2º Los argumentos humanos y el mérito 79
4.1. Necesidad de creer verdades sobrenaturales 84
While Icktyl Yar (See Area 14-11) is willing to negotiate with the PCs, he always does this outside the confines of the tree and with the support of a variety of large vermin close at hand. If the PCs step back from the tree and try to wave off the scorpion flies (See 14-1), Icktyl is informed by one of the flies who then hold off on their attacks unless ordered to attack by Icktyl.
Icktyl makes no effort to hide his true nature from the PCs, believing that if they can’t speak to him in his real form then they can’t be trusted to hold to their word. Icktyl knows that the druids in the Asylum created the ghoul rot, and that they are directly attacking the insects and animals of the area. If the PCs help “solve” the problem, Icktyl is willing to negotiate peace with the loggers and even the lizardfolk. The lizardfolk were largely ignored before, but are allowed to continue living and hunting in the area so long as they leave the Brine and the ant colonies alone. Loggers can continue logging as long as they stay north of Pariah Fork (the river along the northern border of the Barren Forest) and leave the insects alone.
Icktyl is presently gathering his forces in preparation for an all out attack on the druids of Rachiss, afterwards he intends to attack the loggers again on his way back home. PC attitudes can change these plans. A PC attack against Icktyl, or the insects he protects, almost insures an attack against the loggers once the druids of Rachiss are killed. If the PCs have already dealt with the druids of Rachiss, Icktyl is much friendlier toward them and far easier to negotiate with.
This room is the lair of a small nest of 8 stirges. There are 1d4+4 stirges in a hidden hole near the ceiling at any time during the day or night. Their lair in a small space above the ceiling contains a few shiny objects they brought in, including; a potion of neutralize poison, a gold ring (25 gp), a silver broach (10 gp), a masterwork silver dagger and a +2 dart (Search DC 22).
Stirges (4+1d4): CR 1/2; hp 5 each.
Area 14-9: Ground Floor (EL 3)
PCs entering the hole in the floor are greeted by a formian
warrior. An exit in the ceiling across from the entrance
leads into the second floor. This scout became separated from his hive and has found a sense of purpose in the service
G L A D E S O F D E A T H
of Icktyl Yar. He serves as a guard until he can reunite with his hive. The formian warrior willingly takes orders from the Ictkyl Yar in an attempt to rationalize this often-chaotic plane. Armed with a long spear and a silver scimitar, the guard attacks anyone climbing the wall to enter the cyst from the trunk chamber. If the PCs are willing to wait in this room, the warrior goes to tell Icktyl Yar about the visitors.
Formian, warrior: CR 3; hp 26.
Area 14-10: Second floor (EL 2)
The room has a 20-foot ceiling with a single exit in the center of the room directly above the lower entrance. This room houses a monstrous spider that lies camou- flaged along the wall 10 ft. above the lower entrance. This spider has a special bonus of +5 to Hide checks in these surroundings and attacks any non-insect unless Icktly Yar or the formian warrior are present.
Monstrous spider (medium): CR 1; hp 11.
Area 14-11: The Cyst Room (EL 5)
The room is egg shaped, but a sheet of web bisects the upper half of the room from those below. The web creates a flat ceiling 15 ft. above the lower portion of the room while the upper portion of the room rises 15 ft. above the web “floor” and has a single exit through a hollow limb. The limb tube is 3 ft. in diameter and runs 15 ft. to the outside of the massive tree.
This room is the home of Icktyl Yar, an aranea druid, that acts as a representative and defender of the giant insects and other vermin in the area. Icktyl prefers to negotiate with the PCs outside the Brine, trying to approach them before they attempt enter the tunnels beneath the tree, or even the tree itself. If he meets the PCs here, he presumes they are here to attack him. If warned, he casts preparatory spells and summons several vermin and the scorpion flies from Area 14-1 to aid in defending his chamber. Icktyl Yar attacks by dropping down from the web ceiling and attacking solitary PCs in the room below. He flees through the upper exit if the battle goes against him.
The top half of the cyst room contains Icktyl Yar’s belongings. His chest is kept in a cocoon-like ham- mock of webbing attached to the wall. The chest is unlocked and holds a bone scroll tube with several sheets of silk paper, misshapen clothing, a cloak of
elvenkind, a potion of cure moderate wounds and a potion of free action. One of the silk sheets of paper is a scroll
with levitate, flaming sphere, and jump.
The other papers are notes and tactics regarding the aberrant followers of Rachiss in the asylum. Icktyl Yar goes into great detail describing the humanoid druids and how they have waged genocide against the insects in their quest for power.
Icktyl Yar , Male Aranea Drd3: CR 7; HD 3d8+6
C H A P T E R E I G H T : T I M B E R R I V A L R Y
16 (+2 Dex, +2 armor, +1 deflection, +1 natural), touch 3, flat-footed 14; BAB/Grapple +5/+5; Atk +7 melee (1d6 + poison, bite) or +5 melee (1d6, scimitar, crit 18–20) or +7 ranged (web); Full Atk +7 melee (1d6 + poison, bite) or +5 melee (1d6, scimitar, crit 18–20) or +7 ranged (web); SA spells, web, poison; SQ alternate form, darkvision 60 ft., low-light vision, nature sense, wild empathy, woodland stride, trackless step; SV Fort + 8, Ref + 6, Will + 9; AL N; Str 11, Dex 15, Con 14, Int 14, Wis 13, Cha 14.
Skills: Climb +17, Concentration +8, Handle Ani-
mal +9, Heal +7, Hide +6, Jump +8, Knowledge (nature) +8, Listen +7, Spot +12, Survival +8. Feats: Improved Initiative, Iron Will (b), Track, Weapon Finesse.
Arcane spells known (6/6, spell save DC 12 + spell
level): 0—daze, ghost sound, mage hand, ray of frost,
resistance; 1st—disguise self, mage armor, magic missile.
Druid Spells Prepared (4/3/1, spell save DC 11+ spell
level): 0—cure minor wounds, mending, resistance, virtue; 1st—entangle, magic fang, pummel*; 2nd—rooted in place*.
*See Chapter 5.
Languages: Common, Sylvan, Druidic, Elf, Goblin Possessions: bracers of armor +2, ring of protection +1, cloak of resistance +1, scimitar, potion of mage armor, potion of invisibility, potion of fly, potion of cure serious wounds.