
Recap
This week at Alakazam Comics in Irvine, CA, the Game Show continues to battle down the hall to rescue kidnapped villagers. He encounters a behir that mostly wrecks the party (which had been split in half–we added a third table this week). Garner the Wheelchair-bound was paralyzed and killed, by some crazed psychic grell–horrible. We continued down the hall and encountered some gibbering mouthers and a flesh meld (who is killing my new character, Skip the Weak [Tiefling Samurai], losing two characters in one week is a new low even for me).


We drank Camel Milk — there are shorts:
we ate cookies


Summary
Blasted Intersection
The stone in this area is badly scoured and scorched. The smell of ozone hangs in the air. A wide passage leads to the east.
A wide passage leads southeast to area J6. Near the ceiling, a natural opening only a few feet in diameter leads northeast to area J7. The grells lairing in area J7 use this passage to come and go without disturbing the behir in area J6; the passage is too small for the behir to navigate.
If the characters are particularly noisy, the behir slithers from area J6 to investigate.
Behir Den




An enormous nest of crushed rocks, reptile scales, and lightning-scoured bones occupies a depression in this cavern’s northwest wall. Resting in the nest is a massive, serpentine monster.
A lazy behir rests in its nest, sometimes sleeping for weeks at a time. Affected by its long proximity to Illithinoch’s elder brain, the behir has vulnerability to psychic damage.
The behir is hungry but cautious. If the characters don’t attack, the behir asks them in Draconic to drive the gricks out of the adjoining cave. If a fight breaks out, the behir tries to maneuver into a position to catch as many of the characters with its Lightning Breath as possible.
If reduced to fewer than 50 hit points, the behir attempts to flee, abandoning the area for good.
Treasure.
The behir’s nest includes seven gold feathers worth 100 gp each, 1,520 gp in scattered coins, and a jar containing 4 doses of Keoghtom’s ointment.
Scavengers’ Nook
This wide cave is barely five feet tall. Lurking here are three monsters that look like floating brains with beaks. Against the north wall lies a moldy backpack.

Two grells lair here with their leader, a grell psychic named Vundru. Vundru used to lurk much closer to Illithinoch, where he became infused with minor psychic abilities. He has no knowledge of the Far Realm and no desire to learn more; he’s interested only in hunting safely.





The grells respect their behir neighbor, which they refer to as a Great Eater. The grells don’t involve themselves in a fight between the characters and the behir. If the characters win, the grells confer among themselves for a few minutes, debating whether those who kill a Great Eater are themselves Great Eaters. Unless the characters interrupt this debate by entering this lair, Vundru decides after a few minutes that he can become a Great Eater by vanquishing the characters who bested the behir. The grells then float out to slay the characters.
















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