INT, the 
  victim becomes a servant of the Undermind and is 
  absorbed, then extruded as a slime mold guardian. 
  The Undermind regenerates 2d12 hit points per 
  round, and is immune to damage from fire, cold, 
  mundane weapons, poisons and diseases. The 
  creature can create 2d4 slime mold guardians per 
  round, however, it loses the ability to regenerate that 
  round. Additionally, the Undermind maintains a 
  symbiotic relationship with the cave beetles in Area 
  11. If necessary, it can call forth the beetles to defend 
  itself. 
  Area 11 – Meet the Beetles
  This chamber stinks of strange chemicals and the creaking 
  of many insect wings creates an unholy harmony. 
  There are 2d24 large beetles in this chamber at any 
  given time. The Undermind allows them to wander 
  its expanse, since their offal provides it much needed 
  nutrients. These beetles have no special traits, apart 
  from 100’ infravision and the traits common to all 
  giant beetles.
  Cave Beetles (2d24): (See Core Rules, page 397)
  
  14
  Area 12 – The Refugees
  This damp natural chamber appears to be empty. 
  However, it is not. In the eastern niche, four escaped 
  fhyrians hide and gather their strength. These tiger 
  women of Akavala’s realm were imprisoned within 
  the god-seed in an attempt to convert them into future 
  defenders of the Ravenous Tree in this realm. The 
  destruction caused by the achechari’s escape freed 
  them from their bondage, as well. After encountering 
  the Undermind, they sought refuge here to gather 
  their strength and figure out what to do next. 
  The fhyrians are unarmed, but have constructed 
  armor from the giant beetles they’ve killed. They are 
  defensive, but not immediately hostile. The creatures 
  speak only their native language, but if some way is 
  devised to communicate with them, they can tell the 
  party what to expect. Though they can be convinced 
  to join the party, it is difficult to convince them to 
  return to the god-seed unless it is made very clear that 
  the party intends to destroy it and free their sisters.
  Fhyrian (4); Init +2; Atk Claws +2 melee (1d3) Bite +2 
  melee (1d4); AC 15 (12); HD 1d8+2; hp: 7, 4, 4, 6; MV 
  40’; Act 2d16; SP Hide and Move Silently +6; SV Ref 
  +4, Fort +1, Will -1; AL L
  Fhyrians are tiger women. Fierce warriors, fhyrians 
  can use any weapon, though when unarmed they 
  use their claws and bite to defend themselves. Their 
  names sound like feral growls, but to those that 
  understand the language, their names translate to: She 
  Who Stalks the Evils, Hidden Death, Eyes of Fear and 
  Pain, and Terror of the Shattered Isles.
  Area 13 – Gallery of Horror
  This natural gallery overlooks an underground lake that is 
  illuminated by lurid green and pink light emitted by ropy 
  structures that float just under the surface of the water, 
  crawl up the sides of the cavern and encase a rock pillar 
  near the center of the lake. The reek of dead fish permeates 
  the area. 
  This gallery is unoccupied, though if characters are 
  not disciplined with their light and sound, there’s a 
  20% cumulative chance per round of drawing 1d4+2 
  collectors from area 18. Once attacked, an additional 
  1d4+1 collectors attacks every 1d5 rounds. Also note 
  that this opens a second front in the struggle between 
  the Undermind and the god-seed’s minions (see Area 
  14).
  Collectors of Akavala (1d4+2): Init +4; Atk Entangling 
  Tendrils +5 melee (Entangle); AC 17; HD 4d8+3; MV 
  30’, Climb 30’, Glide 30’; Act 2d20; SP Entangling 
  Tendrils, Constriction (1d3 Stamina); SV Ref +4, Fort 
  +1, Will -1; AL L
  Collectors are nearly amorphous bundles of fibrous, 
  plant-like material encased in rusty interlocking scales 
  of iron. The fibrous bundles, which are exposed as the 
  creature flexes and moves, are garishly colored and 
  luminescent. Collectors move quickly, both on the 
  ground and climbing, on these innumerable tendrils. 
  In addition, the creature can launch itself from a perch 
  and glide up to 60’, traveling at 30’ per round. 
  Collectors have one mission: Secure prisoners 
  that become either the future slave defenders of 
  or nutrients for the god-seed. Collectors attack by 
  separating their “arms” of fibers, entangling and 
  then constricting victims. Each successful strike by a 
  collector’s appendage requires a Reflex save (DC 14) 
  or the opponent is entangled and immobilized. Once 
  done, the collector begins constricting the victim, 
  dealing 1d3 Stamina damage per round. Each round 
  of constriction, the victim must make a Fort save 
  (DC 14), or fall unconscious. While still conscious, 
  the victim may attempt to break free with a Strength 
  check against the collector’s check (+5). There is a 
  25% chance that the collector continues to constrict an 
  unconscious victim until he or she is dead (meaning 
  the corpse is destined for “nutrient” processing). 
  Otherwise, the collector bears the unconscious victim 
  to one of the cells within the god-seed (See the Within 
  the Seed of the World Breaker section). 
  Note that clever PCs may choose to “play dead” to be 
  carried within the god-seed, but such characters run 
  the risk of being turned into nutrients instead!
  
  15
  Area 14 – The Hidden War
  A carpet of glowing molds and fungi extend into this 
  descending passage and to the edge of a thrashing pool. 
  Within the pool various oozes and slimes struggle with 
  what appear to be luridly glowing bundles of rope. 
  The minions of the Undermind fight with the 
  collectors of the godseed. The carpet of mold in the 
  passageway and cramped flooded chamber is co-
  sentient, but technically separate from the Undermind. 
  The creature extrudes 2d3 slime guardians per round 
  to fend off the attacks by the collectors. This prevents 
  it from regenerating, and it is slowly losing ground 
  against its foe. 
  The sentient mold and slime guardians have the 
  same statistics as those presented in Area 10. There 
  are 2d3+1 collectors involved in the fight and an 
  additional 1d3+1 arrives every other round.
  THE LOWER CAVE
  The lower cave was once a raging underground river 
  flowing from the southeast to the northwest. This 
  torrent burst from the mountainside turning into the 
  Veils, a waterfall that descends 500’ to the Roaring 
  River. Since the incursion of Akavala’s god-seed, 
  however, the river has been reduced to a shallow, 
  quick flowing channel. Though the god-seed’s roots 
  are tangled in a stinking morass at Area 17, the 
  collectors still roam the galleries, seeking to subjugate 
  future defenders or nutrients for their master. This has 
  all but driven the tuegel leechmen to a southern cave 
  system, where they spend their time in the service 
  of Daeroth, the achechari brother of Shaloth. Small 
  groups still move through the river channel and a 
  main branch of the river connecting the upper cave 
  system to the lower (Area 15). 
  Though the god-seed continues to grow its roots 
  toward a source of salt water, and its collectors 
  continue to search for both the achechari and other 
  future defenders (or nutrients), the entire system 
  is severely disabled. A total of 1d30+10 collectors 
  exist after the escape of Shaloth and Daeroth. The 
  seed’s system produces 1d10+4 per week. Against a 
  sustained assault, the seed is left vulnerable to even 
  moderately successful parties. 
  Area 15 – The River
  A murky and sluggish river flows away to the south. 
  The river is only navigable by boat (or a very strong 
  swimmer). The current is slow (10’ per round), though 
  canoes can be paddled at up to 20’ per round faster. 
  Any of the random encounters listed below can occur 
  here. 
  Area 15a – The Fishers
  Two cave fishers, large amphibians that are similar 
  to toads with thick claws used for climbing, are 
  positioned on this slightly submerged ledge. They 
  attack anything visible within range. 
  Cave Fisher (2): Init +3; Atk trapline +8 ranged 
  (adhesion), claws +5 melee (2d4); AC 17; HD 4d8+2; 
  hp: 21 each; MV 10’, swim 20’; Act 1d20; SP Adhesive 
  trap line (60’) ; SV Ref -2, Fort +4, Will -2; AL N
  Adhesive Trapline: When the cave fisher’s trap line 
  strikes a target, the line is adhered to the creature. The 
  fisher then “reels” in the line and victim at a rate of 
  15’ per round and then dismembers the victim with 
  its formidable claws. The victim can break free from 
  the line with an opposed Strength check (versus a +5 
  check from the cave fisher). The near invisible trapline 
  can also be severed (AC 18, hp: 10). Those trapped by 
  the line suffer a -4 to AC while engaged in melee with 
  the creature. The adhesive can be dissolved by liquids 
  with high alcohol content. 
  
  16
  Area 16 – Rapids
  It is quickly apparent that though this is a gentle slope 
  in the riverbed and may be navigable, crosscurrents and 
  protruding rocks look treacherous. 
  The upper spring flows into the main river channel 
  here. Those in canoes must make four successive 
  Reflex saves (DC 8+Check count) or capsize. Those 
  thrown into the water take an immediate 1d4 damage 
  from the collision and then must make a Fort save 
  (DC 10) to avoid being stunned and drowned. Swim 
  checks here are made at -2 due to the treacherous 
  conditions. After three rounds of swimming, the 
  character can find purchase on the southern bank of 
  the river channel. 
  Area 17 – The Morass
  The outflow of the river is choked with flotsam and stinks of 
  dead things. Tangled through the mass are root-like bundles 
  that glow in lurid green and pink, some of which climb a 
  short distance up the cave walls. 
  The neck of the underground spring that feeds the 
  river terminates here. The morass is shot through with 
  near invisible tendrils from the god-seed’s longest root 
  system. The water is navigable by boat, but anyone in 
  the water is immediately attacked by grasping fibers 
  of the root system (Fort DC 18 per round or slip into 
  unconsciousness). Anyone knocked unconscious 
  lies just above the water’s surface (supported by the 
  tangled fibers) until collectors arrive from Area 18 
  (2d4 collectors in 3d4 rounds). 
  Even if pulled into a boat or otherwise removed from 
  the water, the tendrils must be cut away from the 
  victim. Once done, a final Fort save (DC 10) must be 
  made, or the tendrils burrow into the victim’s body. 
  This does not have an immediate effect (see the In the 
  Seed of the Worldbreaker section). Note that anyone 
  touching the root system or its fronds are affected. If 
  a victim is rescued from the deadly embrace within 1 
  turn, the collectors do not arrive to investigate. 
  Area 18 – The Infested Lake
  This underground lake is illuminated by lurid green and 
  pink light emitted by ropy structures that float in a tangle 
  just under the surface of the water, crawl up the sides of the 
  cavern and encase a rock pillar near the center of the lake. 
  The reek of dead fish permeates the area. 
  The chamber, similar to Area 17, is a stinking morass 
  of flotsam and dead things. The walls glow faintly 
  with phosphorescent moss, while the huge natural 
  stone column (Area 18a) glows and pulses with a 
  bright pink light.
  The party has a 10% chance per turn of drawing the 
  attention of the collectors, which lurk on the island 
  and cling to the root-wrapped column at Area 18a. 
  However, due to their reduced numbers, only two 
  waves of 1d4+1 of the creatures attack, once the party 
  is detected. If these are defeated, any remaining 
  collectors retreat to within the god-seed to repel 
  RANDOM ENCOUNTERS
  Each hour, roll a 1d6. On a roll of 1, an encounter occurs. Note that only collectors are encountered in Areas 17 
  and 18. 
  2d6
  Encounter
  Notes
  2
  Collector
  2d3 collectors from the god-seed. Immobilized targets are taken back to Area 18 and 
  into the god-seed. 
  3
  Tuegel
  1d3 scouts that flee if discovered; next tuegel encounter is a warparty.
  4
  Cave Rays
  2d4; hunting.
  5
  Giant Flatworms
  1d3; Lurking in the water, though they can reach up to 30’ from the water’s edge. 
  6-7
  Large Crayfish
  2d3; In the water, or lurking along the cave wall. 
  8-9
  Cave Beetles
  2d4; hunting - See Core Rules page 397.
  10
  Tuegel
  2d4; Warparty. They fight to disable, bringing incapacitated characters to Area 20 
  and eventual sacrifice to Daeroth. 
  11
  Achechari 
  Hatchling
  A single hatchling has managed to escape from either Sabella or Daeroth. The crea-
  ture is ravenous and attacks immediately. 
  12
  Collector
  2d6 collectors from the god-seed. Half of them have victims secured (roll again on 
  this table ignoring results of 2 or 12 to determine their victims. 25% of victims are 
  dead)
  
  17
  continued assault. The collectors approach from the 
  ceiling and glide down to attack foes. 
  Passage across the small lake is difficult in a boat (and 
  impossible without it) – requiring 10 minutes of hard 
  rowing for every thirty or so feet of progress. After 
  an hour of such work, rowers must make a Fort save 
  (DC 10) to continue for another hour. Flying creatures 
  are not impeded, though see Area 18a for additional 
  impediments. 
  18a) Area of the God-seed
  A stone pillar rises from a stone platform a few feet 
  above the lake and stretches to the ceiling, lost in the 
  shadows overhead. The pillar is covered in  the god-
  seed’s roots that glow and pulse in lurid, pink light. 
  Sprouting from the roots are fronds like those that 
  infest the underground lake. The fronds are difficult 
  to see (DC 15) and reach 10’ away from the stone 
  column. Anyone touching the fronds are affected 
  as Area 17 above. Flying or climbing characters are 
  caught and held fast until the collectors arrive. 
  Unless alerted, 50% of the remaining collectors lurk 
  along the length of the pillar. If the fronds are not 
  touched, the creatures remain inert, appearing to 
  be composed of the same glowing pink and green 
  tendrils as the god-seed’s roots; however, if alerted, 
  the collectors fold themselves out of the tangled roots 
  and attack any living thing on the island in waves 
  of 2d3. These remaining collectors fight to the last to 
  defend the god-seed. 
  The only way into the god-seed is through one of the 
  root bulbs (there are three living bulbs, and one that 
  is ruptured). The root bulbs are black hemispherical 
  nodules that cling to the side of the stone column. 
  Sprouting from each are three thick roots composed 
  of bundles of neon pink or green fibers. The root bulbs 
  can be damaged (AC 10, hp 42 each; damaged by 
  slashing or piercing weapons only) by hacking off the 
  root sprouts and cutting into the bulb itself. If the bulb 
  is destroyed, the tendrils binding it relax, opening a 5’ 
  wide passage that leads up into the stone column and 
  terminates at the Root Chamber (Area 1; Within the 
  Seed of the Worldbreaker). Attacking the bulbs draw 
  waves of collectors as above. 
  18b) The Shattered Bulb
  This large, shattered bulb lies 10’ underwater behind 
  the stone column. Root fronds do not extend to this 
  area, but the bulb is difficult to find in the murk (DC 
  12). If the party can reach it, this 10’ wide passage is 
  composed of bundles of dying tendrils and leads up 
  to the Root Chamber (Area 1; Within the Seed of the 
  Worldbreaker). Entering this bulb does not attract 
  the collectors. This was the passage that Daeroth and 
  Shaloth cut through the god-seed to escape. 
  Area 19 – Tuegel Sentries 
  2d4 tuegel maintain a watch post here at all times. The 
  tuegel typically remain hidden under the water or in 
  the cave formations along the wall, keeping tabs on 
  strangers, while some of their number go to Area 20 
  to alert the tribe. There are 50 total tuegel in this area 
  of the cave (including Area 20 and 21), and though 
  many of them remain at the camp, they also roam this 
  portion of the river with impunity. 
  Tuegel, Leechman underworlders (50): Init +1; Atk 
  paralyzing claws +3 melee (1d6), bite +2 melee (1d4, 
  only when locked to foe); AC 13; HD 2d8+2; hp: 10 
  each; MV 20’, swim 50’, climb 20’; Act 2d16; SP Paraly-
  sis (Fort DC 13); SV Ref +1, Fort +4, Will +0; AL N 
   
  Paralyzing Claws: The tuegel’s spear-like claws 
  extrude from its chest when it attacks. When struck, 
  the claws inject a weak paralytic poison (Fort DC 10; 
  1d3 rounds) and the barbed claws remain stuck in 
  the wound. The hold can be broken with an opposed 
  Strength check (tuegel receive a +2 to the roll). If the 
  hold is not broken, the tuegel can inject paralytic poi-
  son every 1d3 rounds and deliver a painful bite (1d4) 
  each round. 
  Tuegel, standing about 4’ tall, and are humanoid from 
  the waist up with two sets of arms: one pair are small, 
  but have manipulators that can handle tools and such. 
  The second set are 4’ long, spear-like appendages 
  that retract into their chests, springing out when the 
  creature attacks. The lower half of the tuegel is a long, 
  worm-like body. Their faces, while vaguely human, 
  have large black eyes and a circular leech-like mouth 
  ridged with teeth. 
  
  18
  Area 20 – The Tuegel Camp
  The muddy natural passage opens to a large chamber 
  crowded with low mounds of mud. Small humanoid 
  creatures slide through the mud on their worm-like bellies. 
  The tuegel camp clusters at the base of an 80’ cliff. The 
  tuegel are immediately hostile to invaders, but they 
  might be convinced to assist a party that pledges to 
  take the fight to the god-seed in the name of Daeroth. 
  Regardless, they are difficult to communicate with, 
  even through magical means, imparting a -4 to 
  all Personality checks when dealing with them. If 
  achari or cultists to Shaloth accompany the party, 
  the leechmen cannot be reasoned with and attack 
  immediately.
  If somehow befriended, tuegel may reveal the 
  information below. If attacked, the tuegel defend 
  this cave and the passage to Area 21 with their lives. 
  Captured opponents are brought to Daeroth in Area 
  21. 
  If somehow befriended, the tuegel know the 
  following: 
  • Three priests and Daeroth are attempting to 
  magically enhance the larva of Shaloth into a 
  powerful army of achechari.
  • The river flows out of the mountain to a cliff that 
  drops hundreds of feet. 
  • Daeroth and Shaloth escaped from a prison. A 
  tuegel guide can lead the party to the morass 
  (Area 17) and describe the node from which the 
  two achechari escaped (Area 18a).
  Area 21 – The Achechari 
  This huge natural cavern smells of caged animal. A bone-
  shaking hiss shatters the silence as a massive serpent-like 
  creature unwinds from the shadows. Its gaping, insectoid 
  maw glows with an unholy green light. 
  Daeroth is not likely to reason with invaders. 
  Sacrifices are eaten without a second thought. If 
  brought here (somehow) as ambassadors, the creature 
  dully acknowledges the Common speech, though it 
  speaks through one of its three priests. The creature’s 
  only aim is domination of all that it encounters. If the 
  tuegel priests are convinced that the PCs will assault 
  the god-seed, they will convince Daeroth not to eat 
  the party. In addition, they will send 2d3 tuegel to 
  accompany the expedition. 
  If Daeroth is overwhelmed by the party, it flies at best 
  speed to Area 22 and out into the world. 
  There are 8 eggs here stolen from the achechari’s 
  “sister.” The priests and Daeroth attempt to accelerate 
  the growth cycle of the larva, as Daeroth believes itself 
  to be a king and god of its kind. One of the priests 
  
  19
  has devised a ritual that it believes calls upon the 
  collective gods of the underworld, however, this ritual 
  is completely ineffective. It holds a scroll that is all but 
  unintelligible, even with a Read Magic or similar spell.
  Piled in the back of hte cave is a mound of gold, silver 
  and platinum coins--the exact composition is left up 
  to the Judge but should total many thousands of gold 
  piece value in addition to artifacts of the achecari’s 
  attacks on the countryside. Also, the dismemembered 
  bodies of several Welwood area militia and sheep 
  are stacked almost ritually around the treasure pile. 
  These were victims of the watchtower attack and its 
  predation of the area’s sheep herds. 
  Daeroth, the Achechari: Init +8; Atk bite +10 melee 
  (3d6), or breath weapon ranged (see below); claws +10 
  melee (2d4); AC 20; HD 8d12; hp: 96; MV 50’; Fly 100’; 
  Act 3d20; SP +4 to saves versus spells and magical 
  effects, breath weapon (30’ line of scorching heat, DC 
  18); SV Ref +8, Fort +8, Will +8; AL C
  Over 40’ long, Daeroth is an odd combination of 
  insect, serpent and bird. Its wings, serpentine body 
  and four powerful legs are covered in iridescent 
  “feathers” that resemble insect wings. The head, while 
  vaguely serpent-like, is sprinkled with clusters of 
  insect-like eyes and a complex tangle of mandibles 
  clack and buzz when it attacks. Its short knobby tail is 
  ineffective as a weapon.  
   
  Breath Weapon: Daeroth can fire a 30’ long 5’ wide 
  line of scorching heat twice per day. This attack deals 
  damage equal to the achechari’s current hit points 
  to all within the area of effect. Half of the damage is 
  avoided with a successful Reflex save (DC 18). The 
  attack is only visible as heat-distorted air, though its 
  mouth glows with an intense green light before the 
  attack.
  Tuegel, Leechman priests (3): Init +1; Atk paralyzing 
  claws +3 melee (1d6), bite +2 melee (1d4, only when 
  locked to foe); AC 13; HD 2d8+2; hp: 13, 11, 15; MV 
  20’, swim 50’; Act 2d16; SP Paralysis (Fort DC 13), bite 
  (1d4) – only when locked to foe; SV Ref +1, Fort +4, 
  Will +0; AL N
  Spells (+3): Animal Summoning (cave beetles of 
  appropriate HD), Choking Cloud, Comprehend 
  Languages, Magic Missile
  Area 22 – The Falls
  The natural cavern widens considerably and natural 
  light can be seen emanating from the west. The faint 
  roar of a waterfall can also be heard. 
  The river channel deepens and quickens as it enters 
  this chamber. Characters in watercraft have 2 rounds 
  to successfully beach their canoes or be swept out of 
  the cavern and over the 500’ falls of the Veils. This 
  cave mouth may be entered from the outside, though 
  presumably only if the party has the ability to fly. 
  Scaling the cliff is nigh impossible. 
  WITHIN THE SEED OF 
  THE WORLD BREAKER
  Akavala’s seed is a complex environment thrown into 
  chaos by the escaping achechari.
  THE ENVIRONMENT
  The seed complex is composed of a tuber-like 
  structure that surrounds the core seed and a root 
  chamber that sits below the core. Each of these areas 
  are connected by tubal structures similar to elevators 
  – if an elevator were composed of bundles of plant-
  like fibers that contract around the passenger and 
  then undulate him or her to the next floor. Several of 
  these tubal elevators require a defender’s gemstone in 
  order to operate it. In these cases, each PC traveling 
  within the tubal elevator must hold the appropriate 
  gemstone. 
  The structures within the seed are composed of 
  bundles of plant-like fibers that glow either neon 
  green or pink. The light emitted allows PCs to see 
  without restriction, and in fact, does not interfere with 
  infravision. All of the structures resist weapon attacks, 
  fire, and other destructive means (AC 20, hp 60 per 10’ 
  section). Doors are particularly resistant, taking only 
  half damage from any successful weapon attack.
  Several doorways only open if touched with a black 
  iron core (from a collector), an onyx gemstone (from a 
  builder) or an iridescent gemstone (from a controller). 
  These doorways are described in the appropriate 
  sections. When touched, these apertures flex open 
  with a wet sucking sound. 
  THE DEFENDERS
  The seed’s native defenders are beings composed of 
  the same plant-like tendrils that make up much of its 
  structure. There are three types: collectors (described 
  previously), builders and controllers. 
  Builders of Akavala: Init +2; Atk Heat Ray +5 ranged 
  (2d6); AC 12; HD 5d8; MV 30’, Climb 30’, Glide 30’; 
  Act 2d20; SP; SV Ref +2, Fort +5, Will -1; AL L
  Similar to collectors, builders are amorphous bundles 
  of glowing plant-like fibers, however, they are 
  not covered in iron plates. The builders built the 
  structures that protect and feed the godseed and 
  house its future defenders. They also repair damage. 
  Builders fight only to defend themselves and do so 
  by emitting a heat ray 5’ wide and 10’ long. Anyone 
  within the area of effect takes the damage, though half 
  may be avoided by a successful Reflex save (DC 15). 
  
  20
  Builders are controlled by black onyx-like gemstones 
  embedded within their fibrous bodies. 
  Controllers of Akavala: Init +5 (each tendril rolls 
  separately); Atk Spiked Tendril +6 melee (1d6+2; 
  Special); AC 12 (tendril) 20 (core); HD 1d8 (each 
  – tendrils) 1d8 (core); MV 0’; Act 3d20; SP Mental 
  Assault, Regenerate 1 HD per turn; SV Ref +6, Fort +3, 
  Will +10; AL L
  A controller is a complex creature composed of a 
  core and spiked tendrils with which it attacks and 
  controls its victims. The attack tendrils are composed 
  of the same glowing plant-like material that makes 
  up the structures and other servants of the god-seed, 
  and each has a foot-long spike of hard chitin. The 
  core, which is hidden somewhere in the area that it 
  controls, is composed of thick black chitin covering 
  a brain-like structure. This structure encases an 
  iridescent gemstone. 
  Controllers initially appear to be nothing more 
  than their spiked tendrils which extrude from the 
  very structure of the god-seed. The controller can 
  manifest three such tendrils per round (each has 1 
  HD) and a total of six, which attack independently. 
  If a spiked tendril strikes a living creature, the 
  controller injects a cocktail of mind-altering chemicals 
  and simultaneously blasts the victim’s mind with 
  telepathic images. Both a Will and Fort save (DC 17) 
  must be passed. If failed, the victim loses 1 Personality 
  permanently, and is under the controller’s spell 
  (similar to a Charm Person spell result 14-17). The 
  controller then directs the victim to defend the god-
  seed. The effect lasts for 1d3 rounds after the spiked 
  tendril is removed from the subject. Victims reduced 
  to 0 Personality are permanent slaves to the god-seed 
  and the future aspect of Akavala.
  If six of its attack tendrils are destroyed, the controller 
  goes into a hibernation state. During this time, the 
  core frees any creatures under its direct control. Those 
  reduced to 0 Personality regenerate 1 Personality per 
  turn and become free-willed creatures again. The 
  controller’s attack tendrils regenerate at a rate of 1 per 
  turn.
  The core has no defenses, other than its hard covering 
  (AC 20). This covering is immune to bludgeoning 
  weapons. 
  Area 1 – The Root Chamber
  You stand within the remains of a shattered mound once 
  composed of plant-like tendrils, though these appear dark 
  and rotting. It and three other intact mounds stand in a 
  broad, roughly conical chamber. The walls and floor of this 
  chamber glow in stripes of neon pink and green. Along the 
  southern curve of the wall are three tubes, roughly 30’ in 
  diameter that rise from the floor to the ceiling of this 80’ 
  tall chamber. Two smaller tubes emerge from the roofs of 
  mounds across the room. To the north, a narrow aperture 
  appears to be covered in a translucent glass-like material. 
  Each of the intact mounds have similar doorways.
  Three rounds after the party arrives in this chamber, 
  three of the controller’s attack tendrils strike (hp: 8 
  each). The controller can attack anywhere in Areas 
  1-6. Its core is located in Area 2. 
  The PCs likely enter the chamber at the point marked 
  “a” on the map. The achechari destroyed the tubal 
  elevator and its mound chamber as they escaped. 
  The doorways to Areas 2 and 5 open simply by 
  touching the translucent covering. The doorway 
  to Area 3 opens when any of the core stones of the 
  god-seed’s defenders are touched to the translucent 
  covering. Area 4 only opens at the touch of an 
  iridescent controller stone. Attempting to hack 
  through the doorways draws 1d3 collectors per round, 
  which push through the walls and ceiling to attack. In 
  3d6 rounds, a group of three builders arrives to repair 
  the damage.
  Area 2 – The Guard Station
  The secret door can be located with a Luck check 
  (+3 penalty to the roll), but can only be opened with 
  an onyx gem of a builder or the black iron core of a 
  collector. The controller’s core (8 hp) can be located 
  
  21
  with a Luck check (+4 penalty to the roll), or an 
  Intelligence check (DC 20) if the PC knows about the 
  core and is specifically searching for it. 
  Area 3 – Access to the Generals
  The only feature within this flexible mound is a 20’ 
  diameter tube with a translucent aperture. Both the room 
  and the tube are dark. 
  The tubal elevator fails to function without a core 
  from one of the god-seed’s defenders. As before, 
  attempting to destroy the tube or its aperture draws 
  2d4 collectors per round. 
  Area 4 – Access to the Core
  Other than a narrow tube with a translucent aperture, this 
  flexible mound is empty and dark. 
  This tubal elevator leads to the seed core. An 
  iridescent gemstone from a controller opens and 
  operates the elevator, however, each person using the 
  elevator must have one of these gemstones. Note that 
  if this tubal elevator is destroyed, PCs will not be able 
  to access the seed core until builders complete repairs. 
  If they live that long. 
  Area 5 – Going Up
  The walls, ceiling and floor of this broad chamber are 
  composed of bundles of glowing tendrils. A 20’ diameter 
  tube stretches from the floor to the 30’ ceiling. A narrow, 
  translucent doorway is inset into the wall of the tube. 
  The doorway to this tube opens with a mere touch. 
  This tubal elevator once connected the three storage 
  tubers to the root chamber, but now it ends at the 
  first tuber (Area 8). Only one PC can enter the tube 
  at a time. Once entered, the bundles of fibers contract 
  around the character and undulate him or her up to 
  Area 8. 
  The secret door, similar to Area 2, can only be found 
  with a Luck check (+3 penalty to the roll). The door 
  opens with the onyx gemstone of a builder or the 
  black iron core of a collector. 
  Area 6 – Maintenance Cubby
  This narrow chamber contains a 10’ diameter tube that 
  disappears into the ceiling.
  This tube connects the three storage tubers to each 
  other, to the root chamber and is a primary pathway 
  for collectors and builders. Note that an onyx 
  gemstone from a builder or a collector’s iron core is 
  required for each character that attempts to use it. The 
  elevator stops at within hidden maintenance cubbies 
  (Area 7) on each level. 
  Area 7 – Maintenance Cubbies
  Like Area 6, these three cubbies on the three storage 
  tuber levels are hidden behind secret doors. Similarly, 
  an onyx gemstone from a builder or a collector’s iron 
  core are required to open the secret doors and to 
  operate the hidden elevators in each chamber. The 
  secret doors can be found with a Luck check at +3 
  to the roll. There is a 1 in 6 chance per turn that 2d4 
  collectors or 1d3 builders enter this cubby, destined 
  for other parts of the seed complex. 
  STORAGE TUBERS
  The storage tubers are tori surrounding the 
  containment chambers for the generals (Areas 11 and 
  12) and the seed core (Area 13). The only connections 
  between the tubers and the general’s chambers are 
  the secret tubal elevators (A). A general use tubal 
  elevator (B) once connected these three tori, but the 
  velox in Area 9 destroyed the elevator on that level, 
  thus cutting off its level and Area 10. 
  For every six turns spent in one of the Storage Tubers 
  there is a 1 in 6 chance of a random encounter. 
  2d5
  Encounter
  2 Controller
  3-4 Escaped Prisoner
  5 Builder (1)
  6 Collector (1d4+1)
  7 Builder (1)
  8-9 Escaped Prisoner
  10 Controller
  
  22
  PRISONERS
  After the escape of the achechari, general failures throughout the seed complex caused containment cells to 
  rupture, spilling prisoners into the hallways. Unless otherwise indicated, 50% of the time, any given prisoner is 
  a staunch defender of the god-seed. This table is also used to indicate prisoners held in cells. 
  2d10
  Escaped Prisoner
  Notes
  2
  Valru (2d3)
  Spider humanoids of Akavala’s realm; all are defenders of 
  the god-seed. 
  3
  Blade Beetles (1d6)
  All are defenders of the god-seed. 
  4
  Fhyria (2d3)
  Tiger women of Akavala’s realm. 
  5
  Hadra (1st level Thief)
  Seeking escape; never a defender of the god-seed.
  6
  0-level (1d4)
  Roll on the character creation table in the Core Rules. 
  7
  Fohric (1st level Warrior)
  Champion of Sabella and Shaloth; not a defender of the 
  god-seed
  8
  Fhyria (2d3)
  Tiger women of Akavala’s realm; all are defenders of the 
  god-seed. 
  9
  Maran (2nd level Cleric)
  Servant of Shaloth; not a defender of the god-seed
  10
  Ptero-men (2d4)
  All are defenders of the god-seed.
  11
  Regir (1d4)
  Slaves of the Chalix; none are defenders of the god-seed, 
  but are hostile to all living things
  12
  Thal (1)
  Ape scientists from Akavala’s realm
  13
  Crystal Spidermoth (1d3)
  Slaves of the Chalix; none are defenders of the god-seed, 
  but are hostile to all living things.
  14
  Tuegel (1d3)
  Leechmen
  NOTE: Unless they refuse to join the party, named NPCs are only encountered once. 
  Valru: Init +3; Atk Claws +5 melee (1d6); AC 14; HD 
  3d8; MV 30’, Climb 20’; Act 2d20; SP; SV Ref +4, Fort 
  +1, Will +2; AL N
  Valru are twisted spider-humanoids that are fiercely 
  devoted to Akavala in its home realm. Hunched 7’ tall 
  creatures, valru move around on either two or four 
  legs. 
  Their main set of arms can use tools and the like, 
  though they often use them as a second set of legs. 
  Two long, hinged appendages protrude from their 
  backs. The claws on these “arms” help the creature 
  climb, as well as defend itself. 
  
  23
  Blade Beetles: Init +2; Atk Blade arms +2 melee (1d4); 
  AC 17; HD 1d8+1; MV 30’; Act 2d16; SP Carapace 
  turns bladed weapons, susceptible to magical attacks; 
  SV Ref +1, Fort +4, Will +1; AL N 
  Blade beetles are beetle creatures with a humanoid 
  torso. They move on six legs, but attack with sinuous 
  segmented arms that end in curved hooks. Believed to 
  have been captured on another world, blade beetles 
  worship an otherworldly entity called the Nazhghad. 
  All blade beetles encountered here are slaves to the 
  god-seed, however. A blade beetle’s carapace is 
  particularly resistant to edged and piercing weapons, 
  taking only half damage from such attacks. However, 
  the creatures are susceptible to magical attacks and 
  effects, suffering a -4 to all saves versus magic and 
  taking double damage, when applicable. 
  Hadra (1st-level Thief)
  Hadra is a small, dark woman with an oddly ridged 
  face. She wears a tight-fitting leather jumpsuit (leather 
  armor equivalent) and a wide-brimmed leather hat. 
  She fights with a set of silver bladed knives that, 
  when thrown, deliver a painful electrical shock with 
  a successful hit (1d4 damage from the knife and 1d4 
  damage from the shock; Each of her 10 knives has 3 
  charges). Hadra was taken from an orbital station near 
  a world she calls Urzin. 
  Fohric (1st level Warrior)
  Once the lover of Sabella, the cult leader and devotee 
  to Shaloth, Fohric was taken when he led a scouting 
  mission into the morass of the godseed’s roots. Eager 
  to find a way out, he will join any party that has that 
  same aim. Clad in a breastplate and carrying a shield, 
  Fohric found one of the thal’s spikes (see below) and 
  has worked out the method of its use. 
  Maran (2nd level Cleric)
  Maran, another devotee of Shaloth, was taken with 
  Fohric and several peasant cultists. She seeks not 
  escape but revenge for the death of her lover at the 
  hands of the collectors. Unarmored, she uses a thick 
  thighbone (mace equivalent) in combat and will assist 
  any party willing to take the fight to the god-seed. 
  
  24
  Ptero-men: Init +1; Atk Bite +5 melee (1d6+1) or 
  Dropped stone +2 ranged (1d4 per 10’ dropped); AC 
  12; HD 4d8+4; MV 20’, Fly 60’; Act 1d20; SP; SV Ref 
  +0, Fort +2, Will +4; AL L
  Staunch defenders of Akavala within her realm, ptero-
  men are short humanoid pteranodons with slashing 
  beaks and leathery wings. Their arms and hands are 
  part of their wing structure, so they can do little more 
  than drop things on opponents while in flight. 
  Regir: Init +4; Atk Crystalline tentacle +6 melee 
  (1d6+2); AC 15; HD 6d8+2; MV 30’; Act 2d20; SP 
  Constricting tentacles; SV Ref +2, Fort +8, Will +4; AL 
  L
  Thick dwarf-like humanoids, a regir’s body is 
  combination of flesh and a kind of living crystal. The 
  creature can extrude supple crystalline appendages 
  to defend itself, climb and perform other tasks. 
  Once a crystalline tentacle strikes an opponent, it 
  automatically wraps around the victim (Reflex DC 
  8+damage to avoid). Once trapped, the victim is 
  dealt damage each round unless he or she can beat an 
  opposed Strength check (regir have a +4 to the check). 
  Regir are the slaves of the chalix, a race of super-
  intelligent sorcerers that track the pieces of a great 
  stone god through the multiverse. The chalix will be 
  detailed in a future adventure. 
  
  25
  Thal: Init +1; Atk By weapon +2 melee (see below) or 
  psionic spike +4 ranged (see below); AC 12; HD 4d4; 
  MV 30’; Act 1d20; SP Psionics; SV Ref +2, Fort +2, Will 
  +6; AL L
  Native of Akavala’s realm, thal are super-intelligent 
  ape-like humanoids that create living machines. They 
  are naturally opposed to the Ravenous Tree, being 
  one of the few sentient creatures within that realm 
  not under Akavala’s control. Thal are encountered 
  singly and each has a different living machine that it 
  has managed to keep with it during its imprisonment. 
  Thal are generally friendly to those that oppose the 
  godseed and Akavala, though some have succumbed 
  to the god-seed’s control.
  Thal attack with their living machines or with a 
  psionic spike. The psionic spike attacks the victim’s 
  mind directly and are made against an opponent’s 
  Intelligence or Personality score, rather than Armor 
  Class. Not normally war-like, thals typically use their 
  psionic spike to knock opponents unconscious. 
  PSIONIC SPIKE ATTACK MODES
  Each effect lasts for 1d6 rounds, with the exception of Coreburn, which is temporary ability damage that may 
  be naturally healed.  The Effect column entry is otherwise as the spell of the same name.
  Attack
  Effect
  Additional Effects
  Neural Disruption
  Paralysis
  Fort DC 12 or physical checks -2 for 1d4 days
  Mesmerizing Eye
  Confusion
  Will DC 13 or restless sleep 2d3 days
  Prism of the Mind
  Blindness
  Fort DC 14 or color blind and infravision does not function 
  for 3d4 days 
  Transcendental Journey
  Sleep
  Character receives a specific insight (Judge’s discretion)
  Coreburn
  1d3 Intelligence 
  damage
  Healed naturally; Will save (DC 8+damage) or lose 1d3 spells
  
  26
  1d6
  Device
  Notes
  1
  CHUD
  A hand-sized insect creature that emits a steady series of buzzes as it de-
  tects living things within a certain range. 
  2
  Spike
  A crustacean that fits over the forearm. The thing has a 3’ long chitin spike 
  that is used as a piercing short sword. The spike injects a painful venom 
  into its victim with a successful strike and mental command. 
  3
  Shiv
  A small crustacean that fits over the hand. The thing has a 1’ long chitin 
  spike that is used like a piercing dagger. With a mental command, the shiv 
  injects a painful venom into the victim on a successful hit. 
  4
  Black goggles
  Drops of a dull black liquid that are placed in the eyes. The substance 
  hardens over the eyes in 2 rounds and provides the wearer with infravi-
  sion (60’) for 2d4 turns. Black goggles also ward the user against gaze 
  attacks, bright lights, and other attacks that target the eyes. 
  5
  Squiggly
  A semi-intelligent, translucent ooze that fits over the forearm. With suc-
  cessful mental control, it fires a bolt of hot plasma at the range of a short 
  bow. 
  6
  Handtool
  A crustacean that fits over the hand. The creature can be mentally con-
  trolled to use its many legs as fine tools (Thieves tools; +2 to checks)
  Crystal Spidermoths: Init +3; Atk Proboscis +4 melee 
  (1; Poison); AC 13; HD 3d6; MV 20’, Fly 40’; Act 1d20; 
  SP Crystalline poison (Fort DC 13); SV Ref +4, Fort +1, 
  Will +2; AL L
  Servants of the chalix, crystal spidermoths are actually 
  multi-legged constructs composed of living crystal. 
  Though they can move on the ground, they typically 
  fight on the wing. Their proboscis can attack up to 10 
  feet away and inject a specialize poison that petrifies 
  the victim into a crystalline statue for 1d3 days. 
  During this time, the victim is slowly transformed into 
  a regir. Crystal spidermoths are near mindless and 
  attack anything that they can perceive. 
  Area 8 – Nutrient Storage
  This dark curving hallway is lined on both sides with 
  cells framed by translucent doorways similar to those 
  seen earlier. Some are large, stretching up to 30’ along 
  the wall, while others are smaller. Though bundles of 
  fibers pulse and glow throughout the hallway, many 
  areas are dark and at least one of the larger chambers 
  appears to have ruptured.
  NOTE: There are no random encounters on this level. 
  None of the apertures in this hallway are designed 
  to open, but they are easy to rupture (hp 4, AC 10). 
  Attempting to break a chamber draws 1d3 collectors 
  per round. Other than the ruptured chamber, each 
  of these units is tightly packed with a chalky white 
  substance. The substance is composed of concentrated 
  nutrients used by the seed once it sprouts. The 
  substance can be eaten by any living creature – a mere 
  ounce is enough for a daily ration – however, anyone 
  that consumes the substance suffers a -2 penalty 
  against mental attacks from a controller. 
  Victims captured by the collectors and destined for 
  the nutrient cells are brought to this level, however, 
  as described below, the velox attacks anything that 
  enters this area. 
  Within 1d3 rounds after entering the hallway, the 
  velox makes its presence known. The creature is half 
  mad from the attention of the controllers and attacks 
  anything it sees. 
  Thal Machines
  The living machines in the following table are further detailed in Appendix M: Magic. 
  
  27
  Velox: Init +4; Atk bite +6 melee (1d8); AC 15; HD 
  5d8; hp: 25; MV 50’; Act 1d20; SP Rake (2d4); SV Ref 
  +4, Fort +1, Will +2; AL L 
  Velox are humanoid saurial creatures about 8’ tall 
  with bright, colorful feathers. They attack by biting, 
  and on a successful hit, rake with their claws at the 
  same attack bonus. The creatures originate from 
  Akavala’s realm, where they serve as scouts for 
  the saurial race found there. Though they can use 
  weapons, this velox is not in a state to do so. 
  8a) The Ruptured Chamber
  This chamber once held the velox, and a controller 
  still lurks here. Its grasping tendrils lash out at the 
  first living creature to enter the ruptured chamber. If 
  more than one creature attacks the controller, it calls 
  for collectors (2d4). They arrive in 1d6+1 rounds. The 
  controller’s core is located in the next cell, but the 
  nutrient chalk must be shoveled out of the way in 
  order to get to it. 
  Controller: hp: 8 (Core), 5 each (6 attack tendrils)
  Area 9 – Guardians
  This level houses future defenders of Akavala on 
  this realm and is relatively intact, though a few of 
  the smaller chambers are ruptured. As with any 
  destructive action taken within the god-seed, breaking 
  open a guardian chamber draws 2d4 collectors in 
  1d6+1 rounds. The controller on this level has been 
  defeated (many times) by Gyrwallion (see Area 9a), 
  yet it continually regenerates. Currently the controller 
  has regenerated three spiked tentacles but continues 
  to regenerate one per turn while the characters are 
  here. Its core is embedded in the wall of the large 
  ruptured chamber across from the ruined tubal 
  elevator.
  Controller: hp: 8 (Core), 5 each (3 attack tendrils)
  When the PCs break open a chamber, roll on or select 
  from the Random Encounter table at the beginning of 
  this section. The exceptions are detailed below. 
  9a) Gyrwallion 
  This chamber is broken open and occupied by an 
  aged blind man in a loin cloth floating 3’ above the 
  floor. His bushy black beard tumbles down his chest, 
  though he is otherwise bald and his eyes are wide and 
  white. The structure of his arms and legs seems to 
  have melted away, leaving husks of skin in their place. 
  This is Gyrwallion, a dimensional traveler and wizard 
  of some power that was entrapped by Akavala. The 
  man communicates telepathically with the first person 
  that tries to speak with him (and will only speak to 
  that person on subsequent conversations). Trapped 
  in the god-seed for millennia, his continual mental 
  
  28
  fight with the controller caused his physical body to 
  begin to melt away. He knows much about the god-
  seed, having fought the controller for so long. Though 
  Gyrwallion’s mind is broken (and thus his formidable 
  magical knowledge has been lost), he can still levitate 
  up to 10’ above the floor and move 20’ per round. 
  He knows that the controllers have iridescent stones 
  at their core, but does not know their use. He is also 
  aware that the seed can only be destroyed at its core, 
  though he does not know the way in. 
  Gyrwallion: Init -2; Atk None; AC 10; HD 12d4; hp 30; 
  MV 0’, Fly 20’; Act None; SP Telepathy; SV Ref -2, Fort 
  -2, Will +15; AL N
  9b) Umat 
  This closed chamber holds a transparent, spherical 
  creature, about 3’ diameter with a glowing amber 
  gemstone at its core. This is Umat, one of a race of 
  intelligent hyperspatial oozes dedicated to Effer, 
  the Ooze Lord. The creature speaks a droning 
  unintelligible language (without magical aid), but 
  if conversed with, will join the party for 500 gp of 
  gemstones, which it absorbs and digests over the 
  next few days. The controller has been unable to find 
  Umat’s “mind,” thus it has been stuck in this chamber 
  for a millennia. If asked, Umat merely mentions that 
  its stay here has been inconvenient. 
  Umat: Init +0; Atk Blaze Light (2d4 + Blindness); AC 
  14; HD 6d6; HP 24; MV 30’, Climb 30’; Act 1d20; SP; 
  SV Ref -2, Fort +1, Will +7; AL N
  Umat moves by rolling. Its semi-adhesive body also 
  allows it to move along sheer surfaces, including walls 
  and ceilings, at its normal pace. When attacking, Umat 
  emits a blazing light focused on one target. This attack 
  deals 2d4 fire damage (Reflex DC 8+total damage for 
  half). Creatures with eyes, that fail the saving throw, 
  are permanently blinded (their eyes are literally boiled 
  in their heads). Umat can only fire his blaze light once 
  per turn. 
  9c) The Velox
  Several velox (see Area 8) are crowded into this 
  chamber. These creatures are dedicated to the god-
  seed and attack immediately. 
  Velox (4): HP 20, 24, 15, 18
  Area 10 – Chaos
  This level is dark and fetid. Pools of ichor (melted 
  god-seed tendrils and defenders) dot the hallway. 
  Other than a platoon of blade beetles and the 
  dreamtaker (described below), nothing else lives here. 
  The tendrils of this level are dying, yet the structure 
  is still sound. The collectors and builders cannot 
  access this level except through the secret elevator, 
  though they currently avoid this level and will not 
  respond to attacks against the remaining viable cells. 
  The controller on this level is utterly destroyed. Its 
  iridescent stone is still within its shattered core in the 
  ruptured chamber where the dreamtaker lurks (Area 
  10b). Unbroken cells only have a 1 in 10 chance of 
  housing a prisoner (see Prisoners table); otherwise, 
  the cell contains foul smelling goop.  
  10a) Blade Beetles 
  A platoon of blade beetles cowers here, having lost 
  many of their number to the dreamtaker in Area 10b. 
  They attack the PCs when detected but flee if the 
  dreamtaker comes out of its cell. 
  Blade Beetles (13): HP 3x2, 2x2, 4x4, 7x3, 5, 8
  10b) Dreamtaker 
  A hyperspatial ooze similar to Umat, the dreamtaker 
  appears as a near transparent sheet of diaphanous 
  material that floats through the air. When attacking, it 
  “sings” a melodic tune that draws prey into its acidic 
  embrace. The dreamtaker is otherwise mindless. 
  Dreamtaker: Init +0; Atk Acidic Embrace (2d3 per 
  round); AC 16; HD 8d8; HP 46; MV Fly 20’; Act 1d20; 
  SP Dreamsong, 20% miss chance; SV Ref -2, Fort +4, 
  Will +10; AL N
  Due to its near transparent structure, successful 
  attacks have a 20% chance to miss the dreamtaker.
  
  29
  The dreamtaker selects a victim at random and 
  broadcasts a melodic tune into the creature’s mind. On 
  a failed save (Will DC 18), the dreamtaker becomes the 
  most beautiful creature the victim has ever seen. The 
  victim moves at half speed toward the dreamtaker, 
  until the creature envelops the victim. The charm 
  effect lasts for 1d8+1 rounds or until the victim takes 
  damage. Each time the victim is damage, he or she 
  may make a subsequent saving throw. Escaping the 
  acidic embrace of a dreamtaker requires an opposed 
  Agility or Strength check. The creature receives a 
  +3 to the opposed roll. If a victim is embraced in the 
  dreamtaker, all successful attacks against the creature 
  deal half damage to the victim. 
  Area 11 – Devastation
  This large, ovoid chamber contains two huge mound 
  structures. Each of these are torn open, as is the large tubal 
  elevator between them.
  Every 4 turns, there is a 1 in 6 chance that a group of 
  2d4 collectors arrives escorting 1d3+1 builders. Only 
  one such group will be encountered. The controller on 
  this level has been destroyed. The iridescent stone that 
  was once at its core is missing. 
  In the back of the eastern mound, lying under a 
  carefully stacked pile of achechari feathers is a young 
  achechari. This creature (it did not receive a name) is a 
  child of Shaloth. Since the controller on this level was 
  destroyed, the creature has not come to the attention 
  of the god-seed’s defenders but is weak from hunger.
  The achechari’s initial reaction to the party is 
  defensive – flaring its feathers and hissing. If attacked, 
  it uses its breath weapon to put its opponents to sleep 
  and then attempts to use its invisibility power. The 
  creature bonds to the first character to feed it. The 
  achechari has rudimentary language skills – but only 
  in its native language and speaks only if fed. 
  Achechari (young): Init +2; Atk Claw +3 melee (1d2) 
  or withering bite +3 melee (1d4+1d4 heat) AC 12; HD 
  2d12; HP 4 (8); MV 30’, Fly 60’; Act 1d20; SP Breath 
  weapon, Invisibility; SV Ref +3, Fort +3, Will +3; AL N
  Already over 10’ long, this young achechari is 
  destined to be a powerful representative of its race. It 
  defends itself with a withering bite, which deals 1d4 
  damage plus another 1d4 from an intense internal 
  heat. Its breath weapon is a cloud of scorching gas 
  covering a 20’ radius area and can be centered up to 
  60’ away from the creature. This gas deals 2d4 fire 
  damage (Reflex DC 12 for half damage) and causes 
  each creature within the cloud to make a Fort save 
  (DC 13+damage dealt) or fall into a catatonic sleep. 
  The creature can also become invisible, as per the spell 
  Invisibility. Both its breath weapon and invisibility 
  power requires a Spell Check (+4).
  Area 12 – The Generals
  This large, ovoid chamber contains two huge, intact mound 
  structures with 20’ diameter apertures each sealed with 
  a hard translucent material. The one on the right appears 
  dark, but the one on the left glows with a reddish light. 
  The controller on this level has been destroyed. Its 
  iridescent gemstone is intact in the ruptured core. 
  The dark mound contained three huge blade beetles 
  that were destined to lead their lesser cousins in 
  the defense of the Akavala aspect on this world. 
  Unfortunately, the destruction wrought by the 
  achechari killed the controller and thus them. The 
  entire cell is filled with an acidic slurry of creature 
  remains. The chamber door can only be opened with 
  a controller’s iridescent gemstone. Once opened, the 
  slurry floods dealing 2d12 damage to anyone in a 
  20’ long, 40’ wide arc in front of the doorway. The 
  foul ichor continues to deal 1d12 damage per round 
  for 1d4 rounds or until washed off with a significant 
  quantity of water. The danger can be detected as a 
  trap. 
  The glowing mound holds a ruby serpent, huge 
  creatures bred on a jungle world far away to serve as 
  mounts for the giant inhabitants there. The door can 
  be opened with an iridescent gemstone, prompting 
  the ruby serpent to immediately attack. 
  
  30
  Ruby Serpent: Init +6; Atk Bite +12 (2d6+4); AC 21; 
  HD 9d12; hp 72; MV 60’; Act 2d20; SP Swallow whole; 
  SV Ref +9, Fort +9, Will +4; AL N
  The ruby serpent is a blind snake-like creature, 60’ 
  long, composed of a living mineral similar to red 
  corundum. The creature bites with its jagged, stoney 
  teeth and attempts to swallow its victim whole. On 
  a successful bite, the victim must make a Reflex save 
  (DC 8+damage) or be swallowed. The grinding action 
  of the creature’s digestive system deals 3d6 damage 
  per round. Characters with a short weapon in hand 
  can deal automatic weapon damage to the creature 
  each round while inside its gullet. 
  Area 13 – The Seed Core
  You stand at the bottom of a chamber that resembles a 
  bell jar. Hovering near the top, 60’ above your heads, is 
  an uncut iridescent gemstone the size of a horse. It slowly 
  revolves, lights reflecting from the rough facets and clusters 
  of quartz-like stone around its base. 
  The seed core is the soul of the god-seed, a sliver 
  of Akavala itself. However, in its nascent state it 
  is occluded from its perceptions of this world. In 
  an ethereal voice, the seed attempts to discern the 
  PCs intentions and tries to convince them to enter 
  its service, focusing on those that hold iridescent 
  gemstones. Perhaps it tells a glowing version of the 
  tale of Akavala or describes the glory of the coming 
  growth of the Ravenous Tree’s seed on this realm. 
  Should characters wish to enter the god-seed’s service, 
  it extrudes crystalline versions of the controller’s 
  spiked tentacles, inserts them into willing characters’ 
  brainstems and casts Patron Bond (+12 to the roll). 
  Perceptive PCs determine that the god-seed is 
  connected to the walls and ceiling by eight single 
  tendrils, sending instructions to its servants and 
  receiving information. Though not a simple matter, 
  the god-seed can be killed by destroying these vital 
  links. Area affect damage of 10 points or higher does 
  the trick. Otherwise, each of the tendrils must be 
  slashed (automatic if within melee range) or hit with a 
  missile weapon (AC 20). The seed core is not without 
  its defenses. Once it perceives an attack, it fires 1d4 
  rays of energy each round (+6 ranged, 4d6 damage). 
  Once the links are severed, the gemstone darkens, 
  cracks and then collapses. A ball of pure void hovers 
  where the gemstone once hung, but before the PCs 
  can react, it expands, or perhaps they shrink, and they 
  find themselves in a different place.
  Judges may have a locale picked out on this world or 
  another. If the connected adventure is intended in the 
  future, use the Optional Epilogue. 
  
  31
  OPTIONAL EPILOGUE
  The party stands on a bare stone promontory rising above a small rocky island. Ringing the hill are waving fronds of 
  unfamiliar fern-like trees, some leaning over the stony shore. But only waves of air lap at this beach. As far as you can see, 
  other islands hover in the very air, some small like this one, some larger than cities, and one larger than can be perceived. 
  Dominating all you can see, at an indeterminate distance, is the trunk of an unimaginably vast tree. The crown is just a 
  rumor far above the clouds, and its lower boughs and leaves stretch across the entire sky, shading everything below it to 
  an oppressive twilight.
  
  32
  APPENDIX M: MAGIC
  Shaloth
  In the distant past, the achechari Shaloth was steed to a man that was worshiped as a god. The free peoples of 
  Urun, the first world broken by the dimension spanning tree-god Akavala, followed this traveler as a savior 
  when he arrived. Like he, these free peoples and Shaloth were ultimately broken by the Ravenous Tree and 
  its servants: the ptero-men, the blade beetles, and Face of the Oloor. The man was taken by Akavala, turned to 
  stone and cast into the multiverse, to float forever without thought or volition. 
  Shaloth and her brother Daeroth were imprisoned in one of Akavala’s seeds where the controllers fought to 
  convert them to the cause of the Ravenous Tree. Though her brother resisted for all the eons where they lay 
  imprisoned, Shaloth weakened, the tendrils of the god-seed wriggling through her flesh even as the whispers 
  of the controllers squirmed within her mind. When Daeroth broke free of his cell, the conflagration ruptured 
  Shaloth’s cell and though broken and dying, she followed him into a new world. 
  Some sorcery, either within the god-seed or in passing out of it, imbued the dying achechari with titanic 
  power. This power is trapped within her broken form, coaxed out by rituals and worshippers and sacrifices. 
  Physically, the power is manifest in the eggs that she lays, but other arcane pathways bind the achechari to her 
  devotees. 
  To bind to the dying achechari, a devotee must be involved in the ritual of transformation where a humanoid 
  merges with the achechari’s egg and is reborn as a true servant, the achari. The back blast of energies that 
  washes over attendees of the ritual forms a tenuous but powerful bond. And all dream of that final sacrifice 
  where they too become an achari. Within this bond is the mistress’ desire to throw off the curse of the god-seed 
  which still creeps through her flesh and mind. Should a servant find a cure, the blessings from the mistress 
  would be boundless. 
  
  33
  Invoke Shaloth Check Results
  12-13
  Wisdom of the multiverse floods the caster’s mind. For the next 1d6+CL rounds, the caster’s 
  occlusion to true reality is ripped aside. During this time, the caster’s actions and mind are 
  enhanced, granting a +CL bonus to all Action Dice and saving throws.
  14-17
  Shaloth hides her servant from harm. For as long as the caster refrains from attacking, he or she 
  is invisible. If the caster Spellburns more than 5 points during this invocation, he or she remains 
  invisible for only 1d4+CL rounds but can attack for the duration without becoming visible.
  18-19
  The mewling cry of the wretched mistress echoes from the servant’s mouth. Opponents are 
  struck with such a piteous fear that they cease aggressive actions and depart. The number of 
  creatures affected is based on hit dice (no saving throw): 1 HD or less affects 2d8 creatures, 
  up to 2 HD affects 2d6 creatures, up to 3 HD affects 1d6 creatures and up to 4 HD affects 1 
  creature. If the affected opponents are subsequently attacked, the spell is dispelled, otherwise, 
  opponents move away from the caster and his or her allies at best speed for 1 hour.   
  20-23
  The iridescent feathers of the achechari bear the caster aloft. For 1d10+CL rounds, the caster 
  can fly at a speed of 60’ per round. During this time, large wings with iridescent feathers sprout 
  from the caster’s back. 
  24-27
  The tortured dreams of the dying achechari burst from the caster’s psyche. All living creatures 
  (including allies) in a 60’ radius from the caster must make a Will save (DC = Spell Check), or 
  be tormented by visions of death and destruction. The victims drop whatever they are holding, 
  move at half speed in a random direction, but are otherwise catatonic for 2d6 rounds. 
  28-29
  The fires of the achechari burn in the casters gut. For 1d4+CL rounds, the caster may make a 
  breath weapon attack each round consisting of a line of super-heated air 5’ wide and 1d4x10’ 
  long. The breath weapon deals 4d6+CL damage (Reflex = Spell Check for half damage) to all 
  within the area of effect. 
  30-31
  Out of a cloud of fire flies an achechari formed of shadow. The Type I avatar of Shaloth remains 
  for 3d6+CL turns and serves the caster in any capacity demanded. Shaloth falls into a deep 
  slumber. The caster suffers from patron taint and must bring living sacrifices equal to three 
  times his or her caster level to Shaloth’s resting place in order to awaken the patron. Shaloth 
  cannot be invoked during this time.
  32+
  As above, but the Type I avatar of Shaloth serves the caster for 1d12 days. Shaloth falls into a 
  deep slumber and cannot be invoked. The caster suffers from patron taint and must undergo 
  a major quest of the Judge’s devising to awaken the patron. Shaloth cannot be invoked during 
  this time. 
  
  34
  Patron Taint: Shaloth
  1
  The caster is tortured by the horrors of Akavala. The first time this result is rolled, the caster is 
  unable to sleep soundly, requiring 8+1d4 hours of sleep in order to naturally heal and prepare 
  new or lost spells. The second time this result is rolled, the caster suffers intense physical and 
  mental pain for 1d3 rounds. During this time, the caster suffers a -2 to spell checks. Each subse-
  quent time this result is rolled, the fit lasts for an additional 1d3 rounds each time a spell is cast.
  2
  The casters physical form mutates. The first time this result is rolled, the caster’s arms and legs 
  grow fine, iridescent feathers. The second time this result is rolled, the caster’s hands warp into 
  bird-like claws, though still function as hands. The third time this result is rolled, the caster’s 
  mouth transforms into a combination of bird’s beak and a complex set of insect mandibles. 
  3
  The caster carries the achechari’s brood. The first time this result is rolled, the caster’s belly dis-
  tends over the course of 1d3 months. At the end of this time, the caster gives birth to a leathery, 
  insect-like egg. The second time this result is rolled, the caster gives birth to an egg every 1d3 
  months for a full year. The third time this result is rolled, the caster gives birth to an egg every 
  1d3 months for the rest of his or her life. There is a 10% chance per birth that the egg is viable 
  and hatches an achechari in 1d12 months. Even if the egg is inert, it may be used in the Ritual of 
  the Achari spell.
  4
  Shaloth’s essence fades. The first time this result is rolled, the caster loses connection to his or 
  her patron and cannot cast the Invoke Patron spell. The loss is permanent until the caster under-
  takes a minor task for the achechari. This task requires approximately 1 week and is within a 
  20 mile radius of the caster’s current location. The second time this is rolled, the task requires 
  1d3+CL months and is within a 200 mile radius. The third time this result is rolled, the caster 
  must find the secret of curing the achechari of Akavala’s curse or lose access to the Invoke Patron 
  spell for all time.
  5
  The infection of the mistress moves to the servant. Each time a spell is cast, glowing plant-like 
  fibers burst from the caster’s flesh, remaining for 1d3+CL rounds. During this time, the caster 
  is at -2 to all Action Dice rolls. Each subsequent time this result is rolled, the infestation time 
  increases up to the dice chain to d30+CL rounds. While infested, the caster suffers a -4 to all 
  mental-based checks against Akavala’s servants (collectors, builders, or controllers).
  6
  Akavala breaks through the mistress and controls the servant. The first time this result is rolled, 
  the caster is immobilized from a blast of mental images from the Ravenous Tree. The fit lasts 
  for 1d3+CL rounds and the caster can take no actions. The second time this result is rolled, the 
  caster is immobilized, as above, and must make a Will save (DC 13) or lose connection with 
  Shaloth for 1d3 days. The third time this result is rolled, the caster is immobilized and must 
  make a Will save, as above, however, the link to Shaloth is permanently severed on a failed 
  save. The caster is forever marked as an enemy of the achechari god-thing and suffers a -2 to all 
  saves against Akavala, its servants, and other effects associated to the Ravenous Tree. 
  PATRON SPELLS: SHALOTH
  Level 1
  Pyroclastic Cloud
  Level 2
  Ritual of the Achari
  Level 3
  Summon Shadow Achechari
  
  35
  SPELLBURN: SHALOTH
  1
  The caster takes on the tortured reverie of the god-seed. Glowing plant-like fibers sprout from 
  the caster’s flesh, and the caster remains in a strange mental reverie with a god-seed from his 
  or her dimension, while the ability loss heals. During this time, he or she can only move at half 
  speed and suffers a -2 versus any mental effects of Akavala’s servants. 
  2
  The caster’s physical damage fails to heal until he or she crafts a special healing draught com-
  posed of arcane substances. Both the formulae and substances are known to the caster, and the 
  ingredients can be gathered in 1d3 hours. The caster must spend at least an hour concocting 
  the draught and make an Intelligence check (DC 5). If the check fails, the ingredients are ruined 
  and the process must begin again. If successful, the caster consumes the draught, but the effects 
  are felt only by Shaloth; afterwards, the caster’s physical ability heals normally.
  3
  The caster’s physical damage fails to heal until he or she undertakes some minor quest for 
  Shaloth. This quest takes less than two weeks, with a goal within a 20 mile radius. The nature 
  of the quest is left up to the Judge.
  4
  While the caster’s physical damage heals, the caster loses the use of his or her legs. During this 
  time, the caster may drag his or her body at 5’ per round, but otherwise must be carried or 
  borne by some other means. 
  Spell Name
  PYROCLASTIC CLOUD
  Level 1
  Range 50’ or more Duration Varies
  Casting Time 1 Action
  Save Varies
  General
  The caster summons forth a cloud of boiling plasma and ash that burns and chokes his or her 
  target. 
  Manifestation A black cloud of ash limned with fire boils from the caster’s fingertips. 
  Roll
  Effect
  1
  Lost, failure, and Patron Taint. 
  2-11
  Lost, failure.
  12-13
  One target is surrounded by the pyroclastic cloud for 1d4+CL rounds, suffering a -2 to all 
  rolls. In addition, the target takes 2 damage per round from the burning ash. The cloud fol-
  lows the target for the duration of the spell. 
  14-17
  The caster engulfs 1d4+1 targets with individual pyroclastic clouds. Damage and penalties 
  are as the previous result, however, each victim may make a Reflex save against the spell 
  check to duck out of the cloud after the first round of effects. The caster can redirect the 
  clouds for the duration of the spell, prompting subsequent Reflex saves. The clouds move 50’ 
  per round and redirecting them consumes all actions for the spellcaster’s round. 
  18-19
  The caster targets an individual with a pyroclastic cloud that engulfs a 20’ radius from the 
  victim for 1d6+CL rounds. All affected by the cloud take a -2 to all rolls and 1d3+CL damage 
  per round. The targeted victim does not receive a saving throw, however, anyone else within 
  the cloud receives a Reflex save versus the Spell Check to dodge out of the cloud after the 
  first round of effects. The cloud follows the original victim for the duration. 
  20-23
  As above, but all victims receive a Reflex saving throw. The caster can direct the cloud, which 
  moves at 50’ per round and consumes the caster’s actions for the round. The cloud deals 
  2d3+CL damage per round to those affected. 
  24-27
  As above, but the cloud can be centered on a victim within 100’ of the caster. The victim must 
  make a Fortitude save versus the spell check, or lose 1d3 Stamina, in addition to the damage 
  and roll penalties, as a choking fit overtakes the victim. Others in the area of effect suffer 
  from the physical damage and roll penalties. 
  28-29
  As above, but the cloud remains for 2d4+CL rounds. 
  
  36
  30-31
  As above, but the caster can create two clouds, centered on two different targets, with a 30’ 
  radius of effect. 
  32+
  A cloud of superheated ash bursts from up to three victims within 200’ of the caster. Each 
  cloud has a 30’ radius and deals 3d6+CL hit point damage and 1d3 Stamina damage to all 
  within the area of effect. Targeted victims receive no saving throw, however others receive 
  a Reflex save to dodge out of the cloud after the first round of effects. The clouds may be 
  moved at a rate of 50’ per round without distracting the caster from other actions. 
  Spell Name
  RITUAL OF THE ACHARI
  Level 2
  Range Touch Duration Permanent
  Casting Time 24 hours
  Save Will
  General
  The ritual of the achari involves the merging of a humanoid creature with a viable achechari 
  egg in order to produce a humanoid servant of Shaloth. If the sacrificial victim is willing, 
  there is no save, otherwise, a Will save against the spell check prevents the victim from 
  merging with the egg, though he or she is essentially helpless to the attentions of the cultists 
  present.  
  The ritual requires 24 hours of constant concentration and involves numerous material 
  components (aside from the victim and the egg) totaling 1,000 gp. The caster must Spellburn 
  at least 5 ability points. Unless somehow interrupted, there is no danger of the caster losing 
  concentration, however, if some threat is present, the caster must make a Will save (DC 12 or 
  higher) to maintain focus on the ritual for the duration. 
  If the ritual completes successfully, the egg matures (as described below) and hatches a fully 
  formed achari. More than one caster can participate in the ritual by adding his or her spell 
  check bonus and Spellburn to the final roll. Note that each additional caster must know the 
  spell and must Spellburn at least 1 point in the casting. 
  Roll
  Effect
  1
  Lost, failure, and Patron Taint. 
  2-11
  Lost, failure.
  12-13
  Failure, but spell is not lost. 
  14-19
  A mindless and uncontrolled achari emerges from the egg in 1d3 hours. The creature attacks 
  all that it can perceive. 
  20-25
  A single achari of the standard type emerges from the egg in 1d6 days. The creature is a 
  servant of Shaloth, but will follow orders of those bonded to the patron. If ever these orders 
  conflict with the will of Shaloth, the patron’s will overrides the servant’s orders.  
  26-31
  An advanced achari emerges from the egg in 1d12 days. As above, the creature is a servant 
  of Shaloth and takes its orders from the reverie it maintains with the patron. The desires of 
  the patron may overlap with those of its servants, allowing an advanced achari to become a 
  follower of the caster or other servant of Shaloth (Judge’s discretion).  
  32-33
  An advanced, free-willed achari emerges from the egg in 1d16 days. This creature, while still 
  in reverie with Shaloth, typically departs after 1d3 weeks on a mission from the patron. Only 
  in extreme circumstances will Shaloth allow this creature to become a follower of the caster 
  or other servant of the patron. 
  34+
  An achari of singular power emerges from the egg in 2d3 months. This creature, as above, is 
  free-willed and departs immediately on an important quest for the patron. Only in extreme 
  circumstances will Shaloth allow this creature to become a follower of the caster or other 
  servant of the patron. 
  
  37
  Achari, Standard: Init +2; Atk Claws +4 melee (1d5); 
  AC 14; HD 2d8; MV 30’; Act 2d16 ; SP Shriek (1/turn, 
  Fort DC 12 or stunned); SV Ref +4, Fort +1, Will +2; 
  AL N
  Achari, Advanced: Init +2; Atk Claws +5 melee 
  (1d5) or Bite +5 melee (2d3); AC 14; HD 3d8; MV 30’, 
  Fly 60’; Act 2d20 ; SP Shriek (1/turn, Fort DC 12 or 
  stunned); SV Ref +5, Fort +2, Will +3; AL N
  Achari, Unique: Init +2; Atk Claws +5 melee (1d5) or 
  Bite +5 melee (2d3); AC 14; HD 3d8; MV 30’, Fly 60’; 
  Act 2d20 ; SP Shriek (1/turn, Fort DC 12 or stunned), 
  1d3-1 unique qualities, ; SV Ref +5, Fort +2, Will +3; 
  AL N
  The achari are humanoids, averaging 7’ tall, covered 
  in fine, translucent chitin feathers. They are a strange 
  combination of bird and insect (like their “mother”) 
  and human with three-toed feet, clawed hands and 
  a strange mouth that is somewhere between a beak 
  and mandibles. They speak a degenerate form of 
  Common, but maintain a telepathic connection with 
  Shaloth.
  Standard achari are near mindless, though they can 
  follow simple orders. 
  Advanced achari are of normal to high intelligence 
  and have a set of bird-like wings with iridescent 
  feathers.
  Unique achari are physically similar to advanced 
  achari and very intelligent. Each has 1d3-1 unique set 
  of qualities, as indicated on the table below. Unique 
  achari use a d20 for their action die when these powers are called upon.
  Roll 
  2d5
  Quality
  Notes
  2
  Invisibility
  Cast as the spell; Spell Check +5
  3
  Resistance to Magic
  All saves against magic are +2
  4-6
  Breath Weapon (Line of Heat)
  5’ wide; 20’ long line of superheated air (3d6 damage; Reflex 
  DC 13 for half)
  7
  Spells
  1d3 random 1st level spells
  8
  Pyroclastic Breath Weapon
  20’ radius, 2d4 rounds; -2 to all rolls (Reflex DC 13 to avoid); 
  2d3 damage per round (Reflex DC 13 for half)
  9
  Resistance to Mundane Weapons
  Magical weapons of +1 or better to damage
  10
  Shadow Form
  AC +4; Body is composed of living shadow
   
  
  38
  SUMMON SHADOW ACHECHARI
  Level: 3
  Range: 20’
  Duration: Varies
  Casting Time: 1 Turn
  Save: Will
  General
  This spell summons an avatar of the achechari Shaloth. The creature is composed of living 
  shadow and fire, but has the overall shape of its mistress. The shadow achechari serves the 
  caster for the duration of the spell, before disappearing. If ever the orders of the caster conflict 
  with the will of Shaloth, the creature turns on the caster for the duration of the spell.
  The spellcaster must Spellburn at least 1 point each time this spell is cast. 
  Manifesta-
  tion
  A ball of pure void appears over the caster’s shoulder, and the shadow achechari bursts upon 
  the scene. 
  Roll
  Effect
  1
  Lost, failure, and Patron Taint. 
  2-11
  Lost, failure.
  12-15
  Failure, but spell is not lost. 
  16-17
  The caster summons a Type I avatar of Shaloth. The creature remains for 1d4+CL rounds. 
  18-21
  The caster summons a Type I avatar of Shaloth. The creature remains for 1d4+CL turns. 
  22-23
  The caster summons a Type II avatar of Shaloth. The creature remains for 1d4+CL rounds. 
  For 1d3 days after this summoning, the caster loses his or her connection to Shaloth. Neither 
  Invoke Patron nor any patron-granted spells function during this time. 
  24-26
  The caster summons a Type II avatar of Shaloth. The creature remains for 1d4+CL turns. For 
  2d3 days after this summoning, the caster loses his or her connection to Shaloth. Neither In-
  voke Patron nor any patron-granted spells function during this time. 
  27-31
  The caster summons a Type II avatar of Shaloth which remains for 1d4+CL days. As above, 
  the caster loses connection with Shaloth for 3d3 days. 
  32-33
  The caster summons a Type III avatar of Shaloth which remains for 1d4+CL rounds. The cast-
  er loses connection with Shaloth for 5d3 days and suffers from patron taint. 
  34-35
  The caster summons a Type III avatar of Shaloth which remains for 1d4+CL turns. The cast-
  er loses connection with Shaloth until a major quest is completed that essentially heals and 
  reawakens the ailing patron. The details of the quest are left up to the Judge. The caster also 
  suffers from patron taint. 
  36+
  The caster summons a Type III avatar of Shaloth which remains for 1d4+CL days. As above, 
  the caster loses connection to Shaloth until a major quest is completed. The caster suffers from 
  patron taint. 
  Shadow Achechari (Type I): Init +6; Atk Mandibles +8 melee (2d6), Claws +8 melee (2d4); AC 19; HD 6d12; 
  MV 30’, Fly 60’; Act 3d20; SP Breath weapon, +4 to saves versus magic; SV Ref +6, Fort +6, Will +6; AL N
  Breath Weapon: The breath weapon of the shadow achechari is a boiling pyroclastic cloud with a 40’ radius. 
  All within the cloud suffer a -2 to all rolls (damage, attacks, saves, etc) and take the shadow achechari’s current 
  hit points in damage. A Reflex save (DC 16) negates the penalty to rolls and halves the damage. 
  Shadow Achechari (Type II): Init +6; Atk Mandibles +10 melee (2d6), Claws +10 melee (2d4), Tail bludgeon 
  +10 melee (2d10); AC 19; HD 6d12; MV 40’, Fly 80’; Act 4d20; SP Breath weapon, +4 to saves versus magic, 
  Immune to non-magical attacks; SV Ref +8, Fort +8, Will +8; AL N
  Breath Weapon: The breath weapon of the shadow achechari is a boiling pyroclastic cloud with a 60’ radius. 
  All within the cloud suffer a -4 to all rolls (damage, attacks, saves, etc) and take the shadow achechari’s current 
  hit points in damage. A Reflex save (DC 16) negates the penalty to rolls and halves the damage.
  Shadow Achechari (Type III): Init +6; Atk Mandibles +12 melee (3d6), Claws +12 melee (3d4), Tail bludgeon 
  +12 melee (3d10); AC 21; HD 8d12; MV 60’, Fly 120’; Act 4d20; SP Breath weapon, +4 to saves versus magic, 
  Immune to non-magical attacks, Invisibility; SV Ref +8, Fort +8, Will +8; AL N
  Breath Weapon: The breath weapon of the shadow achechari is a boiling pyroclastic cloud with an 80’ radius. 
  All within the cloud suffer a -6 to all rolls (damage, attacks, saves, etc) and take the shadow achechari’s current 
  
  39
  hit points in damage. In addition, the victims take 1d4 Stamina damage per round. A Reflex save (DC 18) 
  negates the penalty to rolls and halves the heat damage. A Fortitude save (DC 18) negates the Stamina damage. 
  Invisibility: The type III shadow achechari can become invisible at will. The invisibility lasts until it physically 
  attacks an opponent, but is not dispelled if the creature uses its breath weapon. This power consumes an action 
  dice. 
  HECATE, GODDESS OF WITCHES
  Hecate, the Goddess of Witches, appears in the book Angels, Daemons and Beings Between by Daniel Bishop 
  and Paul Wolfe. This book is currently available in PDF form from http://www.rpgnow.com
  Invoke Patron check results:
  12-13
  Hecate has more important concerns than the caster.  She restores one lost spell to the caster’s 
  mind, and grants a one-time +4 bonus on a spell check, which must be used in the next 10 minutes 
  or the bonus is lost.
  14-17
  Hecate casts a magical darkness in a 100’ radius, centred on the caster, which lasts 4d8 minutes.  
  The caster and his allies can see through this darkness with ease, but it grants them a +2 bonus 
  to Armour Class against their foes (even those that can normally see in darkness).  The caster 
  may spill her own blood to increase the duration, gaining 10 minutes for each point of Strength, 
  Stamina, or Agility sacrificed.  The darkness remains centred on the caster and moves with her.
  18-19
  Witch armour.  For a brief second, crackling black flames leap around the form of the caster.  The 
  caster’s Armour Class is increased by +1 until the next moon rises.  In addition, the caster may 
  sacrifice Strength, Stamina, or Agility to these flames, and for each point sacrificed, her Armour 
  Class is increased by +1 until the next moon rises.  The black flames last only a moment, so the 
  choice to make a sacrifice or not must be made quickly.  
  20-23
  Witch blade.  Hecate transforms the caster’s weapon of choice (which need not be bladed) into a 
  magical weapon capable of transmitting the spell power of the caster.  Until the next dawn, the 
  caster may attempt to cast a spell and strike with the weapon using the same Action Die (the same 
  result applies both to the attack and the spell check).  Only a spell whose casting time is an action 
  or less can be so cast, and the caster may not utilize Spellburn when doing so.  If both attack and 
  spell check are successful, the attack does normal damage, and the spell effect takes place affecting 
  the target of the attack only.  If a natural “1” is rolled, the caster suffers the effects of a fumble as 
  well as possible corruption, misfire, and patron taint, as per the description of the spell being cast.
  24-27
  A crack opens in the ground, and 2 hell hounds leap out!  These creatures remain for 1d7 minutes 
  or until destroyed, serving the caster as directed with uncanny intelligence.  When they expire, 
  they disappear into a searing puff of flame that caused 1d3 damage to any creature within 5’.  See 
  the core rulebook, page 417, for hell hound statistics.
  28-29
  A crack opens in the ground, and a pack of 3d3 hell hounds leap out!  These creatures remain for 
  3d7 minutes or until destroyed, serving the caster as directed with uncanny intelligence.  When 
  they expire, they disappear into a searing puff of flame that caused 1d3 damage to any creature 
  within 5’.  See the core rulebook, page 417, for hell hound statistics.
  30-31
  A rolling darkness spreads forth from the caster, obscuring all vision save for that of the caster 
  and her allies.  The darkness spreads 50’ per round until it reaches 100’ per Caster Level.  As soon 
  as the darkness reaches its maximum size, from out of its centre leap a pack of 3d7 hell hounds.  
  These hell hounds are obedient to the caster’s will.  The darkness moves with the caster, and lasts 
  1d3 hours, or until she dismisses it.  The hell hounds remain until 1d3 dawns, or until slain, at 
  which point they fade out of existence.  See the core rulebook, page 417, for hell hound statistics.
  32+
  As above, but the caster’s most powerful enemy present is also cursed as follows (Will DC 20 
  negates in all cases):  (1) The enemy’s will is subject to the caster’s, who can command the foe for 
  as long as a single hell hound from this casting remains, (2) The enemy’s reason is shattered by the 
  curse, and his mind is reduced to that of an animal for a period of 1d4 days, (3) The enemy has a 
  permanent –2 penalty to all attack rolls and saving throws until he meets some condition set by the 
  caster, (4) The enemy is permanently aged 4d10 years, or (5) The curse causes the enemy to writhe 
  in agony, losing his next action and causing him 4d6 damage.
  
  40
  APPENDIX I: EXTRAORDINARY ITEMS
  Thal Living Machines
  The apemen of Akavala’s realm are skilled bio-engineers and mind scientists. In their underground 
  laboratories they breed telepathically symbiotic creatures that act as the tools and weapons of the K’thal 
  empire.  Living machines are mentally controlled by a low-level telepathy possessed by all sentient creatures. 
  For each device, the user must make a Telepathy check by rolling the Action Dice + Intelligence bonus. Those 
  untrained in telepathy roll a d10 on the check. Trained telepaths roll a d20 and add their level and Intelligence 
  bonus to the roll. 
  Device
  Base DC
  Notes
  CHUD
  5
  A hand-sized insect creature that emits a steady series of buzzes as it detects liv-
  ing things within a certain range. Base range is a 20’ radius, increased by 20’ for 
  every 5 above the DC. DC 20 on the check detects undead and invisibility in an 
  80’ radius. These are indicated by a different tone. 
  Spike
  8
  A crustacean that fits over the forearm. The thing has a 3’ long chitin spike that is 
  used as a short sword (1d6 damage). With a mental command, the thing injects a 
  painful venom into its victim a successful strike (+1d3 damage). 
  Shiv
  8
  A small crustacean that fits over the hand. The thing has a 1’ long chitin spike 
  that is used like a dagger (1d4+1 damage). With a mental command, the shiv 
  injects a painful venom into the victim on a successful hit (+1d3 damage). 
  Black goggles
  5
  Drops of a dull black liquid that are placed in the eyes. The substance hardens 
  over the eyes in 2 rounds and provides the wearer with infravision (60’) for 2d4 
  rounds. Black goggles also ward the user against gaze attacks, bright lights, and 
  other attacks that target the eyes. 
  Squiggly
  10
  A semi-intelligent ooze that fits over the forearm. With successful mental control, 
  it fires a bolt of hot plasma at the range of a short bow (1d8+1 damage). 
  Handtool
  5
  A crustacean that fits over the hand. The creature can be mentally controlled to 
  use its many legs as fine tools (Thieves tools; +2 to checks)
  
  41
  Umber, the Sword of the Tokar Kings
  Umber is a broadsword knapped from red fl int. The pommel and cross guards of the weapon are composed 
  of pink granite inlaid with silver and uncut emeralds. Though it appears primitive and unwieldy, the weapon 
  is perfectly balanced and nigh unbreakable. Umber is a +1 broadsword, useable with one hand for 1d8+1 
  damage or two hands for 2d4+1 damage. 
  A mere sliver from the spirit of an ancient tokar king sleeps within the sword (Int 3). Once per day, the wielder 
  can bring the spirit of the ancient king to the fore and comprehend languages, as the spell (1d10+20 to the Spell 
  Check). 
  Though the sword has no intrinsic purpose or drive, it is a symbol of an ancient tokar prophecy concerning 
  a future king that will unite the dispersed people into a great empire. It is said that the tokar wizard Gurduq 
  soaked the knapped fl int sword in the blood of last king of the tokar, Agar Ulnir as he died on the battlefi eld. 
  Umber, the Sword of the Tokar Kings
  
  42
  APPENDIX R: RUMORS, VISIONS AND PLOTS
  As is traditional, the Judge may need a few nudges from powers both supernatural and mundane to get the 
  party moving toward an initial goal. While within the caverns and the god-seed, there are also opportunities 
  for PCs to learn more about the tenuous situation and the threat of Akavala’s incursion. 
  SUPERNATURAL VISIONS
  Many PCs are directly tied to the whims of their gods or their supernatural patrons. Or their fates are tied to 
  party members which are. The threat of Akavala and its god-seed are great within the PCs realm – and could 
  result in the eventual destruction of their world. The arrival of Shaloth and Daeroth has caused repercussions 
  far beyond the PCs ken, but not beyond the reach of their supernatural masters. These masters typically do not 
  communicate direct intentions or even clear information to their servants. Each of the entries below includes a 
  suggested vision and suggested aims of the patrons and gods involved. All visions lead adherents to the area 
  of Mount Welwood, if not to the mountain directly. 
  Akavala
  Vision: A shadowy entity blots out the sun; living roots that crawl through the earth; and a sky filled with 
  broken land.
  Patrons: Some patrons may wish to seize the power contained within the god-seed, to turn the entity itself 
  to the patron’s cause, or even recover a specific individual trapped within the god-seed, such as Gyrwallion, 
  Umat, or the ruby serpent. Others, especially lawful patrons, will want to see the threat of Akavala destroyed. 
  Gods: Lawful gods abhor Akavala and the god-seed, sending adherents to destroy it without quarter. Neutral 
  gods may simply seek information or to treat with the entity, while chaotic gods seek to turn the god-seed to 
  their cause or determine the secret of Akavala’s power. 
  Shaloth
  Vision: Darkness and a mewling, raspy cry; of worms crawling through the flesh of the servant, of a world-
  spanning egg that births a shadowy horror. 
  Patrons: Most patrons will want Shaloth and her brood destroyed, since the achechari and her young are a 
  threat to their power on this realm. Chaotic patrons may wish to swing Shaloth and any of her brood to their 
  cause – typically through subjugation. 
  Gods: The threat of the cult of Shaloth to Lawful gods is immediate and must be stopped. Some neutral gods 
  may embrace the coming of Shaloth as some answer to a prophecy of transformation, others may find the 
  threat of the achechari and her young too great against the natural world. Both lawful and neutral gods may 
  find the creature a perfect foil for the threat of the god-seed. Gods of chaos would find it hard not to covet 
  Shaloth and more importantly, her ability to produce more achechari, especially gods of war and destruction. 
  Umber, the Sword of the Tokar Kings
  Vision: The servant’s sword turns into knapped flint for 1d3 days, taking on the powers of Umber, before 
  fading back to normal. Visions persist of the last tokar king, Agar Ulnir, dying on the battlefield and the tokar 
  wizard Gurduq soaking the sword in the blood of the king. 
  Patrons: Though a minor artifact, Umber still holds power, particularly to patrons on the lower end of the 
  spectrum. More powerful patrons may see it as a nice sacrifice from a willing servant – or may seek the item 
  in order to enhance it with greater power. Some supernatural patrons may wish to use the tokar, and Ulur, the 
  war chief, in particular, to greater purpose. 
  Gods: Most gods have no particular interest in Umber or the tokar – both represent little power and thus little 
  threat. Certain savage gods may hold particular enmity to the race or the ancient king for crimes in the distant 
  past. Chaotic gods may see the potential of Terek’s prophecies of transformation and Ulur’s belief that he is the 
  subject of that prophecy. 
  Hecate and Nava Sol
  Vision: The beautiful almond eyes of Nava Sol intrude upon the servant’s prayers or ritual. Her voice speaks 
  
  43
  the phrase “Evil is among us” in the secret language of witches. 
  Patrons: For devotees to Hecate, or her allies, this is a call to arms to assist a fellow witch. For those patrons 
  who oppose Hecate, see the notes below. 
  Gods: Gods of law are typically opposed to Hecate for her volatile meddling, and may send servants to the 
  area to destroy her servant, Nava Sol, or simply disrupt the witch’s plans. Neutral gods are most likely to be 
  allied with the goddess of witches, though some may find her methods detestable. Chaotic gods, strangely, 
  also hate the witch goddess since her motives can almost never be predicted – and thus cannot be trusted. 
  Daeroth
  Vision: The shadowy, serpentine form of a feathered, insectile dragon coils and writhes birthing destruction 
  across the world. 
  Patrons: Patrons of chaotic or neutral bent will desire Daeroth for its sheer power and destructive force. 
  Lawful patrons, particularly those that suspect the achechari’s history, may also want to recruit the creature to 
  their cause. Most, however, want the wild thing destroyed and traced back to its source. 
  Gods: Similar to patrons, each may have inscrutable aims with regard to the achechari. The power the creature 
  represents could be used for any number of aims for Lawful, Neutral or Chaotic gods. But, gods from the three 
  camps may be just as likely to want the thing destroyed. 
  RUMORS IN THE MOUNT WELWOOD AREA
  The area around Mount Welwood is settled, but sparsely populated. Other than a few frontier towns and 
  villages, the local lord maintains a few watchtowers along the Welwood Range to defend against the evils to 
  the west. For Judges that are inserting this adventure into their ongoing campaign, the area comprises fertile 
  coastal plains near a small mountain range. For those that are using the adventure as a stand-alone or are 
  starting a new campaign, see the Mystic Bull website for a hex-map of the Welwood area and a mini-sandbox 
  description of the campaign area. 
  While the PCs are in the area, they can gather information, from common knowledge to specific rumors that 
  may provide advantage. 
  Common Knowledge
  Certain changes in the area are known to everyone. In fact, rumors and speculation are on every tongue. 
  The Veils and Mount Welwood
  A majestic waterfall called the Veils once burst from the slopes of Mount Welwood, falling over 500’ down into 
  the Roaring River. Over the last few months, the waterfall has slowed to an alarming trickle. Associated with 
  various gods, heroes, and household peasant spirits, this is seen as a poor omen. 
  The slopes of Mount Welwood are well known in the area – shepherds often graze their charges on its lower 
  slopes in the summer, and the mountain has been surveyed several times for mining and stone quarries. Not 
  many know of the sinkhole near the summit (see Welwood Area Rumors). 
  The Watchtower
  One of the mountain watchtowers located at Four League Pass, recently caught fire and burned to the 
  foundation stones. Surviving watchmen swear that a serpentine beast flew out of the darkness and fired the 
  tower. The word “dragon” is on every lip, and the local lord, a self-absorbed drunkard has no answer to the 
  rumors. Others suspect that the watchmen accidentally set fire to the signal tower, which in turn burned down 
  the watchtower. 
  Disappearances
  Sabella, leader to the cult of Shaloth, has recruited amongst the villages and towns of the Welwood area, and 
  several disaffected farmers, fishermen, and even a few merchants, have abandoned their lives to follow the 
  visions of the cultist. There are a few in the area that have heard of Sabella and know more details (see the 
  Rumors table), but most think the people have merely run off to a nearby city or taken to the sea.
  
  44
  WELWOOD AREA RUMORS
  While in the Mount Welwood area, characters can seek out specific information, for instance, following up on 
  visions they may have received from their patrons or gods. Otherwise, a night in a local tavern or a day spent 
  in a village marketplace will yield one unique rumor. 
  Roll 2d7
  Rumor
  Notes
  2
  Great glowing spiders came out of the 
  woods and took the Crofter family. 
  Emily Crofter saw it all, and is the only 
  one left alive! 
  A small group of collectors have escaped from 
  the underworld; At the Judge’s discretion, the 
  party may encounter them before reaching 
  the entrance to Welwood caverns, or they and 
  their captives may be found within the god-
  seed. 
  3
  The hermit priest of Agar has seen hor-
  rors out of the mountains. Devil worms 
  with pitchforks! He held them back 
  with the holy cup, but they’ll be back! 
  The tuegel have made forays outside the cav-
  erns at the behest of their master, Daeroth. At 
  the Judge’s discretion, the party may encoun-
  ter a group of tuegel in the Welwood area. 
  4
  A woman and several ragged men 
  were in the outlying farms preaching 
  the coming of a new god. I know of 
  several families that packed up and left 
  their farms abandoned to follow her to 
  Mount Welwood. 
  Sabella has recruited from amongst the peas-
  ants, though not heavily. 
  5
  A pretty girl and her weird hound were 
  through here about a month ago. Her 
  eyes entranced every farm boy from 
  here to Stockton’s Grove. About the 
  same time the Veils stopped falling. 
  Nava Sol made an impression on the impres-
  sionable young men of the area when she 
  passed through. Those that received supernat-
  ural visions concerning the servant of Hecate 
  may recognize the description. 
  6-10
  Common Knowledge
  As described earlier in this section.
  11
  The shrine to Intiri was attacked and 
  looted last winter. Some say it were 
  trollkin down from the mountains. Big 
  bastard with a stone sword killed the 
  priestess and the tribe took the coffers. 
  This refers to Terek, Ulur and their tokar 
  brethren. Those near the shrine know little 
  about the details. Those that received visions 
  about the magic sword Umber may recognize 
  the description of the sword.
  12
  The lord’s outriders reported seeing 
  torchlights up on Mount Welwood 
  near the great sinkhole, but the lord 
  wouldn’t let them investigate. 
  A reference to the entrance to Welwood cav-
  erns, and the activities of Sabella and her 
  cultists. 
  13
  The woods witch over in Tenkar’s Ford 
  is scaring children with tales of great 
  feathered sky beasts and their evil ser-
  vants flooding from the mountains to 
  kill us all. 
  Wilda, the woods witch, has received visions 
  from her patron, Parsiva, the Hollow Queen. 
  If talked to directly, Wilda has little to say 
  that’s relevant. 
  14
  There’s a beast among the sheep in the 
  foothills of Mount Welwood. Adred 
  the Shepherd swears the sheep were 
  burned where they stood but saw no 
  fire. He ran from the the beast’s roaring 
  from the sky!
  Aldred the Shepherd will relay the same tale. 
  
  45
  INFORMATION FROM THE CULTISTS OF SHALOTH
  Should the PCs manage to find allies within the cult to Shaloth, they may gather important information. Most 
  of the cultists are recently recruited peasants with little specific knowledge of the situation or the underworld. 
  Many have not even seen their god across the Great Spring. 
  Any cultist that is friendly to the PCs divulge whatever common knowledge exists, though some pointed 
  questions might need to be asked.
  Only 1 in 6 have more detailed information, though they are a sullen lot. Suggested DCs are given for 
  Personality-based checks, though Judges may wish to reward players for good roleplaying in this uncertain 
  encounter.
  Special: Only 1 in 10 of the cultists will relay special knowledge, and then only with a DC 20 Personality check 
  (or great roleplaying, at the Judge’s discretion)
  Shaloth
  Shaloth is a powerful goddess living in the Cathedral, a beautiful cavern across the Great Spring. The goddess 
  escaped from the prison of a terrible demon and now lies in state where the devotion of Sabella and the cultists 
  bring forth her children. The screams we hear are the spirits of the demon being cast from this world by our 
  goddess. 
  The Cathedral can be reached via the boats and barge on the shore, though none of the craft may be used 
  without the express permission of Sabella. Everyone has seen the chosen few among them accompany Sabella 
  across the lake to pay tribute to Shaloth, and that sometimes these cultists do not return. 
  The lake is infested with giant crayfish and flatworms, as well as several of their goddess’ hatchlings, which 
  the cultists revere as fervently as Shaloth. 
  Information
  DC
  Sabella and her priests throw fresh meat into the spring to keep the hatch-
  lings from attacking the boats. 
  10
  Shaloth is a vast worm with strange feathers and tattered wings. 
  12
  She consumes sacrifices with her burning breath. 
  15
  Shaloth grants great power to those that enter into her service. 
  18
  The chosen are transformed into her children; residing in her many eggs. 
  20
  Shaloth is dying. Glowing worms crawl through her flesh. It is her screams 
  we hear!
  Special
  The Achari
  All know that the archari are the truly blessed of Shaloth and that only the worthy may know the secret of 
  their origin. Many speculate that the goddess hatches them from eggs. The cultists generally avoid interaction 
  with the achari, as they are near-mindless. 
  Information
  DC
  The achari are birthed from Shaloth’s eggs after the ritual. 
  15
  They are transformed from the chosen among us during the ritual of 
  birth. 
  18
  Once an achari emerged from its egg and it was different. It had 
  wings and spoke in a strange language. Sabella tried to capture it, 
  but it escaped with one of Shaloth’s eggs. 
  Special
  
  46
  The Tokar
  The tokar are devotees to Shaloth and live in a nearby cave, though only Sabella can grant permission to visit 
  them in their home. They are savage creatures dressed in skins and carry stone, bone, and wooden weapons. 
  Terek, their prophet, and Ulur, their war chief, are often in the Cathedral performing rites to the great goddess. 
  Information
  DC
  The tokar prophet often argues with Sabella. 
  12
  The tokar war chief carries a great stone sword that he slings over his back. 
  12
  Sabella sometimes goes to the tokar camp and is not seen for hours. 
  18
  She only goes to the tokar camp when the prophet remains with Shaloth. 
  20
  I have seen her and the tokar war chief together, walking through the caverns alone. Special
  Terek and Ulur believe that the tokar are the true chosen of Shaloth and argue with 
  Sabella, who does not agree. 
  Special
  The Caverns
  All the cultists know general information about the upper caverns from Area 1 to the cultist’s camp. Only one 
  among the cultists know of the cave ray cavern (Area 3, and see the information table below), though all have 
  either seen or been warned about cave rays. The Great Spring falls into a lower cavern where “the evil worm 
  men” dwell. All have been warned about the collectors, which are described as “glowing spiders.” Few have 
  seen one, but all know that they lurk in the lower caves. 
  Information
  DC
  There is a secret cavern above the dry cave where the cave rays lair. 
  15
  Another cavern lies to the east, its pathway hidden. 
  18
  A secret path exists to the lower caverns. Along the western edge of the falls 
  is a stairway, treacherous, but passable. 
  18
  A pack of glowing spiders attacked the camp three months ago. They carried 
  away several members before they were driven off. 
  20
  The evil worm men serve Shaloth’s brother, a powerful demon with great 
  wings and a fiery breath. 
  Special
  
  47
  
  48
  
  49
  
  50
  
  51
  
  52
  Usage and License Information
  This printing of The God Seed Awakens is done under version 1.0 of the Open Gaming License, and the System Reference Document by permission from Wizards of the Coast, Inc. 
  Designation of Product Identity: The following items are hereby designated as Product Identity in accordance with Section 1(e) of the Open Game License, version 1.0: Dungeon Crawl Classics, DCC 
  RPG, Mighty Deed of Arms, spell check, Luck check, spellburn, mercurial magic, corruption, disapproval (all of which are Product Identity of Goodman Games and used under license), The God Seed 
  Awakens, Pulp Weird, Mind Science, Mind Scientist (which are Product Identity of Mystic Bull Games).. All spell names, all proper nouns, capitalized terms, italicized terms, artwork, maps, symbols, depic-
  tions, and illustrations, except such elements that already appear in the System Reference Document.
  Designation of Open Content: Subject to the Product Identity designation above, such sections of creature statistics as derive from the SRD are designated as Open Gaming Content. Some of the por-
  tions of this book which are delineated OGC originate from the System Reference Document and are copyright © 1999,2000 Wizards of the Coast, Inc. Additional patron material from Angels, Daemons, 
  and Beings Between, published by Dragon's Hoard Publishing, Daniel J. Bishop and Paul Wolfe authors, copyright 2012. The remainder of these OGC portions of these book are hereby added to Open 
  Game Content and, if so used, should bear the COPYRIGHT NOTICE “The God Seed Awakens”, copyright © 2014 Mystic Bull Games, all rights reserved, contact info@mysticbull.com”
  The God Seed Awakens is copyright © 2014 Mystic Bull Games. Open game content may only be used under and in the terms of the Open Game License.
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.
  1. Definitions: (a)”Contributors” means the copyright and/or trademark owners who have contributed Open Game Content; (b)”Derivative Material” means copyrighted material including derivative works 
  and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work 
  may be recast, transformed or adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)”Open Game Content” means the 
  game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any addi-
  tional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically 
  excludes Product Identity. (e) “Product Identity” means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic 
  elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names 
  and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural 
  abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically ex-
  cludes the Open Game Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed 
  to the Open Game License by the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. 
  (h) “You” or “Your” means the licensee in terms of this agreement.
  2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a 
  notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any 
  Open Game Content distributed using this License.
  3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.
  4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to 
  Use, the Open Game Content.
  5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient 
  rights to grant the rights conveyed by this License.
  6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, 
  modifying or distributing, and You must add the title, the copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.
  7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each 
  element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except 
  as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a chal-
  lenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.
  8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.
  9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open 
  Game Content originally distributed under any version of this License.
  10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.
  11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.
  12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regula-
  tion then You may not Use any Open Game Material so affected.
  13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive 
  the termination of this License.
  14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.
  15 COPYRIGHT NOTICE
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
  System Rules Document Copyright 2000 Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on original material by E. Gary Gygax and Dave Arneson.
  DCC RPG, copyright © 2012 Goodman Games, all rights reserved, visit www.goodman-games.com or contact info@goodman-games.com
  The God Seed Awakens copyright © 2014 Mystic Bull Games, all rights reserved, contact info@mysticbull.com
  
  53
  A Secret Buried for an Aeon is About to Sprout!
  From beyond our dimension, a living seed has festered here for an 
  aeon. Within it lurks the nascent form of Akavala, the Ravenous Tree, 
  dread ruler of a shattered world and its carefully gathered and 
  subjugated protectors. 
  Two of these powerful creatures escaped into the underworld 
  drawing champions and enemies from the complex societies found 
  there. 
  As the god-seed grows, the world creeps closer to its doom. 
  The God-Seed Awakens is a Dungeon Crawl Classics RPG adventure 
  intended for four to six 3rd-level characters.
  
SOURCE: textdata/thevault/Dungeon Crawl Classics RPG (osr)/Adventures/DCC - The God Seed Awakens, Pulp Weird.pdf