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Solsis VII
Solsis VII


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An adventure designed for four characters of 4th level (total CL 16) to 5th level (total CL 20).

This adventure was originally written for my tabletop campaign, and is therefore quite specific to the events and characters in that campaign. The adventure is presented in its original form, but I provide notes for adapting it. The planet of Solsis VII also makes a good location irrespective of the use of this adventure.

Contents

The Planet and its People — Adventure Summary Arrival on Solsis VII — The Inlu'la Village — Braving the Forest — The Mountain Pass — Destination Disaster — Appendix I: Adapting the Adventure Appendix II: NPC Statblocks — Appendix III: Beasts and Hazards of Solsis VII

The Planet and its People


Solsis VII

Region Outer Rim
Climate Temperate
Gravity Standard
Moons 3
Length of Day 25 standard hours
Length of Year 326 local days
Sapient Species 100% Hobben (native)
Government Shaman councils
Capital None
Major Exports None
Major Imports None

Solsis VII is a heavily forested world, inhabited only by the Hobben (descended from early Zabrak settlers) and a rich array of wildlife and plantlife, much of which is deadly. Its Hobben natives are extremely primitive by Galactic standards (presumably, the technologies of the Zabrak settlers have been lost), living off the land as hunters and farmers, and forging tools of iron in smithies.

The Hobben

Clearly descended from the Zabrak, Hobben manifest many of the same characteristics. They have long since evolved to best manage on their heavily forested world however.

Hobben Species Traits

Hobben share the following species traits:

Ability Modifiers +2 Dexterity. Hobben are agile and quick, easily a match for their world - well, most of them.
Medium Size As Medium creatures, Hobben have no special bonuses or penalties due to their size.
Speed Hobben base speed is 6 squares.
Resistant Hobben are resistant and stubborn, and gain a +1 species bonus to their Fortitude and Will saves.
Light Sensitivity Hobbens prefer the shade and gloom of their undercanopy world. In bright sunlight, they suffer a -1 penalty to all attack rolls and Perception checks.
Languages Zabraki (Hobben variation)

Hobben organise themselves into tribal groups. In the past, these warred all the time, but the last century or so has been relatively peaceful, and the world has begun to prosper as for the first time travel and trade have become a possibility. Still, the world has its fair share of dangerous predators, and a warrior may find a great deal of work protecting his village, travellers, or going out to slay beasts for valuable meat, skins, and bones.

Each tribe has its own group of shamans, all of whom believe in the concept they call the Ali'La.

Adventure Summary

Being a brief summation of the following adventure:

Arrival on Solsis VII: The party arrive at Solsis VII. They land on a plateau surrounding by veritable seas of woodland, and not too far from a range of inhospitable looking mountains to the West. The Screaming Siren is also atop the plateau, proving that Reba and Eric are here... somewhere.

There are no further clues as to the two jedi's location, but they're certainly not here. Whether the group stays where they are or decides to go searching, they will eventually be intercepted by a group of Hobben from the nearby village.

The Inlu'la Village: The heroes are treated as curiosities by the villagers. A feast is held in their honour. In the morning a pair of Hobben guides (One a Hunter-Shaman, the other a Healer-Shaman) are assigned to escort the group to their friends. Their able guidance might not be enough to save the PCs from the many dangers of the forest, however...

Braving the Forest: The group are attacked by Sun Bugs, large predatory insects that fly above the canopy collecting ambient light in their carapace, only to swoop down on prey below - the light helping to dazzle creatures used to the shade.

At the base of the mountains, night falls and the group sets up camp. Watches are set to protect against night predators. While they are sleeping one of their guides is dragged off by a night predator.

The Mountain Pass: The pass is difficult and dangerous, and takes skill and teamwork to traverse.

On the other side of the pass, the PCs stumble upon a blackpowder plant and blackpowder zombies - Mostly Hobbens, and one . If the second guide is still with them, they recognise the zombies as members of the group of Hunters who escorted Eric and Reba.

Destination Disaster: When the Hunter-Shaman's camp is found, it is in ruins, butchered corpses lying where they fell. Reba and Eric are not among them.

Arrival on Solsis VII


Read the Following text aloud:
The Queen Quixis drops out of hyperspace in the Solsis System, between the 7th planet and one of its three moons.

'This is it.' Captain Andren Nahl says, gesturing at the view. 'The astrogation coordinates my son gave you lead to this planet.'

He takes the ship into Solsis VII's atmosphere, descending to the heavily canopied surface. As the transport gets lower a high plateau becomes visible rising above the treeline. The Screaming Siren can be seen atop it. To the west of the plateau, a range of inhospitable looking mountains sprouts tower above the green carpet.

Captain Andren reduces the Queen's speed, circling the plateau and bringing the transport in to land nearby to the Siren.

Eric and Reba are not on the Screaming Siren, though all of the group's equipment (such as their swoops) is still onboard.

If the group stays on the plateau, they are found by a Hobben welcoming party after a few standard hours. If they climb down, they must succeed at DC 15 Climb checks to descend the often treacherous plateau. There is no trail to follow at the bottom, and if the PCs go wandering they may encounter a predator or natural hazard (see the appendix at the end of this adventure for potential opponents and hazards, or use statistics from another source). After an hour or so, the Hobben welcoming party manages to track them down.

Make a secret Perception check against a DC of 16 for every PC to avoid being surprised.

Read the following text aloud:
From all around, Zabrak appear. They are unusual for their race, having a chalky blue skin colour and noticeably dilated irises. They are equipped primitively, with bows, spears, and leather armour died in shades of red and brown. Most notable among them is an aged male with a long silver mane. Unlike the others he carries only a thin shortblade with a black and white patterned grip thrust through the belt at his waist.

He speaks, haltingly and imperfectly, in the basic tongue.

'Who are be, offworlders?'

The leader of the party is Galaa Ayah of the Inlu'la Tribe, a member of the tribe's Elder Council. He is accompanied by two Hunter-Shamans and five hunters (Total CL 20).

He is suspicious of the PCs and their motives for being on Solsis VII - if they mention Reba and Eric he doesn't automatically assume that they are friends, but instead requires convincing of that fact.

The three possible resolutions to this encounter are as follows:
  • The PCs don't mention Reba and Eric: They are taken to the Inlu'la village as guests.
  • The PCs mention Reba and Eric and fail to convince Galaa Ayah they are friends: They are taken to the Inlu'la village as prisoners. If they resist, the Hobbens will attempt to subdue them.
  • The PCs mention Reba and Eric and convince Galaa Ayah they are friends: They are taken to the Inlu'la village as honoured guests.
It should be noted that the line between "guest" and "prisoner" is a thin one though the distinction is important: the honour of the Hobben demands that they treat any stranger in their village well, even a prisoner. By the other token, even a potential friend isn't unduly trusted and will be kept under watch.

When the PCs are taken to the nearby village (they and their Hobben escort must make DC 15 Climb checks if they are descending the plateau), it requires a walk of several hours through the verdant forest and gives the PCs a taste of the massive variety of natural life on the planet.

The Inlu'la Village


Read the following text aloud:
The village of the Inlu'la tribe emphasises the primitive nature of the culture you have encountered on Solsis VII. Most of the houses are constructed of wood - an overly abundant resource on this planet - with only a few even incorporating stone. It is certainly a far cry from the metal and permacrete constructions found in more civilised parts of the Galaxy. In the centre of the village are the businesses, where workers go about their business in workshops open to the street outside their houses - You pass a carpenter planing a wheel intended for a small cart, and a blacksmith hammering iron into the shape of a pan.The native Hobben, particularly the children who have little to entertain them, watch you pass with undisguised curiousity. The adults expressions are mingled in many cases with open distrust and even fear, while the children behave with obvious excitement, attempting to follow the group through the village and get closer to you until they are shooed away by your escort at Galaa Ayah's orders.

Galaa Ayah takes the PCs to a large building in the very middle of the village, where they are led into the single room within and see the three other Hobben sitting inside. Like Galaa Ayah, they are all past their prime, but comport themselves with the pride and dignity of those used to control. All of their weapons bear the black and white pattern previously seen on Galaa Ayah's thinblade - A woman bears a similar blade, while the two men present sit with staves across their knees.

The PCs have been brought to see the Elder Council, where they have a chance to restate their purpose on Solsis VII (and therefore a chance to convince the Hobbens of their good intentions if they previously failed). All but one of the Healer-Shamans understand Basic: while they talk, Galaa Ayah will continually translate. If the PCs try to be too eloquent for the Hobbens' limited vocabulary to keep up, this may result in some mis-communications.

If the PCs still fail to convince, they are taken to an empty house and kept under guard. They will have to think of a way to persuade the Hobbens, or alternatively to escape. The adventure continues under the assumption that they were successful in their persuasion attempts.

Once they are determined to be friends, it is explained to the PCs that Eric and Reba went with a group of Hunter-Shamans beyond the Western mountains to train. They will be guided there in the morning, but for now the PCs are guests of honour at a feast held in the village square. The dishes on offer are delicious, provided one doesn't ask where they came from or think about their shape and colour too much. The drink, some kind of fermented berry juice, is sweet and refreshing, and makes the drinker feel increasingly light-headed.

Read the following text aloud:
After a night of revelry, you wake up surprisingly well-rested. Whatever drink the Hobben were giving you, it delivered dizzying highs without any apparent morning side-effects.

At this point you should make an attack against each PC's Fortitude Defense (1d20+5). If any fail, read the following:

Read the following text aloud:
It is only as you stand that you feel anything wrong. It feels like having a lead weight in your stomach, around which a snake is squirming. You dash for the latrine in a desperate race to purge the rumbling mess from your bowels before it escapes of its own accord. You have never felt more uncomfortable or panicked in your life.

When you leave the house, finally settled but looking notably white and drawn, the Hobben waiting for you outside laugh in recognition of your plight.

'Berah like that if new to you.' The woman says, beaming toothily, while her male companion guffaws.

Inyu Yaana (the woman, a Healer-Shaman) and Eiran Boreh (the man, a Hunter-Shaman) are here to be the PC's escort. Only Inyu speaks Basic. When the PCs are ready, they lead them out of the village and along a worn trail through the forest. Soon enough, the trail disappears altogether.

NB. Andren Nahl won’t go with them, instead choosing to wait at the Inlu’la village.

Braving the Forest


Make Survival checks for the Hobben and any PC that wishes (PCs get a -5 circumstance bonus due to being on an unfamiliar world) in order to avoid the hazards of the forest. If they all fail, the group falls victim to a strangling vine early on - afterwards, paraphrase the following to account for this. If they succeed, read the following as written.

Read the following text aloud:
Your Hobben guides lead you through the forest with a confidence that could only come from being a native. Determining direction is hard enough, as breaks in the canopy through which to observe the position of the suns and the mountains you travel towards are few and far between, but they also recognise signs of dangerous hazards and predators unique to the planet that you would likely have missed.

Several hours into the journey, the ground underneath your feet becomes increasingly boggy. Eiran Boreh walks at the fore of your group, testing cautiously for footings. Your speed is dramatically reduced accordingly, and when you stop for a meal around midday you have yet to regain solid ground. You sit on a patch of raised earth eating cold leftovers from the last night's feast. The food is somewhat less appetising in the light of day, but is at least filling.

Part-way through the meal, a low buzzing becomes audible. Inyu Yaana and Eiran Boreh freeze, fear evident in their expression, then drop their food and grab their weapons.

'Be still.' Inyu urges, looking upwards towards the canopy in trepidation.

Combat Encounter: Sun Bugs in the Bog (Total CL 19)

The buzzing noise is being generated by a pack of four Sun Bugs flying overhead. Inyu's urging has come too late as they have sensed the presence of potential prey.

Throughout the encounter, the PCs, NPCs, and any Sun Bug who lands will have to deal with the conditions of the bog.

The buzzing gets louder, then the creatures generating it crash through the branches overhead. Large beetles with pearlescent beige carapaces, they descend on you with frightening speed. As you watch their carapaces suddenly flare with energy, bathing them in a dazzling corona of light that makes you see spots.

With the fight over, and the group recovered as best as it can, the Hobben guide the PCs further, out of the bog and through the forest to the base of the mountains just in time for night fall. A camp is set and watches organised - the Hobben, used to such duties, take the middle watches so the PCs can get uninterrupted sleep.

Make secret Perception checks (DC 20). If any of the group pass, they are woken during the night.


Read the following text aloud:
You start awake, sure you heard a muffled cry. Your bleariness falls away to be replaced with cold dread when you suddenly hear the start of a scream that is just as suddenly cut off. It is followed by a thud and then the sound of something being dragged off into the forest.

One of their guides has been killed and dragged off by a night predator - if both are still with them, it is Eiran; if either was previously killed during the encounter with the Sun Bugs, it is the remaining one.

The remaining guide (if any) falls victim to fear at this point, and tries to convince the PCs (verbally or non-verbally, depending on whether they can communicate) to turn back with them. A persuasion check opposed by the Hobben's Will defense convinces them to carry on, otherwise they return with or without the PCs.

The Mountain Pass


Read the following text aloud:
This close, the jagged mountains are even more imposing. The earth below your feet has given way to dark rock, on which a trail - little more than a groove - has been worn winding up the mountainside.

The further up the mountain you get, the steeper the path, and the trees of the forest become gradually sparser until finally you are exposed to the elements, sunlight beating down upon your backs. Up here is the easiest pass through the mountains, though it is difficult to believe that considering the challenge of the climb you can see ahead of you.

Climb checks are in order here - as many as is entertaining against a DC of 15. If you feel particularly cruel, you can require Jump checks to cross certain places where the path has fallen away. If the PCs still have a guide with them, that guide has brought rope and climbing gear. Otherwise they are wholly reliant on themselves and their own equipment if they have any.

The group will have to camp in the mountains. Provided they don't draw undue attention to themselves, they are safe from predators during the night.

In the morning, they reach the top and start down the other side, a somewhat easier journey. Climb checks may again be required, but against a DC of 10.

As the incline of the mountainside begins to level underneath you, you find yourself moving back into the forest and under the protection of the canopy. Here you see the first signs of the Hunter-Shamans you're looking for - a fire pit, lined with stones. Nearby a spring bubbles up from the ground, and you stop briefly to quench your thirst. The water is icy and extremely refreshing, and it is easy in this beautiful, shaded place to appreciate the beauty of Solsis VII regardless of the planet's dangers.

Make secret Perception checks (DC 15) on behalf of the PCs. If any pass, read the following:

It dawns on you that despite being within the forest for almost half an hour now, you haven't heard or seen any signs of wildlife.

Combat Encounter: Doom in Bloom (Total CL 13)

The wildlife have avoided this area ever since a Blackpowder plant grew here. When the PCs move further into the forest, they stumble across it and the three Hobben Hunter-Shaman zombies protecting it.

Once this encounter has reached its conclusion, the group can find hints as to the direction of the Hunter-Shamans' camp nearby. A DC 15 Perception check is required to notice the trail of thin marks carved into the bark of trees.

Failing to find these clues does not prevent the group from finding the camp, but will stop them from bumbling around for hours, lost in the woods.

Destination Disaster


Read the following text aloud:
The camp is finally found in a large clearing, open to the skies, but isn't the active and lively place expected. Instead, it is deadly still and you quickly observe the signs: several of the tents are collapsed, and the ground is churned as though by frenzied activity. Your roving eyes pass over a small mound of earth under the shadow of a tent, from which protrudes the bladed portion of a broken spear. As it draws your attention and details become focused, it turns out not to be a mound at all, but a body.

The corpse is that of a Hobben, and it isn't the only one. There has been a bloody battle here, and there are no survivors in sight.

Closer inspection of the camp reveals only the bodies of Hobben - some dressed in the manner favoured by those of the Inlu'la village, in shades of brown and red. Others wear blackened armour, clearly from another village. Most importantly, Reba and Eric are not in the camp - alive or dead.

They have been captured, and taken to the village of the Aeng'la...

Look for more in The Will of the World (Part II)!

Appendix I: Adapting the Adventure


This adventure was written for the specific needs of my campaign, but the material can be adapted to the needs of other campaigns.

A force-user from your own game (ideally an NPC, but it can be a PC if the player is absent for a few sessions or agrees to play a different character in the meantime) may have discovered the Ali'la tradition in old records or diaries and come to Solsis VII to train. The adventure can then be used pretty much as written for the rest of the party. This method is best used in the Rebellion era.

Alternatively, the planet can be discovered by accident after a botched astrogation attempt. Any force-sensitives in the party could join the Shamans in their training and then you can adapt the events of this adventure and its sequel so that these PCs are the victim of the rival village's raid and have to escape (see The Will of the World (Part II) for further details on these events). If there are no force-sensitives in the party, the raiders might come all the way to the Inlu'la village and the PCs could be involved in its defense.

Of course, the beasts, hazards, and NPCs can be used in isolation from the adventure or even on other worlds.

Appendix II: NPC Statblocks


Galaa Ayah (CL 9)

Medium Old Hobben scout 5/soldier 4
Destiny 3; Force 6; Dark Side 6
Init +11 (may reroll); Senses Perception +10 (may reroll)
Languages Basic, Zabraki (Hobben variant)
-----------------------------------------------------------------------------------------
Defenses Ref 25 (flat-footed 23), Fort 20, Will 20; Leather armor +2
hp 64; Threshold 20
-----------------------------------------------------------------------------------------
Speed 6 squares
Melee thinblade +9 (1d6)
Base Atk +7; Grp +7
Force Powers Known (Use the Force +13): Battle Strike ×2, Mind Trick, Surge
-----------------------------------------------------------------------------------------
Abilities Str 11, Dex 14, Con 13, Int 12, Wis 12, Cha 17
Talents Acute Senses, Improved Initiative, Evasion, Devastating Attack, Indomitable
Feats Armor Proficiency [Light], Force-Sensitive, Force Training [Battle Strike ×2, Mind Trick, Surge], Shake It Off, Weapon Finesse, Weapon Proficiencies [Pistols, Rifles, Simple Weapons]
Skills Endurance +10, Initiative +11, Perception +10, Stealth +11, Survival +10, Use the Force +13
Possessions Thinblade, leather armor
Galaa Ayah is an elderly Hobben of the Inlu'la village. He is part of the village's council of Elder Shamans. He was promoted to the position not long after Quixis Kolle left Solsis VII, and he was one of her closest friends during her time on the planet: He learned rudimentary Basic from her during her stay.

Galaa is on the whole a good man, though he has done some questionable things in his lifetime. However, life on Solsis VII has not fostered quite the same morals into the Hobben culture as are prevalent throughout the Galaxy, and everything Galaa has done were seen to be for the good of his village and his people.

Hobben Hunter (CL 1)

Medium Hobben nonheroic 3
Dark Side 1
Init +7; Senses Perception +5
Languages Zabraki (Hobben variant)
-----------------------------------------------------------------------------------------
Defenses Ref 13 (flat-footed 13), Fort 12, Will 10; Leather armor +2
hp 13; Threshold 12
-----------------------------------------------------------------------------------------
Speed 6 squares
Melee spear +3 (1d6+2)
Ranged bow +3 (1d8)
Base Atk +2; Grp +3
-----------------------------------------------------------------------------------------
Abilities Str 13, Dex 13, Con 12, Int 12, Wis 9, Cha 10
Feats Armor Proficiency [Light], Skill Training [Initiative], Skill Training [Perception], Toughness, Weapon Proficiency [Simple Weapons]
Skills Initiative +7, Perception +5, Stealth +7
Possessions Spear, bow and arrows, leather armor

Hobben Hunter-Shaman (CL 3)

Medium Hobben nonheroic 9
Dark Side 3
Init +10; Senses Perception +10
Languages Zabraki (Hobben variant)
-----------------------------------------------------------------------------------------
Defenses Ref 13 (flat-footed 13), Fort 12, Will 11; Leather armor +2
hp 40; Threshold 12
-----------------------------------------------------------------------------------------
Speed 6 squares
Melee thinblade +7 (1d6+1)
Ranged bow +7 (1d8)
Base Atk +6; Grp +7
Force Powers Known (Use the Force +10): Battle Strike, Surge
-----------------------------------------------------------------------------------------
Abilities Str 13, Dex 13, Con 12, Int 12, Wis 11, Cha 13
Feats Armor Proficiency [Light], Force-Sensitive, Force Training [Battle Strike, Surge] Skill Training [Perception], Skill Training [Use the Force], Toughness, Weapon Proficiency [Simple Weapons]
Skills Initiative +10, Perception +8, Stealth +10, Use the Force +10
Possessions Spear, bow and arrows, leather armor

Hobben Healer-Shaman (CL 3)

Medium Hobben nonheroic 9
Dark Side 2
Init +4; Senses Perception +5
Languages Zabraki (Hobben variant)
-----------------------------------------------------------------------------------------
Defenses Ref 12 (flat-footed 12), Fort 12, Will 13; Leather armor +2
hp 31; Threshold 12
-----------------------------------------------------------------------------------------
Speed 6 squares
Melee stave +6 (1d6)
Base Atk +6; Grp +7
Force Powers Known (Use the Force +11): Farseeing, Mind Trick, Rebuke, Vital Transfer
-----------------------------------------------------------------------------------------
Abilities Str 11, Dex 11, Con 12, Int 12, Wis 14, Cha 14
Feats Armor Proficiency [Light], Force-Sensitive, Force Training [Farseeing, Mind Trick, Rebuke, Vital Transfer], Skill Training [Survival], Weapon Proficiency [Simple Weapons]
Skills Treat Injury +11, Use the Force +11, Survival +11
Possessions Stave, leather armor

Appendix III: Beasts and Hazards of Solsis VII


Beast: Sun Bug (CL 4)

The average Sun Bug is 3.6 metres long and is about 1.8 metres high, and resembles closely a beetle from the Coccinellidae family (such as a ladybird). Its carapace is a pearlescent beige in its natural state. These voracious predators fly above the canopies of Solsis VII soaking up ambient sunlight into their wing covers, then dive down on potential prey from above, releasing the energy in dazzling flares from their carapace.

A Sun Bug is quite capable of killing a human or like-sized creature, and have occasionally been known to carry smaller creatures into the air still struggling.

Sun Bugs occasionally hunt alone, but are most often found in groups of three or more. They always hunt during the daytime, and will not be encountered at nighttime unless their nest is disturbed.

Sun Bug

Large airborne beast 5
Init +7 (may reroll); Senses Perception +7
-----------------------------------------------------------------------------------------
Defenses Ref 15 (flat-footed 15) Fort 14, Will 10; Natural armor +5
hp 48; Threshold 14
-----------------------------------------------------------------------------------------
Speed 6 squares,
Melee 2 claws +7 (1d6+4) and bite +7 (1d8+4)
Fighting Space 2×2; Reach 1 square
Base Atk +3; Grp +7
Dazzle If a sun bug has been soaking up ambient sunlight, its carapace gives off a brilliant glare. Opponents within 30 metres (in well-lit areas, this is reduced to 15 metres). are dazzled, taking a -1 penalty to attack rolls and Perception checks. Opponents with Light Sensitivity take a -2 penalty (the effects stack).
-----------------------------------------------------------------------------------------
Abilities Str 18, Dex 10, Con 19, Int 2, Wis 11, Cha 10
Feats Skill Training [Perception], Toughness
Skills Climb +6, Initiative +7, Jump +6, Perception +7

Hazard: Boggy Ground (CL 3)


The ground is uneven, soft, and water-logged, and therefore counts as difficult terrain, halving movement. In addition, any movement-based skill check attempted in the bog has its DC increased by 5.

If a character spends even a single round on boggy ground without moving, make an attack roll (1d20+5) against its Reflex defense (unmodified by any armor). If its defense is beaten, the creature begins to sink and gets stuck. If the creature's defense is unbeaten it is safe this round, but for each subsequent round it fails to move the attack roll is increased by +5.

Further attacks are made against the sinking creature each round. Each attack that successfully beats the creature's Reflex defense moves it one step along the condition track. If they are knocked to the bottom of the track they are fully swallowed by the bog. A full-round action and a strength check against a DC of 15 are required to break free.

Hazard: Strangling Vine (CL 3)


Though not sentient or mobile enough to be called creatures and make use of the Beast class, some of the plantlife on Solsis VII can be somewhat... fiesty. Chief among these is the strangling vine, a large cord-like climbing plant that senses by vibrations the approach of prey and drops on them from above. It then tightens until they stop struggling, injecting them with poisons to assist the process by means of thousands of tiny thorns, then sucks them dry for sustenance. A single strangling vine is very long, and can attack whole parties at the same time until killed. Occasionally, in areas with large amounts of prey such as near water, multiple strangling vines grow together, and these are particularly lethal.

A strangling vine has the following trained skills: Initiative +7, Perception +5, and is considered to have the following feats: Pin, Trip, and Crush. It is equipped with darkvision (page 257 of the SECR core rulebook) and makes one attack per round against the closest target (they don't need to be within its line of sight). Make an grapple roll (1d20+5) against the target's Reflex defense. If the attack succeeds, the target takes 3d6 points of bludgeoning damage (from Crush), and the vine injects the target with a poison with an equivalent effect to Knockout Drops (see page 255 of the SECR core rulebook). The vine has a Reflex defense of 9, a DR of 5, a Damage Threshold of 20, and 8 hit points.

Hazard: Darkpowder Plant (CL 4)


Like the Strangling Vine, the Darkpowder Plant is a deadly predator that feeds on the creatures of Solsis VII. However, it does not feed on the living, instead deriving sustenance from decomposing corpses. In order to bring its food to it, the darkpowder plant creates zombie-like servitors using the black, hypnotically suggestive pollen that gives it its name.

A darkpowder plant has the following trained skills: Initiative +5, Perception +7. It is equipped with darkvision (page 257 of the SECR core rulebook) and makes a single action per round. It may either feed on a corpse, or release its pollen as an attack (1d20+5) that targets all creatures within a 15 metre radius area. If the target's Fortitude Defense is exceeded, it moves -1 step along the condition track. An affected creature is subject to further attacks each round until it either successfully resists or reaches the end of its condition track; if the end of the track is reached the target does not fall unconscious, but instead becomes trapped in its mind by severe hallucinations that make it the mindless servitor of the darkpowder plant. The darkpowder plant has a DR of 5, 10 hit points, and a Damage Threshold of 20.

Recovery from the madness of the darkpowder plant's pollen requires a DC 20 Treat Injury [Treat Poison] check. The DC can be reduced to 15 with the aid of an infusion created from a variety of Solsis VII plants; this fact is known only to the Hobben. Killing the darkpowder plant does not cure the madness; without the commands of the plant, the victim remains deadly still until death or a cure frees them.

Darkpowder Zombie

A darkpowder zombie is a living creature that has fallen victim to the pollen of a darkpowder plant. It is used to defend the plant, but may also roam where the plant and its pollen cannot reach, traveling far afield to hunt and kill other creatures then bring their corpse back for the darkpowder plant to feed on.

The darkpowder zombie retains all of its previous stats, but becomes an NPC until cured. It is capable of using all of its abilities in the service of its master, the darkpowder plant.



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