Lords of Madness - 3.5e

Page 190

DARKRUNNERS IN THE WORLD

CHAPTER 9

THE ABERRATION HUNTER

explore underground, they might wish to secure the aid of a Although darkrunners are content to simply explore underdarkrunner as a guide. ground, those who belong to the guild (which accounts for Darkrunners are naturally much sought after as guides to over ninety percent of darkrunners) offer their services as various aberration outposts. A darkrunner NPC could easily guides to merchants, pilgrims, or adventurers who need to ally with adventurers or hire on with them to lead them to an traverse the gloomy underground regions of the world. They aboleth city or mind flayer stronghold. are also called upon to serve as mercenaries in armies that move through the deep earth. PCs might want to hire a darkrunner Adaptation for any of the above reasons, or they might encounter one alone If your campaign world doesn’t include a subterranean region, during an adventure. you can still use the darkrunner after you make a few adjustments. Simply pick an area of inhospitable terrain, such as a Organization swamp or a high mountain, and base the guild in this region. See the presentation of the Darkrunner Guild, page 218. You can even have the darkrunners serve as a highly specialized guild within the confines of a particularly large city. In NPC Reactions this case, the guild would function more like a thieves guild, The Darkrunner Guild has a powerful, well-known charter although one more interested in helping visitors adapt to the to those who dwell below. A darkrunner is honor-bound to city than profiting from them in an illegal manner. Several serve and protect his charges from the dangers of the wild, of the darkrunner’s abilities can be adapted to work in alleys on threat of expulsion and exile from the guild. As a result, or dense crowds, although the class’s aberration lore feature most nonaberration underground races react favorably to should be changed to something more appropriate for the a darkrunner, and have an initial attitude of no worse than city in question. indifferent despite any racial tensions that might exist between A sample darkrunner appears in the description of the the individuals. Darkrunner Guild on page 218. Aberrations that recognize a character as a darkrunner have an initial attitude of unfriendly at best, since the darkrunners sometimes serve as spies against these races. The flesh is the key. It holds the secrets, the hidden words. It is the DARKRUNNER LORE constant between man and beast and monster. It is a simple matter, Characters with Knowledge (local) can research darkrunonce the way of the flesh is understood and embraced, to use it to your ners to learn more about them. When a character makes a will. It should not be abhorred simply for its differences, because the eye can be retrained to find beauty in all things. For what is more skill check, read or paraphrase the following, including the beautiful than the primal flesh? It is simply the purest form of expresinformation from lower DCs. sion one can hope to achieve. DC 10: “The darkrunner is an explorer, guide, and spy who —Erkin Tiorki, fleshwarper focuses his skills on the realm below.” DC 15: “Most darkrunners belong to a powerful guild. This guild has chapter houses underground, including many in The fleshwarper is destined to walk a lonely path, for few otherwise hostile cities; these houses are excellent places to have the stomach to accept what he considers enjoyable. To rest and hide out if you happen to be allied with them.” a fleshwarper, there is no greater canvas than flesh itself. To DC 20: “All darkrunners are expected to wear a magic badge reshape, reform, and rebuild the flesh into a new form is a that proclaims their allegiance to the guild. Some darkrunners closer step to divinity. To a fleshwarper, there are no taboos, have broken their ties with the guild. These darkrunners are only possibilities. dangerous, but one can tell them apart from others by the red glow their emblems emit. Someone who refuses to display his BECOMING A FLESHWARPER emblem even though he claims to be a darkrunner is probably Most fleshwarpers are primarily wizards or sorcerers with a lying about something.” level of cleric (or, more rarely, druid); this cleric or druid level DC 30: Characters who achieve this level of success can raises your maximum ranks in Heal to your character level + 3 learn important details about powerful darkrunners and their even if you were forced to buy several of the required ranks as a guild in your campaign. They also know certain passwords cross-class skill. The adept NPC class from the Dungeon Master’s that can smooth over initial contacts with a darkrunner and Guide has access to both Heal and Knowledge (arcana), as well as the summon familiar class feature, and thus can qualify for grant a +6 circumstance bonus on Diplomacy checks made to this class by 6th level without multiclassing. adjust a darkrunner’s initial attitude. Such dedication pays in the long run. The fleshwarper learns DARKRUNNERS IN THE GAME countless eldritch and disturbing secrets that most people can A darkrunner spends most of his time in the vast region of never even guess at. Intelligence is perhaps the most important caves and tunnels below the surface world. If the PCs wish to of the class’s abilities, since many of the fleshwarper’s class

FLESHWARPER

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The Topaz Order

7min
pages 222-224

Society of the Sanctifi ed Mind

10min
pages 220-221

Darkrunner Guild

4min
page 219

Grafts

9min
pages 216-217

Magic Items

4min
page 215

Sanctifi ed Mind

23min
pages 199-203

Topaz Guardian

13min
pages 204-206

Magic

9min
pages 207-209

Keeper of the Cerulean Sign

18min
pages 195-198

Fleshwarper

21min
pages 190-194

Darkrunner

12min
pages 187-189

Unhuman Gods

4min
page 178

Psurlon

13min
pages 163-166

Shadow Creature

3min
page 168

Shaboath

3min
page 167

Zeugalak

7min
pages 172-173

Silthilar

8min
pages 169-170

Urophion

3min
page 171

Pseudonatural Creature

3min
page 162

Mind Flayer, Vampire

3min
page 161

Mind Flayer, Ulitharid

8min
pages 159-160

Kigrid

2min
page 156

Mind Flayer, Alhoon

3min
page 158

Hound of the Gloom

2min
page 154

Saltor

4min
page 157

Half-Farspawn

7min
pages 152-153

Gas Spore

7min
pages 149-150

Gibbering Mouther

3min
page 151

Elder Eidolon

8min
pages 147-148

Cloaker, Shadowcloak Elder

6min
pages 143-144

Elder Brain

8min
pages 145-146

Cildabrin

3min
page 142

Overseer

3min
page 140

Spectator

5min
page 141

Eye of the Deep

4min
page 139

Director

2min
page 138

The House of Deros Frist

17min
pages 131-135

Religion

7min
pages 128-129

Sangkon Bhet

23min
pages 116-121

Leaders

4min
page 114

Wreck of the Mindspider

23min
pages 102-107

Neogi Society

1min
page 93

The Lair of Sarkt

27min
pages 83-89

Adult Neogi

4min
page 91

Lagurno, Illithid Sept

17min
pages 78-82

Mind Flayer Goals

19min
pages 74-77

The Whispering Shadow

5min
page 71

Cult of the Hungry Eye

20min
pages 57-61

Relations with Other Races

2min
page 73

Illithid Variants

11min
pages 65-67

Sekarvu’s Lair

13min
pages 53-56

Hives and Hive Cities

12min
pages 50-52

Sane Beholders

5min
page 49

Beholder Mage

9min
pages 43-44

The God in the Lake

13min
pages 34-37

Beholder Life

5min
page 41

Aboleth Characters

4min
page 33

Aboleth Lairs

5min
page 31

Aboleth Religion

10min
pages 28-29

The Nightmare Out of Time

4min
page 27

Aberration Characteristics

8min
pages 11-12

Chapter 1: What Is an Aberration?

2min
page 6

Origins of the Aberrations

18min
pages 7-10

The Aberration Campaign

12min
pages 13-15

Aboleth Variants

4min
page 21

Aboleth Magic

5min
pages 25-26

Savant Aboleth Prestige Class

3min
page 22

Aboleth Feats

7min
pages 23-24
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