by Bruce R. CordellYiventure!Mapim Nautiloid Map
Not To Seale ‘Crossection’
‘Command Station "Con's
Reid
Bride Det
Spitallterrene
Not To Seale
Lair othe Vieimuncer
Ruins of Gwalior
Nautiloid)
Landing
Blasted Lands
Fpaeaducy
the Hungry One)
Date tas
secu ata =
Aiming Pie Stbeerrene
, Rangelands. 4 \ :
eeD Advanced
ungeons& Dragons
Monstrous Arcana
Dawn of the Overmind
by Bruce R. Cordell
Table of Contents
(COMMENCEMENT ‘The Capital Terrene 12 Conditions Around the Ether Gap .... 40
Introduction 2 Nautlloid Landing Site 12 Overmind Overview 40
Pionie or Arcane tlithids? 2 River 12 Overmind Detall a
‘Common lithia Characteristics 2 Rangelands 32 Lignibossk 51
Background and Adventare Summary |. 2 Forerunner Village 13
‘Character Involvement Hooks: 3 il 14 DENOUEMENT.
Klar Lache 1M An Alternate Route to Success 52
(CELESTIAL EXCURSION Blasted Lands 15 Worst Case Scenario 52
The Nautioid 4 Cope 15 Conclusions 53
Inside the Nautioia 4 _Lalrof the Hungry One 15 Using the Annulus 53
Passage Through The Void 6 17 Using the Deactivation Cosie 53
‘Wildspace, Phlogiston, 17 _Destraying the Support Mechanisms «54
and Crystal Spheres 6 Entrance to Capital Subterrene 19 Consequences 54
Journey Through Wilispace 6 The Capital Subtereene 20
Journey Through The Phlogiston ......7 The City Section 20 ARCANA AND BESTIARY
Journey Through Truespace 8 The Tunnelscape 24 Annulus 55
The Nethermast 32 Bonethriven of Mastery 35
PENUMBRA. Laethen 56
First Sight 10 DAWN OF THE OVERMIND Tsensine’s Ring 56
Overview 10 What Now? 38 Stalfof Ancient Penumbra 57
Landing 11 Triggering A Psionic Portal 38 Vibrissagauntlet 35
"The Adventure Unfokds 11 Beyond the Portal 38 New Spel: Vieimancy 9
Local Conditions| 1 About The Overmind 39 llthocyte ‘ot
Githyanki Resistance 39 Larva st
Credits
Bruce R. Cordell
Editors: Andy Collins and Keith Francis Strohm
Brand Manager: Thomas M, Reid
{Art Director: Dawn Murin Cover Art: eff Easley
Interior Art Glen Michael Angus Cartography: Dennis Kauth Graphic Design: Matt Adelsperger
‘Typesetting: Fric Haddock
Playtesters: Mark Middleton, Marc Posner Sue Posner, Krista Donnelly, Pat Connolly, Jennifer Middleton, Jessica Middleton
Sources: The ilithid “homeworld” was inspired by the description of Alderson Dises in Bigger Than Worlds by Larry Niven.
Githyanki statistics and motivations were derived from their excellent portrayal in A Guide to the Astral Plane by Monte Cook.
Monster Mythology by Carl Sargent,
{att Doran & Da Mena ci PaO Sta Din Ma act SR po pe dle Th
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ta Visit our website at wwwatsrine.comCommence
The night went on ard on
‘The sun was rising slow
Somewhere inthe dawon
The saddest feelings graw.
~The Samples, Waited Up
Intrstiveti
dark agenda ofthe mina lagen, D s
orlinkit together withthe Rs moles too
epiclength adventure. i
Theilithid trilogy supports The Mithiad, a MONSTR
ARCANA® supplement. Although
‘thatbook to run the ilithid adventure trilogy, they
tional mind flayer information contained within
‘even more depth to this adventure.
These el in fs ol
specific world or campaign.
Fees oe individual ea tsa ear
text. necessary, the DM should change es and
Sma
into an ongoing scenario.
i 8H
= SS SA ep halophagy
hear noise chee R 7
in abilities).
Notes SA Agi i
elas sigieapRrenis 20 sie ets poe
i i ‘the hapless individual in 1 round. A mind
Psionic or Arcane ot we Iso use its ert close melee; each successful
eam ieee inflicts points of damage and grasps the target's
layers, some sources suggest that ilithids use arcane able with a successful bend bars /lift gates rol). When
Pomme Arrant ie coving ities rpalerceae tacle holds the victim, each succeeding tentacle
lulated by psionic devotions: Are psychic forces synonymous with gains a cumulative +1 bonus (toa maximum
{he energy tspped by sane spel? Whatever the ruth poe tentacle attack). Once al four tentacles have
‘effects are actutizad according toa philosophy at odds with that attached tothe victim, the ilithid has sufficiently immobilize the
used by spelcasters and arcane beasts. Of course, psionic abilities struggling target to draw its brain out in the next round.
«are not appropriate for every DM's campaign.
‘Psionics Summary: #AT 1; MTHACO 10; MAC 5; Lv 10;
PSPs 11004250; Psionic Attacks ego whip (EW), id insinua-
tion (), mind blast (MB); Psionic Defenses All; Psionic Dis-
ciplines astral projection, awe, body equilibrium, control
body, domina
fA Dorioess Gathering, the PCs uncovered a group of lithids
eralaving city Through fore of arms and clever deduc
ers ended he it by dei the its ing
:mament above is any indication this nefarious plot affects moreEO Re ene A
‘However, the PCs rescued a friend from the illithids’ vile lair;
this companion possessed a mysterious palm print (a psioni seal
that resembles magical circuitry) given her ina dream, The shad-
ovved dream messenger named Strom imparted mental directions
that would aid the PCs in their quest to stop the mind layers.
In Maslers of Eternal Night, the heroes followed the psionic palm
prints urging io a barren steppe, all the while hunted by ilithid
tracker The psionic impots ial le the heroes to an impact site
made by anilthidplanetesimal (a large vessl that crashed onthe
Ps worl. The player characters eventually uncovered an ancient
ihc rautioia (a strange fying ship) buried beneath the snow of
the impact crate. Through great daring, they assemble four navi-
tational components and activated the ship.
“This adventure begins withthe characters in possesion ofthe
knowledge and the means to locate an ancient word ofthe ilithids.
Ifthe PCs use the nautioidto travel, they will cover former
illithid world, Penumbra.
Penumbra ia vast elm, though not realy plane inthe con-
ventional sense. The characters can locate the sit ofa devastated
ith city with the help ofthe psanicpaim print. Many dangers
Junki these ancient sis, Burl deeply within them sa device
knownas the Annulus a psionic artifact crafted a the height of the
ilthis’ empire the FCs can recover this artifact, they will havea
chance to derail the lithic’ dark plan
‘The discovery ofthe Annulis riggers the psionic sea to carry
cutit very lt directive: It provides the heroes a meant find its
crestor the mysterious and long absent Strom Wakeman. trom
resides at the heart of the Overmind, a great engine of destruction.
built by thelithidsin ore to ret thee empire ot former
sory With hishelp, the adventurers have the opportunity to pene
trate the Overmind and use the Arnis to stop the ith. the
heroes fail hope des with them,
Aleanor Pathsteader
In A Darkness Gathering and Masters of Elernal Night, the DM was
encouraged to use a real PC or NPC from her campaign asthe indi-
‘vidual chosen by Strom. The module provided information on
Aleanot Pathsteader, an NPC ranger in ease the DM had no one to
fit the bill. Aleanor’s stats reappear here for ease of reference:
‘Aleanor Pathsteader, hf R7: AC 2 (studied leather +1 and Dex
bonus); MV 12;hp 55; THACO 14 (12 long stood +2 and short
sword +2;8 against illithids); #AT5/2; Dg 148+2/ 1d6+2
(long sword +2 and short swond +2);SA two-weapon fighting,
‘racking (18), move silently (53%) and hide in shadows (65%)
innatural surroundings, +4 to attacks against ilithids
(species enemy), animal influence, psionic seal; SZ M (5'8"
tall; ML Champion (15); ALCG;XP 975.
Notes: Aleanor’s move silently and hide in shaciows percentages
are halved in ity or dungeon settings.
SA—She can shift the encounter reaction ofa natural animal if
the creature fails a save vs. rods (with a8 penalty); her psionic
seal gives Aleanor mental directions toward her required desti-
nation.
$15,D18,C14,113,W16,CH15,
‘Special Possessions: Guardian (ong sword +2), short sword +2,
studded leather armor +1.
Character Involvement Hooks
Dungeon Masters do not need to incomporate characters who
have played through Masi of Flea Nigh int this adventure.
[DMs who wish to run Dawn ofthe Overmind alone should use one of
the bulleted points provided below to start the PCs on this adven-
ture. Additionally, DMs running this module as stand-alone
adventure should have the brainmate (a lump of gray matter the
size of four fused fists) rather than the psionic palm print give the
PCs hints and information. The objet communicates telepathically
‘withthe party and the nautioid.
(4% In an unrelated scenario, the characters unearth a nau-
* loid (complete with a navigational brainmate) from an
ancient tomb. After this discovery, one or more ofthe
player characters receives prophetic dreams from con-
‘cerned deities. The dreams inform the PCs that the nau-
tiloid’s discovery was destined to happen, and that the
player characters must follow the brainmate's instruc-
tions in order to avert catastrophe.
2% PMs who do not wish to include space travel in their
“> campaigns may dispense with the material presented on.
the nauiilod. In this case, Penumbra lies on the PC’ very
‘own home world. A map, a sage's report, or the report of
a dying adventurer leads the party to Penumbra’s loca
tion. If tis information alone s not enough to tempt the
characters, the DM should include hints of fantastic
‘magic or psionic engines of destruction waiting fora dar-
ing party to find them.
The camival comes to town! Amid many strange sights and
displays the carnies offer interested folks the opportunity to
see “an amazing discovery.” The camival workers pull over a
lange wagon covered with a great tarp. The tarp hides “a relic
of the stars.” For] gp, the PCscan have a look at the strange,
terrible object beneath the tarp: It's the nautiloid! PCs who
take a strong interest in the sip can pay an additional 10 gp
to go inside for a look. Once inside, the nati (complete
‘with brainmate) launches itself toward its predetermine!