Areas A and B lead out into the base compound.
Four security vigileator squads patrol the Outer Rings, each with armed thralls, and a trained cessirid.
Two of the groups tend to stay near the central living area(DD) to allow better access to entire rin,
and the one group is stationed near the Possessor Creed, and the other near the Creatives. .
The purple rooms and passages(B,BB,M and V), as well as the central most ring of living quarters,
are tall enough to accomodate the Fire Giants entry into the Outer Ring.
In the outer ring, each illithid has 1-3 general purpose thralls under their direct
control. They also keep intellect devourers as pets.
Some examples of psionic devices from the illithiad: Cephalometer- measures heads and
psionic potential,
Dampsuits- keeps them damp in sunlight,
Exoskeleton- Dampsuit that increases wears PS & DX by 5 (to 20),
Glaregoggles- Lets them see in sunlight,
Psionic seals- Glyphs that produce psionc effects (traps or healing),
Resonance Stones- Gives off emotions in 7 meter diameter sphere (if
negative emotion- the PCs must make a tough MS check or be paralysed
until removed from the sphere),
Tentacle Extensions- illithid can attack at +3 and 5 feet (1.8 meters),
Voice Box- translates psionic speech into audable speech.
These items can be placed wherever the GM wishes, for the most part.
The main body of government is called the elder concord. It is made up of the
leaders of the Creeds(similar to cryptic alliances). The elder concord, together with
the elder brain, make the policies of the community.
They elect aedileators, illithids that do the day-to-day work of the
government. There are several, each with an important task in running the community.
Those Creeds that will be encountered at this community are described below:
AA,Z,CC= The Awaiters- Leader: Hubrat Number in this community: 17. They are the ones who
take time in all decisions. They are the planners for a community. They take ideas
from the other Creeds and contemplate the outcomes and benefits and eventually hatch
the most diabolical schemes for conquest.
A,C, D= The Arisers- Leader: Zerpa Number in this community: 47. This is the most important
Creed for this community. They believe in taking the surface before the sun is put
out. They design many items of psionic circuitry to allow illithid to live in sunlight. They are
planning to betray the alliance with Col. Dumaine and take over the whole region using
mutant animaloids as puppet rulers. Their equipment is stored in area A.
R-U= The Creatives- Leader: Soskar Number in this community: 42. They are those who work
to produce new devises and psionic powers for the illithid race.
They support neither the Darkener nor the Ariser Creed. In their labs,
there are many failed projects and projects in works. The creatives have also used
their psionic circuitry to create a gate back to their homeworld to bring in reinforcements
or to use as an escape hatch if necessary. It has not been tested as of yet.
The Fire Giants have also salvaged bits of equipment from MagmaTap. These ancient
artifacts can be found here as well. Area U is a vault that contains these items
and other dangerous or valuable inventions.
I-L= The Possesors- Leader: Sard'rak Number in this community: 22. Quastors are
the illithids that deal with the money issues of the community.
They oversee trade and production of the community. They believe that
wealth is the way to get anything, and they too have established an uneasy neutrality
supporting neither Darkener nor Ariser Creed. They are the bankers of the community.
Their vaults are located in area A. Current trading partners include-hoops, Col. Dumaine, T'brath.
3 vigileators lead the 3 branches of security: police, military, and the spy network.
Most other Creed members will to avoid combat and may
try to sacrifice their thralls to make a getaway.
E, F= The Tamers- Leader: Susrt(An Ulitharid) Number in this community: 16. They are the
military. They believe illithids should use thier powers to break and control all
other races. They currently support The Arisers. They lead the 50 gnoll shocktroops in battle and put on sunsuits to
ocassionally patrol the walls. Current threats include-androids, land sharks, the kraaken
G, H= The Influencers- Leader: Quilstr Number in this community: 12. They believe that
only the correct knowledge can lead to victory. They make up the spy network.
Currently, they support the Ariser Creed, but will sell the info they gather to any creed.
They have specially trained, and conditioned the intellect devourers normally used as pets
to act as spys. After killing a humanoid, the devourer will drill a small hole into
the skull and eat the brain. Then they can shrink and replace that brain. Thus they
replace people in nearby communities. Approximately a dozen devourers are in training
and there are about 8 "in the field". This latter info may be impossible to attain.
The status of these devourers, if the base is destroyed, is left up to the GM.
W-Y, and purple areas= The Darkeners- Leader: Trisya Number in this community: 38. They are also
a very powerful group, who are completely at odds with the arisers. They try to put out
the local star to allow the illithid race to control the surface of the planet.
They have plans to cause MagnaTap to erupt using the remnants of the human technology
found there, in order to create a volcanic winter and blot out the sun. They are
currently relegated to security detail in the mines and outer ring. They pursue their security
duties very seriously, as they feel that by showing strength they may once again
become the most influential Creed in D'rek'Moe. They have divided themselves into
6 groups of 6 each that patrol specific areas of the base and mines,
and report to Trisya and his second in command. In addition to security duties,
these groups try to subvert the Arisers plans and projects wherever possible.
Security(Darkeners) and Defense(Tamers) Vigilaetors should all be armed with some extremely nasty weapons (Mark
VIIs, +5 swords (possibly vorbal, or with some other power), IR rifles, etc. Most in the Spy(Influencer)
Vigilaetor groups will be similarly armed but many of them prefer smaller non-lethal or
pain inflicting weaponry over big guns of mass destruction.
N-Q= The Nourishers- Leader: Blaskaa Number in this community: 8. They take care of the
thrall population and give out those needed for food or other needs.
They side with the Darkeners and think that housing some of the thralls outside
to man the wall defenses to be an uneccessary risk to their precious resources.
Current thrall
pool status-Currently there are several "original" members: 2 offworld humans, 1 halfling,
an orc, and 4 kobolds. Thru trade with the Hoops, T'brath, and Col. Dumaine, recent additions
to the pool include 6 dabbers, 2 Badders, 3 mutant humanoids(no hi-level abilities),
1 hoop(turned in by his own band), 4 Pure Strains, and an ark.
The map of the Inner Ring-
Key to the Inner Ring
The Inner Ring can only be reached through teleportation (magic, psionic, or
mutation). Note though that the characters cannot teleport into the Inner Ring within
10 meters of the Elder Brain(see below). 3-5 Brain Golems(see below) were created out of its own tissues,
when D'rek'Moe first detected the character's presence in the mines, to gaurd the Inner
Ring. If the character's do find and breach the Inner Ring, D'Rek'Moe will immediately
summon the remaining Tamer and Darkener security forces for a final battle in the chamber.
It is the character's goal, of course, to destroy D'rek'Moe. If D'rek'Moe is killed
the entire community of Drek'Moe will cease to be. The flayers that make up the community will
lose cohesion, and eventually die from insanity, or suicide. Some may even do stranger things...
A thru D- The Elder Brain's pool has 4 smaller pools around it that holds the young adult illithids that
are transforming. Generally non-combative.
E- This room has a 10m deep by 10md wide pool that has the elder brain swimming in
it.
Brain Golem (quick stats)
(converted by DMH)
AC 17
Mv 6
HD 24
hp 80
Attacks
Fist 2d12
IQ low
Size L (2.5 m)
Moral 20
D'rek'Moe the Elder Brain
(converted by DMH)
AC 10
HD 40
hp 200
Powers-
As Illthids except AT WILL for all powers (at a range of 6km),
and the power to stop all types of teleportation within 10m diameter sphere,
and the power to heal itself of all damage with 24 hrs of concentration,
and the power to manipulate the light and sound within 100m,
and the power to levitate 200 kg within 1km,
and the power to force itself in to the future 1 hour, once per day
(D'rek'Moe will physically move into the future, and will reappear at the end of one hour, however,
the characters may think that it has teleported or otherwise left the area permanently),
and the power to open the portal at will.
This portal is the one back to the SJ universe that is located
somewhere in the Creatives workshop areas. See below.
To attack D'rek'Moe mentally, an esper must make an nearly impossible
Int check first.
If D'rek'Moe realizes his demise is imminent, and therefore the demise of
the D'rek'Moe colony, he will attempt to use the gateway to bring in a
creatures from another dimension to wreak his revenge. The gate has a
100% chance to be successful then the circuitry burns out. The creature that appears is detailed below.
Chthonian
Call of Cthulu is the Registered TradeMark of Chaosium Inc. and is used with their permission.
Chaosium Inc. is a Registered TM of Chaosium Inc.
(Converted by DMH)
No 1
Per 24
ST/RU +12
AC 24
MD+Hlth 25
Spd 6 burrow 1
Lvl 15
HD 40
THAC +15
Attacks
Tentacles (8) 3d6
Crush 6d6
Blood drain 1d6 points of PS/round
IQ 18
Morale 20
Sz G (25 m)
Freq Unique Org Solitary
Act Cyc any Diet (blood & lithovore)
Tech 0 Art 0
Cl/Terr Underground
Desc A chthonian looks like a giant worm with the head and
tentacles of a squid. They dwell deep underground on planets where they
have migrated. They only come to the surface to breed- their young can
not stand the extreme temperatures of molten cores.
Cmbt A chthonian attacks with an attempted crush- all with in an
area of 10X3 meters are attack thusly. It then uses its tentacles. After
a successful strike, the tentacle holds on and drains blood while
constricting (for 3d6/round). If necessary, one can use a powerful mental
mutation to paralyse one creature for 24 hours (tough MS check to
resist). They are totally resistant to heat/fire attacks.
After this paticular chthonian comes through the gate, it will act stunned
for 1d4 rounds. It will then go berserk trying to find its way back, and (failing this)
will seek out the being responsible for its its current location. Then it will most likely
destroy all of the base and kill 75%+ of the current inhabitants. It will
then be a danger to all those in the Appalling Hills.
Final note for the GM- The characters should not be able to fight this
Chthonian, and should run for their lives when they see it.
It will still be hiding in the hills, though, so they will have to come
back and kill it eventually. This was done so that the characters will not
be able to keep this base as their own personal hideaway. If you
want the characters to be able to use this base in the future, then
you may omit this final creature, or substitute something less
devastating. Another optional ending would be for the remaining illithids
and thralls to escape through this gateway, destroying it in the process,
and leaving the base mostly in tact.