Part 3 of Book 3 of the Sorcerer-Kingmaker Dark Sun adaptation of Pathfinder's Kingmaker adventure path begins with the PCs on the trail of a race long thought not only dead, but annihilated at the hands of the sorcerer-king Tectuktitlay. This seems like one of the largest changes to the adventure path so far, as the Wemics are canonically all dead. However, they fit the flavour of Dark Sun much better than keeping the Centaurs, and the last surviving members of an almost-extinct race can make for some great storytelling.
Overall Wemics and Centaurs are a lot alike, statistics-wise, and probably don't need any changes made from the Monster Manual, except making their natural attacks claws instead of hooves, and inflicting slashing damage. Narratively, they can substitute in pretty easily, inhabiting open plains areas and taking up the same kind of niche, the major difference being their supposed extinction. While knowledge of their existence might interest and/or irk the mighty Tectuktitlay, he likely has other things on his mind than chasing up a valley of creatures that he won a title for exterminating over three millennia ago. Templars who serve him might be commanded, should they choose to send him word, to slay them in his name, but even their reduced numbers do not leave them weak. Draj is far enough away that even should Tectuktitlay wish to bring a final end to these last few Wemics, he could never mobilize an army all the way across the Tablelands through the territories of the other Sorcerer-Kings. Weady for the Wemics The Nomen tribe are matriarchal and not friendly to humanoids, driven by millennia of cultural fear of their extinction. The tribe is made up of perhaps 200 Wemics, who are well-organized and hunt sparingly in their tribal lands, not overburdening the resources of the area. Their numbers have dwindled over time, and they have perhaps another three or four generations before their genetic diversity curdles. The PCs' first encounter with them is likely to be trespassing into their lands and encountering a hunting-party of eight warriors, who will cross the plains with frightening speed, and challenge the PCs with wood and stone weapons ready. Diplomacy is a wise option here, as the hunting-party will be quite a challenge, using clever tactics- circling in a widespread skirmish formation, or darting in and out to eliminate weaker members of the PCs' "pack". They hate psions, and will attack anyone they witness manifesting powers. If the PCs come peacefully, and especially if they present the relic weapon 'Skybolt', found in Dusthold, they will be led to the Nomen camp, where a series of tents rings a bountiful oasis, and young and old Wemics can be seen lounging, playing, or practicing warfare with vicious efficiency. There, they can meet Aecora Silverfire, a scarred and irritable Druid who has guided her tribe for many years, and her family. She is concerned about the disappearance of Dusthold, and worried that this could happen to her people as well. However, she does not trust strangers easily, and her eldest son Dehkgan is itching to test them. If they have not returned and given over the bow Skybolt, she allows the armoured warrior Dehkgan to challenge the PCs, and depending on their conduct, to perhaps slay one in combat. However, if they are respectful and show mercy to her son if the chance arises, she calls off the challenge. Dehkgan, Wemic champion Large monstrosity, Chaotic Neutral Armour Class 15 (scale armour) Hit Points 110 (17d8+34) Speed 50ft. Str 19 (+4); Dex 12 (+1); Con 14 (+2); Int 9 (-1); Wis 14 (+2); Cha 14 (+2) Saving Throws Dexterity +4, Constitution +5, Wisdom +5, Charisma +5 Skills Athletics +7, Perception +5, Survival +5 Senses passive Perception 15 Languages Common, Sylvan, Wemic Challenge 5 (1,800xp) Champion Charge. If Dehkgan moves at least 30 feet straight forward towards a target and then hits it with a spear attack on the same turn, the target takes an extra 14 (4d6) piercing damage. Pack Tactics. Dehkgan has advantage on an attack roll against a creature if at least one of his allies if within 5 feet of the creature and the ally isn't disadvantaged. Actions Multiattack. Dehkgan makes two attacks: one with his spear and one with his claws, or two with his longbow. Spear. Melee weapon attack: +7 to hit, reach 10ft., one target. Hit: 9 (1d10+4) piercing damage. Claws. Melee weapon attack: +7 to hit, reach 5ft., one target. Hit: 11 (2d6+4) slashing damage. Longbow. Ranged weapon attack: +4 to hit, range 150/600ft., one target. Hit: 5 (1d8+1) piercing damage. Rearing Strike (Recharge 5-6). Dehkgan rears back and slashes nearby attackers with his claws. He can make two claw attacks. If a target is hit by two claw attacks, the target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, Dehkgan can make one additional claw attack against them as a bonus action. This causes Dehkgan to take a -2 penalty to his Armour Class until the start of his next turn. Eventually, the PCs may win Aecora's grudging trust, and perhaps even a glimmer of respect from the reckless but doughty Dehkgan. They can tell of the name "Vordakai", a slumbering warlord from the time of the mother tribes. She tells of the valley they call "Olah-Kakanket, and that it is forbidden to her people, although one of her hunters spied a lumbering figure up a narrow mountain trail leading up into the mountains. With some persuasion, she may admit that this hunter was her own daughter, the headstrong and wilful Xamanthe. She worries (correctly) that her daughter has violated taboo and ventured into Olah-Kakanket, and asks them to keep their nostrils wide for any sign of her daughter. If one of your PCs has died, or dies at a point in the future, a Wemic from the Nomen tribe makes an ideal, if exotic, PC choice. If you have access to Mythic Odysseys of Theros, you can combine some of the elements of the Centaur and Leonin PC races to create something that seems appropriate. Check back in next week for the big showdown with Vordakai, the psionic lich beast-headed giant! Also posted on Game Masters Stash on 20 November 2020. Comments are closed.
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