Lords of Madness - 3.5e

Page 71

THE MIND FLAYERS

CHAPTER 4

70

There is no universal size or appearance for a resonance stone. They can be made from any mineral. Crystal, marble, quartz, and precious gems are the most common materials. In volume, they vary from the size of a pea (which would be worn on a ring or necklace beneath the clothes) to the size of a melon (powerful enough to flood a small auditorium with emotion). The largest known resonance stone is the great globe suspended from the ceiling of the plaza in the illithid city of Lagurno (see below), but it is exceptional in every way. The average stone is around the size of a large egg. Resonance stones are always active. Any sentient being that approaches within the stone’s radius of effect experiences the emotion that it broadcasts. At first, this sensation is faint. As one draws nearer, the emotion rises quickly in intensity to the imprinted level. If the stone is touched, the intensity jumps up sharply. Illithids use resonance stones casually as decorations. In an illithid’s home, one could expect to find resonance stones emitting a sense of deep self-satisfaction, pride, feelings of personal superiority, or confidence. In public places, resonance stones might be positioned to heighten feelings of responsibility, duty, loyalty, or racial superiority. At a performance eating event (see Performance Eating Area, below), the performance could be heightened through the use of stones that broadcast a sense of anticipation, gradually changing to delight followed by satisfaction. To illithids, these emotions convey the same nostalgic connotations that smells carry for a human. The familiar feeling of home has a literal meaning to a mind flayer. Many can navigate through their homes or even through public spaces by sensing emotions only. Besides offering a pleasant diversion, resonance stones serve a vital function as well. A newly ceremorphosed mind flayer has no experience with emotions. When it suddenly becomes sentient, its mind is bombarded with thoughts and feelings from all directions. A nearby resonance stone calms the tumult and floods the creature with feelings of reassurance and contentment. As it adjusts to its new body, develops psionic powers, and acclimates to the unvarying presence of the elder brain, a resonance stone, rather than a parent, is its constant companion. In other words, mind flayers learn emotions from resonance stones, not from one another. They do not fall in love or even form friendships beyond useful acquaintances. Resonance stones fill their emotional needs. Resonance stones can be turned to darker, more destructive purposes, too. Stones that radiate feelings of hopelessness and helplessness are frequently used to keep newly captured prisoners docile before they can be enthralled. Similarly, stones that radiate feelings of satisfaction and resignation can be scattered across the floor of a pit where captives are held, to keep them quiet and prevent fighting. A stone emitting horror, despair, or surrender can be useful during interrogation. Creatures subjected to a resonance stone effect can attempt Will saves (save DC varies by stone type) to resist the effect. A

creature that succeeds on this save is immune to that stone’s effect for 24 hours. A creature that fails the save but leaves the area and reenters can attempt a new saving throw, but it takes a –2 penalty on the second and all subsequent saving throws made against the same resonance stone in the same 24-hour period. Mind flayers receive a +4 racial bonus on saves against resonance stone effects. Sample stones are presented below. Resonance Stone of Despair: All creatures that come within 30 feet of this resonance stone must succeed on a DC 16 Will save or be affected as if by crushing despair for as long as they remain in the affected area. Moderate enchantment; CL 7th; Craft Wondrous Item, crushing despair or telepathy special ability; Price 56,000 gp. Resonance Stone of Fear: All creatures that come within 30 feet of this resonance stone must succeed on a DC 16 Will save or be affected as if by fear. Moderate necromancy; CL 7th; Craft Wondrous Item, fear or telepathy special ability; Price 56,000 gp. Resonance Stone of Delirium: All creatures that come within 30 feet of this resonance stone must succeed on a DC 14 Will save or be nauseated and blinded for 1 minute. Moderate enchantment; CL 7th; Craft Wondrous Item, major image or telepathy special ability; Price 45,000 gp.

THE WHISPERING SHADOW Of all questions surrounding illithids, “Where did they come from?” is the most mysterious. For an answer to this riddle, scholars are limited to scraps of clues from a handful of ancient texts. The clearest reference is found in The Planetreader’s Primer, a book of primeval knowledge published (reputedly) in the great city at the center of all, Sigil. It speaks in certain terms of an illithid empire that spanned worlds in a time predating memory. So mighty was this empire that its expansion threatened to consume even the eternal Blood War before it was turned back. The Astromundi Chronicles, a text of ancient yet unknown origin, speaks of the illithids as “a race of monstrous spawn, hidden beneath the world by their progenitors.” No clue is given as to the identity of these progenitors. The text suggests that the illithids hated their creators with such passion that they lashed out against them and destroyed them utterly, leaving no trace of their existence for the modern scholar to examine. The most archaic of all sources is a set of stone tablets known as the Sargonne Prophecies, named for the city of disturbing ruins called Sargonne. The crumbling tablets contain passages so cryptic that they have been interpreted as prophecies rather than as history. Each bears a central likeness of what is unmistakably a mind flayer. The inscribed runes present a troubling aspect to the observer. They tell of an illithid world “bathed in eternal night” that is destroyed by some fiery cataclysm, from which the illithids flee in flying ships.


Turn static files into dynamic content formats.

Create a flipbook

Articles inside

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
Issuu converts static files into: digital portfolios, online yearbooks, online catalogs, digital photo albums and more. Sign up and create your flipbook.