Lords of Madness - 3.5e

Page 207

CHAPTER 9

THE ABERRATION HUNTER

The Topaz Order is not particularly secretive, but it is not setting, the deities Tyr, Helm, or Torm serve as good patrons for large either. All but the most isolated clerics of Heironeous the Holy Order of the Supernal Topaz Defenders. In the EBERknow of the order, but only those clerics who happen to serve in RON setting, the Church of the Silver Flame boasts the greatest towns near chapter houses of the order know where members number of topaz defenders, who are joined in their battles by can be found. Clerics of temples of Heironeous located in large adherents of Boldrei and Dol Arrah of the Sovereign Host. cities (or large towns, if the region is subject to aberration activity) host chapters. Clerics of temples in large towns (or larger Encounters communities) can point inquirers toward likely locations for Topaz guardians are most commonly encountered as potential Topaz Order chapter houses, while clerics of temples in smaller allies for the heroes, especially when the heroes are taking on towns must ask their fellows in larger or more centrally located mind flayers or other master aberrations. On occasion, topaz shrines to find out where inquiries should be directed. guardians might attempt to discourage adventurers from provoking aberrations that are too strong to be dealt with. TOPAZ GUARDIAN LORE For example, a topaz guardian might try to stop a party from The Topaz Order is closely affiliated with the church of Heiunsealing a portal leading to a powerful mind flayer stronghold roneous. Characters who succeed on a Knowledge (religion) if he doesn’t think he can defeat the mind flayer response. A sample topaz guardian appears in the description of the check can learn the following information, including the information from lower DCs. Topaz Order on page 221. DC 10: “The church of Heironeous sponsors a knightly order known as the Topaz Order.” DC 15: “Knights of the Topaz Order are dedicated to fighting evil monsters such as mind flayers or aboleths. Members of While master aberrations have unique and deadly spells the Topaz Order work to organize the defenses of humankind and magic items all their own, humanoids associated with against these monsters, and they mount expeditions to go aberrations—alienists, cultists, minions, spies, or dedicated underground and burn out any outposts they find.” hunters—also wield specialized magic in the service of or in DC 20: “The elite champions of the Topaz Order are known opposition to the master aberrations. Aberration deities spawn as topaz guardians. Each one carries a special topaz diadem, a horrible new cleric domains that some cultists make use of; magic gem that protects him against evil magic. They’re experts both aberration spellcasters and aberration hunters create new in fighting mind flayers and other aberrations.” spells of all sorts; and finally, aberrations know the secrets of DC 30: Characters who achieve this level of success learn many magic items, including various grafts and “improveimportant details about specific guardians, their exploits, and ments” that are sometimes inflicted on humanoids. their enemies. Spells marked with an asterisk (*) are found in this chapter.

MAGIC

TOPAZ GUARDIANS IN THE GAME The Topaz Order serves as an excellent patron or sponsor for adventuring parties fighting aberration threats. Even if none of the PCs belong to the order, farsighted members always look out for good-hearted and capable heroes who can be rallied against aberration incursions. The topaz guardian prestige class appeals to players who like to roleplay virtuous and determined heroes, such as paladins or lawful good clerics or monks. Make sure you give the player the opportunity to be pious, dedicated, and courageous in the face of the foulest horror. The player of a topaz guardian doesn’t want to deal with a quagmire of moral ambiguities and hard choices; he wants the opportunity for his character to confront evil and pound it into jelly with his bastard sword. Your adventures don’t have to be simple-minded or absolutely lacking in shades of meaning—make sure you don’t run too many adventures that force the PC to choose between evils or make it impossible for him to act courageously and confidently.

BARD SPELLS 3rd-Level Bard Spell Invoke the Cerulean Sign*: Aberrations become sickened, nauseated, dazed, or stunned. 5th-Level Bard Spell Morality Undone*: Subject becomes evil.

CLERIC SPELLS 2nd-Level Cleric Spells Darkbolt*: Deals 1d8 damage/2 levels and stuns 1 round. Detect Aberration*: Detect the presence of aberrations. 3rd-Level Cleric Spell Invoke the Cerulean Sign*: Aberrations become sickened, nauseated, dazed, or stunned. 4th-Level Cleric Spell Damning Darkness*: Darkness deals either 2d6 or 1d6 damage per round.

Adaptation While the Topaz Order is presented as an arm of the temple of Heironeous here, there is no reason you couldn’t make them 5th-Level Cleric Spell followers of any lawful good deity. In the FORGOTTEN R EALMS Morality Undone*: Subject becomes evil.

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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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