Gzemnid's realm [Archive] - Wizards Community

Post/Author/DateTimePost
primemover003

05-23-07, 02:11 PM
In my campaign I currently have my group of adventurers (5th-6th level)travelling across the Outlands escorting a Planar Trade Consortium agent and a lesser proxy of Vergadain from Ironridge to Glorium. Along the way they diverted from the normal trade route to avoid a pair of Hill Giant Dire wereboars and eventually found themselves within part of Gzemnid's Realm called the Vale of Eyes.

Arrys, Air genasi Scout 5 - exp. dodge, mobility
Cyrus, Spellscale Harbinger 6 (variant bard) - Party Face, fear and moral penalties
Elias, Grey Elf Wizard 6 - good all round wizard, rays and conditions
Havoc, 1/2 minotaur dwarf Galdiator 5 (homebrew class) - Knockback/ Power attack, 20 Str, Powerful Build, Large Dw. Warpike
Pierce, Spiker Monk 5 - Grappler
Rach, Human Dragon Shaman 5 (copper) - Vigor, Energy Shield Auras, Intimidate, breath weapon (line)
Solars, Gloaming Wizard 4 - so far less effective than elf
Thorn, Fey-ri Rogue 4 - archer/infiltrator

The Sub alpine vale is covered in dwarf pine and light undergrowth which allowed me to hide Swarms of Eyeballs and Gas Spores. Thankfully the Scout had enough woodlore to hasten their trip through the Vale. Now they're approaching a Fortress that serves as the Gateway out of this corner of the Realm. My question is how feasible is it to have several different types of beholderkin and mortal worhsippers/ thralls of Gzemnid with in the same structure??? Perhaps Gzemnid exerts an influence similar to Hive Mothers and Overseers that allow various Beholders and Beholderkin to cohabitate???

The Towers of the Tyrant has a simple hierarchy based on relative power. The Lord Tyrant is a Beholder called Mallax who is currently absent doing Gzemnids bidding. Mallax's knight-protector, a Director called Xaokks (zay-ox), and his herd of monstrous centipedes hunt in the vale for sport. A Gauth called Oobl (oo-bull) acts as Castellan while Mallax is away and a Spectator called Xakllall (zack-lawl) serves a warden of the dungeon. I figure the non-beholder cultists and other thrall would live in the lowest levels of the towers near the Vermin caves, the mid level of the tower serves as a massive oubliette with hanging cages full of prisoners/food and the upper reaches are where the Castellan and Lord Tyrant reside along with the treasury.
ripvanwormer

05-23-07, 02:17 PM
I'm certain that a god can do anything a Hive Mother can do.

Adding, whatever breed Gzemnid is, it's not a standard beholder breed.
primemover003

05-23-07, 02:27 PM
Yeah I figured that too... but I also figure I would share a nice idea for a planar location with the community and get some feedback.

Oh yeah here's my Eyeball Swarm too.
Beholderkin, Eyeball Swarm CR 5
NE Diminutive Aberration (swarm)
Init +3; Senses all-around vision, darkvision 60 ft.; Spot +9
Aura Daze aura (35 ft. Will DC 16), Fear aura (35 ft., Will DC 16)

AC 18, touch 17, flat-footed 16 (+4 size, +1 nat, +3 dex)
hp 36 (8 HD)
Fort +2, Ref +7, Will +6; immune to charm, command, criticals, flanking, weapon damage

Speed 5 ft. (1 square), fly 40 ft. (good)
Melee Swarm (2d6+1d6 cold)
Space 10 ft.; Reach 0 ft.
Base Atk +6; Grp -8
Atk Options Daze aura, Fear aura, Distraction

Abilities Str 6, Dex 16, Con 11, Int 2, Wis 10, Cha 10
SQ Flight, Swarm traits
Feats Ability focus (Daze), Ability Focus (Cause Fear), Lightning Reflexes
Skills Hide +20, Search +7

Daze Aura (Su) On the Swarms turn any Humanoid within 35 feet is vulnerable to it's dazing aura; a Will save (DC 16) negates the effect. This aura acts as the Daze spell, the save is Constitution based.

Distraction (Ex) Any living creature vulnerable to a swarm’s damage that begins its turn with a swarm in its square is nauseated for 1 round; a Fortitude save (DC 14) negates the effect. This save is Constituion based. Spellcasting or concentrating on spells within the area of a swarm requires a Concentration check (DC 20 + spell level). Using skills that involve patience and concentration requires a DC 20 Concentration check.

Fear Aura (Su) On the swarms turn any creature with less than 5 HD within 35 ft is vulnerable to it's fear aura; a Will save (DC 16) leaves a creature shaken for 1 round. Creatures with 6 or more HD are unaffected. This aura acts as the Cause Fear spell, the save is Constitution based.

Flight (Ex) An eyeball's body is naturally buoyant. This buoyancy allows it to fly as the spell, as a free action, at a speed of 40 feet. This buoyancy also grants it a permanent feather fall effect with personal range.